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Select a civilization from Babylonia, the Mayans, Byzantine, Sumer, Ethiopian, Holy Roman, Khmer Empires, and others and control their development. Create and expand corporations, trade with other countries, spy on opponents, gather armies and fight with them. Our website provides a free download of Sid Meier's Civilization IV: Beyond The Sword. Civilization IV brought about an unprecedented level of customization, easily earning the role of the most flexible and modification-friendly title in the Civilization series. This is great news for those of you who.

Enter the Civ4 Creation & Customization Forum

Below, you can read an overview about installing, downloading, and creating mods.

Customizing Civilization IV

Civilization IV brought about an unprecedented level of customization, easily earning the role of the most flexible and modification-friendly title in the Civilization series. This is great news for those of you who feel that the core game is lacking or too repetitive, as it means that user-created content can provide new life and enjoyment. From simple modifications that alter the graphics or add a new civilization, to more complex overhauls of the entire game, Civilization IV has seen it all, and below you can find out how to download, install, and create custom content. For more detailed discussion and resources, check out the Creation & Customization forum!

Types of Mods

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There is a wide variety of user-created modifications available, briefly explained as follows:

Modpacks: These generally bundle multiple additions together from the following categories, often adding new graphics as well as changing the gameplay. Some focus on a particular timeperiod (e.g. Ancient Rome, the Industrial Revolution), others on the entire length of history (from Stone Age to Future Age), while others still cover a particular theme (fantasy, sci-fi, etc).

Mod components: The forum of field traning 2ali  . Less comprehensive that modpacks, these usually contain simple interface or gameplay changes and do not alter the core game as much. Examples include components that keep track of units' wins and losses and others that add features like immigration, civil wars, and more.

Graphic mods, new units, and new civilizations: This type of content usually modifies the interface or graphics of the game, leaving the mechanics unchanged. Popular mods include things that alter the terrain to make it more Earth-like and ones that create a more user-friendly interface.

Scenarios, maps, and map scripts: Maps are, unsurprisingly, files that allow you to play a game of Civ4 in a premade setting. The most popular ones are Earth maps that place civilizations in historically-accurate locations and mimic reality. Scenarios are like maps, except that they contain preplaced units and cities, may have mod-like rule changes and custom content, and take place over a particular period of time. Map scripts, like the standard map scripts included with the game (Continents, Archipelago, etc.) allow for unique, randomly-generated maps.

Utilities: These are out-of-game tools that make modding or playing the game easier, simplifying the process of, say, installing mods or creating map files.

Keep in mind when downloading mods (explained in the next section) the amount to which you are willing to change the game mechanics. While things like maps and map scripts will not alter the gameplay, modpacks and scenarios can change the game rules dramatically. Experimentation to determine your personal preferences is best!

Downloading Files

All types of mods and content can be downloaded from the Civilization IV File Database, which organizes files by type (scenario, map, mod, etc). Almost all of the files there are ZIPs, a file type that can be opened using a program like 7-Zip, which is free. After finding a file or mod that you would like to use, simply download the ZIP or RAR file to your Desktop. You can then open it to extract the mod's files from the compressed folder.

Note that mods for Civ4 (without expansions) are not compatible with Warlords (the first expansion) or Beyond the Sword (the second expansion). In fact, mods are not backwards- or forwards-compatible, though they can be converted from one game to another with some work. Also, when downloading mods, be sure that, in addition to the right game, they were created for the right patch level (you can find yours out in-game by selecting Advanced and then About This Build). You can always download the right patch from the Patch & Updates category of the database.

Installing Mods

Nearly all mods can be installed relatively easily, without any technical work. First, navigate to your C:Program FilesFiraxis GamesCivilization4, but NOT to the ./My Documents/My Games/ folder. Then, depending on which game you're playing, open either directly the mods folder, Warlords, or Beyond the Sword folder. In all three cases, open the MODS subfolder. After you download the mod's ZIP file, extract the mod's main folder (almost always named the title of the mod) to this MODS directory.

Once in game, select from the Main Menu Advanced and then Load a Mod. Choose the mod from the list of mods available, and just wait for the game to restart, as it needs to load the changed game files. Then you're all set! If you encounter problems, read this thread to double-check your procedure.

In some cases, mods will require a non-standard installation. In this event, you can find detailed instructions either from a readme file in the mod's folder or from the mod's thread on the forums. Even more lengthy and comprehensive instructions can be seen in the Tutorials & Reference forum.

Creating Your Own Mods

There are various ways of modding Civ4, and each method has its own advantages and disadvantages. Below there are general descriptions of the four major ways to edit and customize Civilization 4, ordered approximately in order of increasing complexity and learning curve.

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WorldBuilder

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For those of you who played Civ3, the WorldBuilder is much like the out-of-game editor in that it allows you to create maps, place units and cities, edit the 'fog of war', set diplomacy, and other features that are useful in making scenarios and maps. It can be launched only in-game by pressing Control + W when a saved game has been loaded, though it can then create a totally new map. The WorldBuilder is fairly intuitive and the interface remains essentially the same as in Civ4, allowing for individuals to make quick changes or more complex scenarios. You can read more about the WorldBuilder and download a manual in this thread.

XML

XML, or Extensible Markup Language, refers to the format of the game's data files, which store information regarding things like units' attributes (strength, movement, hammer cost, etc.), leaders' characteristics, civilopedia entries, and more. These files are located in the default directory of C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Assets/XML and can be opened in a program like Notepad. Simple changes, like giving a unit more movement points or making terrain have a different food yield, can be accomplished with XML, as can more difficult things like creating new civilizations. For more about XML and modding in general, consult this guide to Civ4.

Python

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Python refers to the more powerful language that is used by the game to control many things, including the interface, advisor screens, and map generation. Python can be used to create totally new features that are not in the default game. The Python API can be seen here, and a set of tutorials for Python can be read here.

SDK

The SDK, or Software Development Kit, allows modders the most direct access to the main Civ4 game files. By downloading and using the SDK, individuals can edit the game's DLL source code, enabling them to change the game in ways otherwise impossible. Naturally, this is the most challenging form of modding, as it requires a more complex understanding of programming, but you can read an overview and instructions regarding the SDK on the forums.

Modding at CivFanatics

CivFanatics maintains a very vibrant modding community that has even attracted the attention of Firaxis, with some modders having their creations released on expansion packs. Main modding discussion takes place in the Creation & Customization forum, with subforums containing threads for finished files. Numerous mods have their own individual forums in the Project & Mod Development forum as a way to more directly communicate and receive feedback from users. Also, keep an eye out on the homepage here at CivFanatics for updates regarding recent creations!

Additional Information

Credit for much of this overview goes to the many stickies and influential threads in the Creation & Customization forum. That forum serves as a great reference and contains discussion on a much deeper level. If you have any questions, the users there can provide timely answers.

Quite Often, I find myself going off passionate about, and realise five minutes later that the room has gone silent and everyone has started looking quizzical. It's an occupational hazard of sorts: the unwitting social mishap of a gamer forgetting the company lie's in and the fact that not everyone will understand a metaphor based on the intricacies of de_dust.

My very worst experience of this though came when I was drunk in a Wetherspoons on Bedford High Street, talking to a random group of pretty nurses and with almost Machiavellian prompting from an associate. Stupidly, I embarked on a solo discussion on exactly why Civ IV suffered from not having a diplomat unit. Lbd movie. This is a true story. Honestly, I didn't have to get my coat - it was handedto me.

Never mind though, because the sneaky technology stealer is back! Or at least the essence of him is, now under the guise of a brand-new espionage system - just one of the countless features being jammed into Beyond The Sword. It's an expansion designed primarily to flesh out the later parts of a bout of Civ, and simultaneously a compendium of professionally created mods that veer so sharply from the usual template that they could be another game entirely. This thing is just gigantic - I'm going to have to take two weeks off work just to review it.

SPY VS SPY

So you've got your spies, invisible to all but other spies, setting off revolutions in rival cities, poisoning water supplies and whispering how about that Will over in the Willish Empire? You'd love to be more like him wouldn't you?' into the ears of the populace.Then you've got your Great Spies sauntering around, and situations of Cold War-intensity when other nations start ramping up their counter-espionage: it's almost a means of combat without sending the boys in. Alongside this, Firaxis are looking at the fact that come endgame, religion doesn't seem to matter as much as it does in the early days of a civilization.

In a move that could have a good few capitalism is the new religion' PhDs being thrown around, come modern times, corporations will be spreading much as the word of god once did. It's all based on resources this time round though, with your corporation execs being spread out from your multiconglomerate HQ, piling cash and influence into the home nation - even if this greed may well give opponents access to your oil or mass-produced fizzy drink supplies.

The primary Civ climax (one of several) is the race to build a spaceship to take your little Civ-chaps over to Alpha Centauri - but now the space race is going to get a little more involved. Rather than simply being the first ones into the big black, there'll be extra technologies to probe before takeoff. This means that you could well take-off the minute you get the ability - but Napoleon could spend a few more turns researching things, then end up flicking V signs at you as he's overtaking with his go-faster stripes and more efficient propulsion system.

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It's A Monster

As previously stated, there's a lot in here. Twenty-five new units (including paratroopers and tactical nukes), 18 buildings, a massive 16 extra leaders, ten fresh-faced civs and eight new wonders. But compared to sheer scale of the 12 scenarios being packaged with the game.. Well, there's no comparison.

There's Afterworld, a tip of the hat to X-Com, with hit-points and campaigns where you control a team of five futuro body-tanks quelling an uprising of machines gifted with human sentience. There's Next War, a tip of the hat to DEFCON, that's set after 2050 and conies with a full armoury of devastating nuclear strikes and gigantic Meehs. Then there's Charlemagne, a tip of the hat to the legendary French king. In this, you have to conquer all of western Europe, kissing up to the Pope by spreading his brand of religion and warring with Saladin, then receiving some natty fighting units.Y'see, it's a blend of traditional and the off-the-wall, with Final Frontier so far from that wall that it's left the room (see 'Not As You Know It', above).

For Civ-philes, this is Valhalla: the mother penguin of Firaxis effortlessly spewing the finest of gaming fish-guts into the clamouring open mouths of its fans and floating voters alike. I'm going to tell every stranger I meet all about it; even the sexy ones. Social exclusion be damned and Sid Meier be praised.





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