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Magic! - Spellcasting units can take promotions in the different spheres of magic, granting them access to new spells and abilities. A unit has access to spells depending on what sort of caster it is and the spell spheres it chooses which of 14 spheres it wants to learn when it levels up (Fire, Entropy, Nature, Spirit, etc). Casters gain experience slowly automatically, so there is no need to risk them in combat as they pursue their studies in the mystical arts.



Experience - Veteran units are now more valuable. The base promotions have been essentially doubled, making the difference between experinced units and greenhorns especially noticeable. Also, new anti-racial promotions have been added, become the scourge of the elves, if it suits your fancy.



Upgrading - In order to upgrade the the strongest units a unit must first prove itself worthy. Do you want to be an Immortal? Unable to die, and thus able to fight for all eternity? Then you have to be at least a Lv. 6 Maceman.



Religions - Not all religions are created equal, and some of them effect the alignment of your civilizations. If you choose to follow the vile practices of the Ashen Veil, your civilization will descend into the depths of Evil. You will of course be rewarded with immense arcane power, knowledge and the aid of Demons. On the other hand, if you follow the Runes of Kilmorph, you will be able to obtain the aid of the reclusive dwarves and share in their love of gold and gems.



Heroes - In times of darkness and strife, heroes will rise to lead their civilizations to victory. Heroes are world units, that can only be built once. If they die, they cannot be rebuilt. Each civilization has at least one hero associated with it, as does each religion. Heroes gain experience each turn, meaning that in any given game, they will probably be your most powerful unit by far. They are capable of taking lightly defended cities by themselves, but they're only a short dogpile away from being dead, so protect them!



Technology - Specialization is the name of the game here, while you may be able to generalize into the first or second tier of techs, you're probably better off specializing in one of the various forms of combat or the arcane or the religious. Tech progression is noticable slower in FfH, giving you an opportunity to play with those new toys you just discovered. There are also religious specific techs, that cannot be researched unless you follow the appropriate state religion.​

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Derek "Kael" Paxton​

Ben "Talchas" Segall

Stéphane "Sto" Nadry​

Eli "Loki" Markham

Tom "Woodelf" Snyder​

Philippe "C.Roland" Côté-Léger

Dr. Bernhard "Chalid" Schropp

Stephan "seZereth" Weiß

Ilia "Rabbit, White" Draznin

Michael "AlazkanAssassin" Hall

Martin "Ploeperpengel" Zutz

Hexagonian​

William "Wilboman" Nordan

Jon "Corlindale" Duus

Randy "Nikis-Knight" Miller​



Soren Johnson- For making an amazingly moddable game and taking time to help and encourage the growth of FfH.

Alex Mantzaris- For code help and adding functions to BtS so that FfH can do everything that it does.

Jesse Smith- For supporting FfH and working with us to get AoI into the expansion (I know he was ready to kill us when he found out how much text we wanted translated).

John Shafer- For his invaluable feedback in smoothing out the wrinkles and improving the design of FfH.

TheLopez- For providing the

Thunderfall- For providing us CivFanatics and always supporting FfH

Maniac- Always helping with ideas (many of which we steal) and testing

Sureshot- Mini-mod maker and multiplayer tester

Vorshlumpf - Playtester extrondinaire

Kai "ColdFever" Fiebach - Creator of the BlueMarble terrain set

Fredrik "Grey Fox" Henriksson - For writing the FfH manual

Chugginator - For sharing his amazing art

jdog5000- For providing the AIAutoPlay mechanic

Xienwolf- For interface help, tons of ideas and work on the FfH manual

Cephalo- For providing the "Erebus" mapscript (it's his Creation mapscript renamed)

Marnok- For Developing the Explorable Lairs system

Smeagolheart- For developing the ability to examine a city before you decide to keep or raze it.​ Soren Johnson- For making an amazingly moddable game and taking time to help and encourage the growth of FfH.Alex Mantzaris- For code help and adding functions to BtS so that FfH can do everything that it does.Jesse Smith- For supporting FfH and working with us to get AoI into the expansion (I know he was ready to kill us when he found out how much text we wanted translated).John Shafer- For his invaluable feedback in smoothing out the wrinkles and improving the design of FfH.TheLopez- For providing the Scriptable Leader Traits Thunderfall- For providing us CivFanatics and always supporting FfHManiac- Always helping with ideas (many of which we steal) and testingSureshot- Mini-mod maker and multiplayer testerVorshlumpf - Playtester extrondinaireKai "ColdFever" Fiebach - Creator of the BlueMarble terrain setFredrik "Grey Fox" Henriksson - For writing the FfH manualChugginator - For sharing his amazing artjdog5000- For providing the AIAutoPlay mechanicXienwolf- For interface help, tons of ideas and work on the FfH manualCephalo- For providing the "Erebus" mapscript (it's his Creation mapscript renamed)Marnok- For Developing the Explorable Lairs systemSmeagolheart- For developing the ability to examine a city before you decide to keep or raze it.​

0.11 Released Friday May 19th, 2006

0.12 Released Sunday June 4th, 2006

0.13 Released Friday June 23rd, 2006

0.14 Released Friday July 14th, 2006

0.15 Released Friday August 11th, 2006

0.16 Released Friday October 13th, 2006

0.20 Release Friday February 16th, 2007

0.21 Released Friday March 9th, 2007

0.22 Released Friday May 25th, 2007

0.23 Released Friday July 13th, 2007

(0.24 was a limited playtest release)

0.25 Released Friday October 5th, 2007

0.30 Released Sunday December 16th, 2007

0.31 Released Friday March 21st, 2008

0.32 Released Friday, May 23rd, 2008

0.33 Released Friday, August 15th, 2008

0.34 Released Friday, October 10th, 2008

0.40 Released Tuesday, December 16th, 2008​

You have installed the patch instead of the full mod. be sure to install the mod from above.​

Yes, you will need to change the default path to "C:\Program Files\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods" in the install program and it should work.​

We (the developers) don't require any payment, we just love to see people enjoying the mod. If you would like to make a donation, and are in a position to do so, please donate to www.unicef.com http://www.unicef.org/support/index.html ) and help improve our own world.​

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