
Fall from Heaven (FfH) is a dark fantasy mod for Civilization IV. I liked it so much, I made a mod for it (a mod-mod!) I am pretty excited because many of the changes I suggested in my first modmod were included in the main module by the team! Thanks team!
To play, you will need Civ4 and Fall From Heaven 2 v 0.40 patch Z.
First, you will need Civilization IV with the Beyond the Sword addon. Fortunately,
this is not available in a low price pack. Click Here to check the price on
Amazon.
Once CivIV is installed, Download and install FfH 0.40 and patch Z
Copy the folder and rename the copy MarnokMod. In this way, you still have original
FfH files.
(the files will be installed in c:/Civilization 4/beyond the sword/mods - depending
on where you installed the game initially!
Extract my modified files from the archive below into the mod folder.
Note, my files will over-write the existing files, so backup first! This modmod is still in testing and may have faults.
DOWNLOAD:
Marnok's Modmod
What this mod does:
The basic ideas of the original mod, that is, "rolling up" a random result for good and bad effects when clearing a lair, have now been included in the main module! So, I am focussing on the types of changes I want to see when playing, expanding and adding more variety.
Gives player more control over lairs and spawning, and many other aspects of the game, through a file called settings.py in the assets/python folder of the mod. This file contains many variables will can be altered to easily change the gameplay experience.
The default settings.py file increases the number of explorable lairs.
Strong, named barbarians will often spawn creating a challenge for players. These "boss" monsters sometimes form a mini-clan, spawning other monsters and units with matching themed names and abilities.
I have tweaked a number of events and lair exploration results, as well as adding many of my own and others based on community suggestions. There are more magic items in-game too.
The goal is to include more of the types of events which help the game tell a story through the choices you make. Check out the emergent stories forum posts for the sorts of things I mean. The Dwarf vs Lizardman event is an excellent example of the kind of story-element items which can be added to a game to create emergent stories.

PLANS:
I've not finished yet!
Tribal Village improvements. More interactions with villages.
Area Control - allows forts, villages, and other plot improvements to expand the borders, allowing access to remote resources without a vity, if you can hold them against your opponents!
More events and exploration results.
NOTES FOR ORIGINAL VERSION - for 0.32d. Now superceded by above versions.
WHAT THIS MOD DOES
Changes:
LAIRS (Barrows, Ruins)
* do not vanish when a unit steps on them
* can be explored - send a unit in to the lair to face the perils, possibly
finding danger and rewards within.
* act as breeding grounds for monsters, spawning an interesting variety of monsters.
* can be Visited by barbarian allies while still at peace with the barbarians,
to stir up trouble and possibly find reward
* can be converted by barbarian allies when within cultural borders, becoming
a useful plot improvement
VILLAGES
* no longer vanish when a unit steps on them
* barbarians will occupy villages, possibly breeding/spawning/growing
* can be relocated by a player once they have protected the village for long
enough. Villagers can also be added to a city for population gain.
* can be Visited - costs some gold, maybe gain support from village
* can be attacked for gold and slaves
MONSTERS
* monster units often spawn, with unique names thanks to the name generator
* Some monsters can spawn special lair types - Lich tower, Giant's castle
* Animals have extra lairs (to help populate with animals) and predators will
feed on meat resources they find
other features:
* Units can become Adventurers, individual named characters better suited
to clearing lairs
* Treasure chest items spawn, only recoverable by treasure hunter characters.
These chests can provide a lot of wealth.
HOW YOUR GAME EXPERIENCE WILL CHANGE
There are many more Barbarians in the mod. Some of them will be powerful.
(Balance systems mean units tend to spawn Boss types in a rational way, and
more powerful villains tend to lurk in Lairs and villages during the earlier
stages of the game)
You will find that you need to put some effort into clearing an area to settle
it properly. You may want to protect villages, or leave them as "flypaper"
for passing barbarians, or pillage them for loot...
Exploration of "dungeons" may bring treasure, magic items (including
some of Vehem's magic items, thanks Vehem!), experience, and other things...
To use this modmod, back up your Fall from Heaven folder and copy my files over the FfH ones.