View Full Version : [Mod] Mylon Mod - New Culture Model, Terraforming, and more!


Mylon
Nov 30, 2005, 10:22 PM
To do list for next Mylon Release:

[=] Playtest BtS to get a feel for the new gameplay elements. (Must playtest moooooooore!)
[=] Update mod to BtS. (I started from scratch. I am making use of my old mod as reference.)
Do the cultural model in the SDK instead of the python so it's not such a hack (Done!)
Incorporate the expanded cities code so higher cultural levels means more workable tiles. (Done!)

Playtesting notes:
[] Religion should add espionage points for the holy city owner. It is tempting to simplify this to making the great prophet building add espionage points in addition to wealth, even if it espionage should be applied towards the civs with the religion.
[] Spies should generate espionage points by sitting in an enemy city.
[] Espionage cost should be based on player size. A smaller empire would have an easier time infiltrating a larger one, for example. Also, it should be possible for smaller empires to generate more espionage points than a larger empire. Currently, more cities = more espionage points, which I do not agree with.
[] Spies (or possibly only great spies) should be able to establish a front. Basically a building that grants the original player espionage towards the victim. This would help solve the problem of above. The trick here is how this espionage gets modified, or if it should be modified at all.
[] Corporations should add espionage points for the HQ owner. It is tempting to do this as above for religion.
[] There must be a coffee corporation. This corporation might provide double espionage in foreign territory. :)
[] Great Generals should be immortal. When a warlord unit dies, the great general respawns. Great generals would add no exp, but instead give a bonus to combat for the attached unit, much like a combat upgrade.
[] Great Spy's infiltrate mission should be replaced by the option of doing a mission for free with a 100% success rate.
[] Add embassies. These buildings would increase trade between two civs. And they would happen to also generate espionage points for the civilization owner. May require a great person, or only be able to be constructed in the target player's capital.
[?] Spies need more missions and more powerful ones. Particularly unit-based missions.
[?] Corporations should add culture for the HQ owner?
[?] Espionage is generated mostly at a flat rate capped by the number of cities built. This was fine for culture and how location specific it was, but this promotes city cramming if a player wants to go espionage focused and anything that promotes city cramming is not good. I think I'll make all improvements +% based and make espionage powerful enough to force players to invest at least 10% into it.

General to do list:

[] Update Inquisition units
[] Add flavor to religions
[] Add flavor to leader traits (unique buildings, possibly units based on traits)
[] Extend the production -> (money, culture, research) options such that they provide permanent boosts and are not merely something to do when there is nothing else to do. That is, hammers invested into money might provide a permanent (cumulative hammers^0.5)% boost to money.
[] Tweak the values of promotions. Make Combat Promotion more useful.
[] Make the commerce slider scale. After some value (40%?), additional commerce invested into one area suffers an overdrive penalty.
[?] Change health/happiness so buildings/civics can provide multipliers and make health/happiness
[?] Change how EXP works: All EXP values as-is would be multiplied by a number and units would gain and/or certain buildings would add small amounts of exp per turn.
[?] Make a few bonuses for having fewer, bigger cities. Maybe a free specialist for every 5 citizens beyond 10, starting at 15? Or something else.

=== Mylon Mod 0.34 ===

Download 0.34 (not working ATM) (http://www.civfanatics.net/uploads11/Mylon_Mod_0.34.zip)
Download 0.33 (http://www.civfanatics.net/uploads11/Mylon_Mod_0.33.zip)

The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.

=== Installation Instructions ===
To install, delete any previous version of this mod in your mod directory and extract the contents into your mod folder. To play, launch Civ4 normally and go to the advanced menu to choose "Load Mod" and pick Mylon Mod, or create/edit a shortcut to Civ4 to include [ mod="Mods\Mylon Mod" ] after the Civilization 4 executable in the target field for a faster way of playing.

=== General Changes ===

Game pace has been considerably slowed. Techs are slower to research but building and training rates are nearly the same. Even normal should be fairly long and epic should be, well, epic. Marathon game speed is not for the faint of heart.
Resources are much more important now. Strategic resources give a +5% production bonus and food resources give a +5% food bonus. All of the food resource enhancing buildings give a further +5% food for their respective resources. Luxury resource enhancing buildings give a further +5% gold for their respective resources.
Culture works much differently. Cities produce culture according to their nationality. This means border cities will be less effective at pushing back the borders of a rival nation and the inner cities are what keep the border cities "pure" so that they can push the borders back. Also, trade spreads culture, so this provides another means of spreading one's culture far and wide. Also, religion spreads culture for the holy city founder. Spreading a neighboring civilization's religion and building buildings for that religion may be detrimental to the cause.
Lots of new buildings, new technologies, and other additions. Cities can now build sewer systems, museums, military academies, parks, city monuments, a repeatable +5% food or +5% industry buildings, and more. There's a new tech, terraforming, which can make all land slightly more useful. It's a very slow and expensive process to perform. Also, inquisitors which remove non-state religion and also travelling performers which allow a civilization add a little extra cultural influence here and there.
A few balance changes. Techs are now considerably slower and city maitenance costs have been increased. One of the goals is to remove inflation totally and instead make regular expenses fill this role. Civilizations should still be founding cities even later in the game as their economy permits. A few other tasks have been slightly lengthened to regard this change and the extra production as well.

=== Release Notes ===

This mod is currently in a public beta stage. There will be bugs and balance is not a big priority at the moment. I thank you for your patience and helping me by testing out this mod.
This mod is English ONLY. Sorry folks, but I'm just one person. Translating this mod into other languages would slow development down considerably.


Known bugs:
+Bonus modifiers for food, production, and commerce are not updated immediately. If a resource is acquired, it won't start affecting with the +5-10% bonus until next turn.
+Mouse overing the extra entries in the build list shows the mouse over information for the last building in the XML file. Not sure how to fix this, but it is a simple bug to ignore.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model.
+Terraformed Tundra is spawning when the map is generated. This is curious since none of the other terraformed terrain types spawn.
+Bureaucrats are displaying in an odd position. The +- buttons are fine, but the icon itself is bugged.

=== The change Log ===

-- 0.34 Changes --
+ (Change) Hydroponics Farms and Automated Production Plants are no longer kept track by means of specialists and instead are stored in a custom variable. Keep an eye out for bugs.
+ (Change) Military units now heal much slower. The rates are now 1 for enemy territory, 2 for neutral and friendy, and 3 for city healing.

-- 0.33 Changes --
+ (New) Unhealthiness now decreases the bonus food by 5% in addition to the -1 food penalty. Otherwise unhealthiness only increases the food per population to 3 which is not an appropriate means of limiting growth given how food works in this mod. Food bonus cannot go below 0%, however.
+ (New) I added several popups that should appear if anything goes wrong with some helpful messages, including the affected city, the source city (if applicable), and which segment of the culture code is causing the error. This should make troubleshooting those negative culture problems easier. I'm uncertain whether these messages will pop up for computer controlled cities (the PyPopup may only work for the active player), but it's a start.
+ (Change) The Civics XML file has been deleted. This is to reverse the Bureaucracy = unlimited bureaucrats because of how this could be used to create infintely sized cities too easily.
+ (Change) The default chance of buildings surviving a conquest is now 80%, up from 66%.
+ (Change) Plot culture is now given a slight bonus if within a decent maragin of cultural borders. The formula is now Culture Amount * (0.70^Distance from City)^(0.8^(culture level - distance)). Larger borders will now mean culture spreads faster in the areas it can reach.
+ (Change) Civic upkeep has been increased moreso than in the 152 patch.
+ (Fix) I changed how the random number was grabbed for the Inquisition. Hopefully it won't cause a synch error in multiplayer games now.
+ (Fix) Many of the changes made to incorporate the 152 changes had not been added. Hopefully this has been fixed. This includes the Marathon game speed.

-- 0.32 Changes --
+ (New) Added some more German text thanks to Grimaldi.
+ (New) Some buildings should now generate culture solely for the civilization that built them. These buildings are the same buildings that do not generate culture if captured. Some additional buildings, such as City Monuments and National Monuments, which cannot be captured, still generate culture exclusively for their owner, as opposed to being split according to nationality. This feature has not been well tested.
+ (change) Merchants now give 4 gold. Great merchants 8. (Down from 5 and 10, respectively). Engineers no longer give 1 research. Great Priests give 5 commerce (down from 6). Artists no longer bring in 1 gold, Great artists no longer bring in 2 gold.
+ (Change) Acadmies changed back to +4 culture (from +20%). National Monuments are +15% culture (down from +20%). National Parks are +10% culture (down from +15%). State University is now Community College and it doesn't require universities. It's also only +10% culture (down from 20%). Town Halls now only require Writing, so expansion should be able to occur a little earlier given the higher maitenance costs. District Banks have been lowered to +20% gold. Casinos are now -4 happiness. Under most circumstances where a casino would be built, the penalty is hardly a concern.
+ (Change) Cities only favor their own civilization by 30% now instead of 40%. This means culture is generated at the rate of Culture rate * (0.3 + 0.7 * nationality%) for the city's native culture. The other formula is slightly longer, but you get the idea.
+ (Change) Made a few tweaks to the culture code regarding how it cycles through players. This may or may not fix some bugs.
+ (Change) Automated Assembly Plants no longer advertise their +5% bonus. The AI would build them in place of happiness buildings or other improvements.

=== Change Ideas ===

+Buildings
|+Amusement Park +happiness, requires consumerism tech
|+Mass Transit System +health
|+Solar Power Plant +Clean power
|+Cure for Cancer +Future tech, +health, +happiness
|+National Library
|+HDTV
|+Crop Rotation Plan +15% food. Available with Crop Rotation.
|+Food Processing Plant +15% food.
+International Space Station. National/team Project: +5% research for each International Space Station built. The initial maker only gets +5% out of it, but once more people jump on the bandwagon...
+World Wonder: Artificial Moon. +2 happiness for all cities, +50% culture rate for all cities, +40% revenue in all cities from ads. +Great Engineer rate.
+Particle Accelerator. Either a National Wonder requiring labs, or requires 3 labs per instance. +Research
+Oil Refinery. Adds a +10% production bonus with oil.
+Ion Satellites. Orbital city bombardment. Maybe treated as a nuke without the baggage.
+Hospitals lower food consumption per population. This simulates less people dying by the population raising until the food consumption equals it's old value.
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.
+Specialist: Soldier. The "Great Person" is a unit that auto-upgrades to the latest technology available and is given great bonuses to make it very formiddable in combat.
+Atrocities. These are acts which cause unhappiness to cities of civilizations that consider these acts atrocities if at peace with the person comitting the atrocity. Not only do atrocities cause a diplomatic hit, but they also affect your civilization in a way to encourage the diplomacy hit such that players regard these atrocities in a similar manner as AIs.
|+ Razing cities. Maybe only an atrocity for civs with Emancipation.
|+ Attacking structures in orbit, including the space ship before it launches.
|+ Black Market. Chance of being discovered.
|+ The Draft. Considered an atrocity by peace-loving civs.
|+ Slave Rushing.
|+ Inquisition. Removes foreign culture, reduces city population, causes temporary unhappiness, removes a non-state religion.
|+ Napalm. A devastating air bomber that gets a large bonus versus infantry and mech infantry.
+Change Diplomacy such that the modifiers towards nations affect city happiness directly. This makes the AI's behavior more sensical and encourages players to consider how they conduct diplomacy with one another more carefully. One of the civilization clones mentions how AI-Player and Player-Player interactions are so different and I would like to follow this example.
+Random events. Political situations which break open border agreements, metoers, earthquakes, and other random events that keep the game interesting.
+Raise the upkeep costs of all new units to be proportional to the era they belong in.
+Technologies
+| Lathe. This is a very important tool that made industrialization and interchangable parts possible.
+| Water Purification. Well water wasn't always of trustable quality and this represents the technologies that combined together to provide consistantly good quality water to people. Obsoletes the health bonus of Breweries and allows building of Sewage Treatment Plants.
+| Fermentation. Requires pottery. Allows Brewery and winery. Leads to Monarchy.
+| Atomic Theory. Leads to Fission. Allows construction of Lab.
+| Calculus. Leads to Physics.
+| First Aid. Represents a publicly offered course focusing on the bare necessities such that anyone can learn and be helpful in an emergecy situation until professional help arrives. +health. (Maybe a national wonder instead?)
+| Applied Fusion. Required for Fusion Power Plants.
+| Artificial gems. Future era tech. Obsoletes gems but provides +2 happiness.
+| Carbon Nanotubes. A supermaterial. This represents a cheap method to actually make a useful amount.
+New Civic model. Include on/off options like legalization of gambling, legalization of drugs, Legalized Abortion (slower city growth, more happiness, can cause a reputation hit (atrocity)).

=== Dreams ===
+ Integrate a variety of different projects and present these all as game startup choices. A player can choose among traditional buildings, nested and specialized buildings (3xlibraries = 1 university, 3xuniversities = 1xobservatory, ect.), abstract buildings (Build up infrastructe by means of a process, much like wealth, but instead of increasing gold it increases gold modifier of the city). They can also choose between different styles of technology and different styles of units. I imagine this might require a ton of different XML files with possibly an SDK generated package that selects the appropriate XML files for the situation.

=== Credits ===
rjwoer/Byrjw for his resource mod
tywiggins for his Forestry Mod and his Terraform Mod
TheDarkside and tywiggins for the ability to destroy buildings
ChaosLord for the holy city missionaries idea
Frontbrecher for his wonderful Lost Wonders mod.
Snaitf for his Great General Mod, which is not explicitly used, but the interface code is.
Grimaldi for his work in translating some of the text to German.

Below is a screenshot from this mod. Note the large city size, the number of specialists this city size allows, the bonus production and food, and the nationality makeup of the city.

Agraza
Nov 30, 2005, 10:57 PM
wow. inspiring work.

woodelf
Dec 01, 2005, 05:16 AM
Wow indeed. Tons of stuff thrown in there. Too bad I'm at work....

I'll have to take a look at the files and see how well this and some of the changes I've made work together. That and to see how easy it will be to keep adding other civs. Nice work and ideas.

JamieCiv4Files
Dec 01, 2005, 05:56 AM
I've mirrored this at http://civilization4.filefront.com/ for you Mylon :)

Agraza
Dec 01, 2005, 02:54 PM
I wish civ4 had a more flexible (power) system for the factories. The on/off is pretty weak. Different methods for providing electrical power are a pretty big issue in real life, and it's nearly inconsequential in the game. Seems like you could say tag building increases with +10% with solar, 20% with coal/hydro, 25% with nuclear or something. Hell maybe you can, I still don't understand how far the XML can go, but I imagine adding in things like that would require tying new schema into the program code.

Mylon
Dec 01, 2005, 04:35 PM
I don't quite like the power system either. The power buildings aren't exclusive, just as an example. If I have a hydro plant, why would I need a coal or nuclear plant? Plus, nothing depends on power. That doesn't make too much sense, really. One would think there'd be broadcast towers or something else that requires power.

Mylon
Dec 02, 2005, 09:59 AM
Mod updated to v0.27. Now includes Travelling Performers which spread a nation's culture and 3 new buildings, including a new national wonder, and a +production repeatable building.

David Smith
Dec 02, 2005, 01:24 PM
Great mod, but dowload link in first post is turned off. I got by puting http://www.civfanatics.net/uploads10/Mylon_Mod_v0.271.zip in address block IE.:twitch:

Agraza
Dec 02, 2005, 01:27 PM
yar. missing the url= part.

Aussie_Lurker
Dec 02, 2005, 08:27 PM
Mylon, you are my HERO-seriously. I am curious, have you been reading the culture-spreading thread that you can see in my Sig? The reason I ask is that a lot of your culture model sounds a LOT like what DH_Epic has suggested in that thread. Now, the only thing is-will Firaxis be ultra-smart and adopt this model now that it is seen that it can be done? Oh, btw, is it possible to make the culture you recieve from local and foreign trade dependant on Economic civics? So, mercantilism might give extra culture from local trade, whilst reducing that of other civs. By the same token, Free Market may have the opposite effect. Just a thought.

Yours,
Aussie_Lurker.

seamus75
Dec 02, 2005, 08:44 PM
Alright I'm probably showing my complete lack of computer skills here but I don't understand the installation instructions.
First when I open the file to extract to my MODS there are several items there:
-Clear Cache.bat
-Mylon Mod Cache.bat
-Mylon Mod.bat
-as well as a read me
Which do I extract to the game?
Secondly what do you mean by making a seperate shortcut - can you not begin the MOD from inside the game itself?
I really, REALLY want to try this MOD as it seems to meet everyone of my Civing needs - someone please help & allow me to join in the fun.
Thanks

Agraza
Dec 02, 2005, 10:29 PM
you can add the mylon mod folder to your mods folder within the civilization 4 folder and load the mod normally like every other mod. I don't use his little toys myself, but I do think they're neat.

Mylon
Dec 02, 2005, 10:51 PM
Mylon Mod.bat will clear the cache and launch the game. A nice, fail-safe means of running the mod. Mylon Mod Cached.bat will not clear the cache. Saves a little bit of time. Clear Cache.bat will simply clear the cache and do nothing else. These bat files are meant to be run from the mods folder and the pointer to the Civ4 exe won't be valid anywhere else, thus the need to make a shortcut if you want to put them anywhere else.

The mod can be loaded like any other mod, but I find that process to be slow. :)

I'll read up on the cultural model myself. I still have to test my mod to see how well it works. I recently ran into a crashing problem in one of my games and it's bugging me. The crash happens somewhere between telling units what to do and the game asking to end the turn, which shouldn't have anything to do with the mod, since 99% of the python involves what happens between turns.

As for how trade works... Domestic trade routes only provide 50% of the culture that a foreign one would. Thus, merchantalism doesn't really reinforce culture too much. Free trade provides more trade routes, which in turn increases the number of possible influences. On an odd side-note, I noticed a couple of cities weren't trading symetrically: Two cities claimed to be trading with my capital, and my capital only claimed to be trading with another city which wasn't of the first two. This means the culture model could be working a bit, well, oddly with asymetrical trades.

Zuul
Dec 03, 2005, 05:33 AM
Missing a few names.
TXT_KEY_CULTURELEVEL_ELEGANT
TXT_KEY_UNIT_BUDDHIST_MISSIONARY2

I like this mod. But I would like it even more if you incorporated more mods into it :-).

Suki
Dec 03, 2005, 05:56 AM
I haven't got the game yet, but I'm now more interested in playing this that the origional...:goodjob:

seamus75
Dec 03, 2005, 08:09 AM
Thanks for the tutorial - I'm loading it now & will let you know how things go. Thanks again
Seamus

Mylon
Dec 03, 2005, 08:51 AM
Missing a few names.
TXT_KEY_CULTURELEVEL_ELEGANT
TXT_KEY_UNIT_BUDDHIST_MISSIONARY2

I like this mod. But I would like it even more if you incorporated more mods into it :-).

I noticed the same and I've fixed that problem which will be released with the next version.

As for other mods, which ones are you thinking of?

Lachlan
Dec 03, 2005, 10:31 AM
Can you add "Caravans mod" and "more civics mod" of Civ fanatics

It would be cool to make trade with a caravan like in Civ 2

And "Super Civs mod" ? And what about splitting Civs ? If a civ with no science or culture is negative should split in two or three parts

More variety should be cool ....

Problem with vanilla leaders of Civ 4 : some have blanks or decaled eyes ...

At least : what do you think of a standard world map for your mod ?

Anima Croatorum
Dec 03, 2005, 12:30 PM
I took a quick peek and noticed that entries and object names for your improved terrain and all missionaries(MISSIONARY2) are missing too. Its somewhat difficult to start with something new and different when names are missing. Also, no action buttons for planting forests and terraforming, just greyed out in civilopaedia.

I see this mod was epic work. Here's an A for effort. :goodjob:

BTW. How does your cultural/border revamp work with conquest and new cities?

Edit: another strange thing, some kind of bug with terrain generation. I started a new game, and one of the tiles next to my settler was what is supposed to be improved tundra(missing name, but uses a tag that is probably improved tundra), anyway, I started world builder and found a dozen improved tundra tiles. The only thing they had in common was that they were all next to flood plains, along the river, IIRC.

seamus75
Dec 03, 2005, 04:58 PM
So far I am loving this MOD far more than any I've downloaded so far. I was a "Realism MOD" junkie until progress seemed to halt - no offense to the author.
As noted above I too am missing text, but you say that is fixed in next update - kudos.
Some concerns I've had so far:
AI is building far fewer cities because their cultural borders are so large - I was able to wipe out two civs altogether in only a few turns since they only had 2 and 3 cities respectively
Also it seems the AI is generating GP's a lot faster than I - but that could be attributed to my style of play
Offered Terraforming for research in the late classic age - highest known tech was Theology. Granted it would have taken 100+ turns to research but to learn Terraforming before Machinery, or Scientific Method, or Biology even seems wrong.

I love the Inquisitor, however I feel that she (icon is female) is somewhat incomplete. If you're going to be evicting heretics and destroying their places of worship should there not be a monetary gain due to looting and property siezure? Also the forcable conversion of heretic should cause negative reaction among all other civs who share the heretic religion, as well as among citizens of the city.
In the vein of the Inqusitor I was thinking of a Jyhadist unit that could covertly convert rival cities. May be a bit unbalancing, but with proper restrictions it could make for very interesting gaming. Depending on the level of each civ's religiousity (ie # of religious buildings) there could be a chance to detect attempted conversion. Failure would result in war with that particular civ & a serious reduction in relations with all other civs of same faith.

Don't get me wrong - I love this MOD - just some very minor critiques.

You asked which other MODS would be good for inclusion - well IMHO the addition of the "Random Events MOD" would be stellar.

Thanks - Seamus

Anima Croatorum
Dec 03, 2005, 05:10 PM
Well, I havent noticed anything different in how AI spreads its cities, but I just dont understand how Mao got that many Great People.

Mylon
Dec 04, 2005, 09:06 AM
So far I am loving this MOD far more than any I've downloaded so far. I was a "Realism MOD" junkie until progress seemed to halt - no offense to the author.
As noted above I too am missing text, but you say that is fixed in next update - kudos.
Some concerns I've had so far:
AI is building far fewer cities because their cultural borders are so large - I was able to wipe out two civs altogether in only a few turns since they only had 2 and 3 cities respectively
Also it seems the AI is generating GP's a lot faster than I - but that could be attributed to my style of play
Offered Terraforming for research in the late classic age - highest known tech was Theology. Granted it would have taken 100+ turns to research but to learn Terraforming before Machinery, or Scientific Method, or Biology even seems wrong.

I love the Inquisitor, however I feel that she (icon is female) is somewhat incomplete. If you're going to be evicting heretics and destroying their places of worship should there not be a monetary gain due to looting and property siezure? Also the forcable conversion of heretic should cause negative reaction among all other civs who share the heretic religion, as well as among citizens of the city.
In the vein of the Inqusitor I was thinking of a Jyhadist unit that could covertly convert rival cities. May be a bit unbalancing, but with proper restrictions it could make for very interesting gaming. Depending on the level of each civ's religiousity (ie # of religious buildings) there could be a chance to detect attempted conversion. Failure would result in war with that particular civ & a serious reduction in relations with all other civs of same faith.

Don't get me wrong - I love this MOD - just some very minor critiques.

You asked which other MODS would be good for inclusion - well IMHO the addition of the "Random Events MOD" would be stellar.

Thanks - Seamus

Yeah, I'll admit, the latest release was a bit rough on the edges (I separated the text files from the original ones and missed a couple and/or added a lot of stuff without the accompanying civilopedia entries). Plus there's the issue of the tech tree...

In my testing, the AI doesn't build any fewer cities. Part of the issue is maitenance costs are higher for cities, so the AI should very well be building fewer cities until later in the game where they can afford it.

This mod nearly doubles the potential of food and since the city radius isn't any bigger, this means more specialists and in turn more great people.

One of the shortcomings of the mod is a lack of new artwork, so I have to reused a some model or another for the inquisitor. The spy may not seem to be the best model, but I wanted to be PC and not re-use one of the missionary models. :)

Zuul
Dec 04, 2005, 09:51 AM
Some mods that would be nice to have in.



High priority:


RealFort Mod:
http://forums.civfanatics.com/showthread.php?t=140957

Snaitf's Great General:
http://forums.civfanatics.com/showthread.php?t=145525

Random Events Mod:
http://forums.civfanatics.com/showthread.php?t=142157

Snaitf's Demolition Mod:
http://forums.civfanatics.com/showthread.php?t=144423

Lost Wonders Mod:
http://forums.civfanatics.com/showthread.php?t=143251

Lost Units Mod:
http://forums.civfanatics.com/showthread.php?t=140601

[Mod] Promotion and Traits:
http://forums.civfanatics.com/showthread.php?t=142086

MOD: Caravans and Supply Trains:
http://forums.civfanatics.com/showthread.php?t=144726

TechConquest Mod:
http://forums.civfanatics.com/showthread.php?t=140959

CulturalDecay Mod:
http://forums.civfanatics.com/showthread.php?t=143051

Tiger!:
http://forums.civfanatics.com/showthread.php?t=141711&page=2




Low priority:

[Mod] SettlerReligion
http://apolyton.net/forums/showthread.php?s=&threadid=144922

abbamouse Realistic Religions mod including Zoroastrianism:
http://forums.civfanatics.com/showthread.php?t=141585

The Great People Mod:
http://forums.civfanatics.com/showthread.php?t=138868

A "Special" Domestic Advisor:
http://forums.civfanatics.com/showthread.php?t=145285

Monument:
http://forums.civfanatics.com/showthread.php?t=144408

[mod] simple reminders:
http://forums.civfanatics.com/showthread.php?t=144612

Tradeable Mod:
http://forums.civfanatics.com/showthread.php?t=140958

Hall of Fame Screen Showing Win/Loss State:
http://forums.civfanatics.com/showthread.php?t=144679




And of course add new many civilizations. :-)


Oups the list became pretty long. Allmost too much to add for one person. But anyway the list might help some anyway.

I really like your mod and the high cost on cities.

Esteban
Dec 04, 2005, 10:01 AM
Looks sweet I'll try it right now...

Awesome work.

Mylon
Dec 04, 2005, 04:04 PM
Can you add "Caravans mod" and "more civics mod" of Civ fanatics

It would be cool to make trade with a caravan like in Civ 2

And "Super Civs mod" ? And what about splitting Civs ? If a civ with no science or culture is negative should split in two or three parts

More variety should be cool ....

Problem with vanilla leaders of Civ 4 : some have blanks or decaled eyes ...

At least : what do you think of a standard world map for your mod ?

Sorry, but I won't be adding the caravans mod. Cities can already produce wealth and these caravan units would increase micromanagement. The supply units would merely encourage wonder rushing (something that was supposed to be changed in Civ4), and otherwise increase micromanagement.

I would like to add a different civic system, maybe something like Alpha Centauri where civics altered a set of sliders which in turn had fairly wide effects and either the civics included special effects or certain "breakpoints" on the slider had these special effects, or both, but I don't have any solid ideas on this just yet. I may "borrow" some ideas from the existing civics mod, but this isn't a high priority.

Inquisitors won't be a means of looting one's own cities. It may alter happiness and also count as an atrocity, which is another planned feature.

I also want to add random events. Volcanos, earthquakes, sticky political situations that break open border agreements... Meteors that crash in destroying a building. Neat stuff like that which keeps the game interesting. :)

Esteban
Dec 04, 2005, 05:42 PM
Yeah ignore these suggestions, but do add some other Mods in it ! Those you want.

Master Lexx
Dec 05, 2005, 07:59 PM
Sorry, but there are so many new things....... the problem is, they are all called Baumschule (tree nursery) no salt no pearls....... with ctrl-r it just shows a pink circle and they all have the textures of clam. . maybe it just works on the english version..... and the civilopedia is really chaotic now, everywhere just an empty picture and name: Baumschule. Maybe you forgot some picture? you know a ressource has 2 icons, on in the big atlas file and one with itself alone somewhere else.

DurtyDan
Dec 05, 2005, 11:03 PM
@ Mylon- Great mod with some refreshing ideas. I have experienced a repeatable hang up in three attempts to play this mod, different from Civ4's usual issues. I have been able to repeat this when trying to fortify certain units in a city in at least two completely seperate games. BTW, Civ 4 is not completely stable on my machine, as I have to play the world size on "standard" and use outdated Nvidia drivers to make it work.

As to suggestions, I like the economics-driven expansion limits in place with this mod. But, how about integrating the lost units and wonders mods, as well as the great generals mod? More choices can only make the game more interesting.

Zuul
Dec 06, 2005, 12:34 AM
Same here, the game crash (infinite loop i think), when you fortify a unit (or switch to another), in around mid game I think.
Too few buildings to build until you can build things like research, so you have to keep building units you dont need (in the capitol and maybe the next biggest).

Mylon
Dec 06, 2005, 12:59 AM
I've noticed it crashing too. I have a save file of a worker who, once I given an order to or switch to another unit and finish that unit's turn, the game crashes. I've played another game until fairly late and have not noticed any crashing (however, the game ran very slow inbetween turns, took up to 2 minutes to execute a turn with 7 players on a standard map). Given that the new cultural model can cause some 200,000-1,000,000 calls to the changePlotCulture() function, this is to be expected, especially on maps with very little ocean.

I'll work on the mod some tomorrow and try and get a release out. I doubt I'll be able to fix the crashing issue, since I don't have a clue what's causing it -- I'm pretty certian that the XML cannot crash the game and 99% of the python executes between the end of a turn and the start of a turn, so that's not likely to be the case either.

seamus75
Dec 06, 2005, 08:01 AM
I haven't had any crashing problems, but there is a slow down. That however happens with every variant of Civ IV I play.

I have a question &/or suggestion. The traits of the spiritual leader give the benefit of no anarchy - okay - but since anarchy doesn't last more than a turn how is that any kind of bonus? Is it possible to change the benefits of the spiritual trait to something with a greater impact? Perhaps unlimited missionaries, or faster build of missionaries & inquisitors. Who knows.

Mylon if your going to work on a new release & of course if you have the time, how bout integrating some of the other MODS?

Thanks - Seamus

Junuxx
Dec 06, 2005, 09:24 AM
I like the idea very much! I have downloaded the mod and will try it out in a minute (on an Atlas map of course :cool: ). Does it include one of the longer/slower game mods?

Mylon
Dec 06, 2005, 09:37 AM
Okay, things are looking up. I finally got the destroy building mod to work, which means I can include some buildings with mixed effects and people won't have to feel as guilty about building the OnlyOnePer3Cities type buildings.

Also, this mod doesn't include any specific game length changing mod, but uses changes of it's own. Techs are slowed down for later eras and build/unit costs are increased slightly. The number of turns is also increased.

dh_epic
Dec 06, 2005, 12:18 PM
Good for you, for tackling something of this scale. I think this mod has a lot of potential, even if I disagree with a lot of choices.

The most challenging aspects will be game balance and strong AI.

Things to avoid:

- one path on the tech tree that's usually better than another
- a single technology that can sway the game too quickly
- a unit with no counter-unit
- the balance between the major strategies of civilization:
>>> early expansion
>>> cottage-heavy
>>> specialist-heavy
>>> aggression-heavy
>>> religion-heavy

Good luck, man.

Mylon
Dec 06, 2005, 12:33 PM
Mod updated to v0.28.

Added a neat mechanic that I can re-use later: Instead of being obsoleted, buildings can "morph" from one form to another. This is used to give breweries a limited +1 health until Medicine, when they are "transformed" into a similar building.

Also, buildings can be demolished. Hit "ctrl-D" while in the city detail screen, pick one from the drop down list, hit "okay", and poof, the building is gone. This is meant for casinos and jails when they're not needed, and for the one per 3 city buildings and national wonders so they can be relocated if circumstances change.

Good for you, for tackling something of this scale. I think this mod has a lot of potential, even if I disagree with a lot of choices.

Mind telling me what you disagree with and why? If you can make a convincing argument, I might change my ways. :)

Junuxx
Dec 06, 2005, 05:01 PM
Thought you might like to know... I like your Mod so much I put a link to this thread on the homepage of my project :goodjob:(this one (http://home.student.uva.nl/jeroen.kools/atlas/))

TheFourGuardian
Dec 06, 2005, 08:43 PM
<i> + (Low priority) Fixing the UN. Adding more resolutions, making it less like a global dictatorship that forces people, and possibly adding features that would make it more fun. Quite likely steal some Planetary Council measures from SMAC if possible. </i>

Hey, you can simply steal my UN modification if you want. It simply makes all options available and makes it a more or less choosing what civics are ok, and which are not.

Mylon
Dec 06, 2005, 09:12 PM
Well, I'm hoping for some bigger changes to the UN. I've been having some problems finding info on SMAC so I can, ah, "borrow" ideas, like from the planetary council. I may just install it again so I can make use of the incredibly detailed in-game-help files.

SMAC is still such a great game. It has a hyperlinked Civilopedia, the Planetary Council, the first civic model which is still pretty interesting (though Civ4 seems like it can be more dynamic), and of course, satellites.

Lachlan
Dec 07, 2005, 05:00 AM
Mylon, i remark that the caravan mod is now well balanced ;)

I took the 1.0 version and it worked !

Yu could use this units for commerce only

JamieCiv4Files
Dec 07, 2005, 06:00 AM
added the updated version to civ4files.com :)

Notarzt
Dec 07, 2005, 09:19 AM
Your MOD sounds really great, Mylon.
But while testing it, I encountered a few problems:

Either:
- The "traveling perfomer" doesn't give +10 culture
- Not every citizen gives 2 culutre (that's what i understood)
Or:
- The culture-display isn't correct

My cities (e.g. a peripheral city about 20 in size) has about +5 culure/turn
with a "performer" in it (resulting from 2 culture base and x150% from buildings)
Should be:
(2 base + 40 size + 10 perfomer) x150% = 131 culture
Shouldn't it?

What seems to function is the cultural spreading via religion. I had the
jewish holy city and all foreign jewish cities were about 3-10% my civilization.

The foreign cities i moved a "performer" in didn't seem to convert.


If all would work well, it would be a wounderful mod,
because i love the "unbloody" way of conquest.
Thanks for devellopment.

dh_epic
Dec 07, 2005, 10:07 AM
Mind telling me what you disagree with and why? If you can make a convincing argument, I might change my ways. :)

I have very little convincing to say, actually. I just thought the buildings were closer to being balanced than initially thought, and I disagree with your approach to just throw numbers down. If I were to do a mod, I would focus more on adding a few new mechanisms, but leaving the buildings largely in place (only rebalancing them to accomodate the mechanisms I added).

But then again, this might very well be how Firaxis did it: put together realistic buildings first, and then tweak and changed them based on the need for game balance. So who am I to say that you're going about it the wrong way?

I maintain that balance will be your biggest challenge and will take a lot of discipline, hard work, and testing to overcome. But it's not impossible. There's a lot of challenges there to balance the overall thrusts between war and peace, the many ways you can war, the many ways you can be peaceful, and the various technology choices that come about throughout the game.

Keep up the good work.

Mylon
Dec 07, 2005, 10:30 AM
Either:
- The "traveling perfomer" doesn't give +10 culture
- Not every citizen gives 2 culutre (that's what i understood)
Or:
- The culture-display isn't correct

The culture-display is not correct. The current formula is very complex ((Advertised culture rate + 2 per population, split based on nationality), (+1 per religion and religious building, assigned to holy city owner), (+tradevalue * 0.02 * culturerate(including population) of trade city split according to nationality of trade city, which means each and every city in the world would have to be queried to get this value due to asymetrical trades), all modified by culture rate modifier appropriately.) I could update the city detail screen to display the culture rate of the two greatest influences, but previous attemps at modding that screen means one small error and the whole screen becomes useless, displaying nothing.

Also, the effect of the travelling performer isn't quite that great: The major bonus of the travelling performer is that all 10 points of culture it's generating in for your civilization and is not split according to nationality, unlike other methods.

As for balance... Why waste a lot of time making fine tuning balancing changes when I later throw in a big gameplay change that throws everything out of whack? :) I'd rather wait until I run out of features to impliment before I really focus on balance.

Roetghoer
Dec 07, 2005, 05:18 PM
I see Mylon has combined several concepts in a single mod at once,
I would like to get you acquainted with the 'Modswitcher' by TDB ( http://forums.civfanatics.com/showth...8&page=1&pp=20 ) This little prog, currently still in an immature form, will allow a large audience to combine different mods together without the hassle of modding the scripts by hand!

I think TDB could use either a little help or at least some encouragement for his activities, because this prog feels like the missing link in the current game to me.

Eventually, I hope we can come to some kind of standardized modding using a program like TDB's which would greatly enhance playability of mods on the game.
A single script-alteration might be the only thing needed, after that everybody can choose their own modifications to the game and combine them into a modfile and play it.

Doesn't that seem more logical than everybody creating their own combo's for all others to swallow, don't get me wrong i greatly admire the work that some people put into mods people but sometimes i don't DL a good mod because of one little thing i definitely wouldn't have put in it.

Whats your stance?

Mylon
Dec 07, 2005, 07:39 PM
Turns out v0.28 released with a bug that prevented Travelling Performers from working their magic, even though it worked in v0.27. This was a side effect of changing how culture from trade worked. On further testing, it turns out when a city was undergoing a revoltion, it produced errors with the way bonus food was calculated. Also, breweries made it through with a +20% commerce bonus, which was unintended. I thought about such a bonus, but decided against it.

I'll work on getting v0.29 out soon.

Mylon
Dec 09, 2005, 10:32 AM
Mod updated to v0.29. This version should fix a lot of problems with previous versions, including a problem with breweries updating whenever _anyone_ researched medicine (allowing 2 of them to exist for a short while), fixing an error that occured when separating the FoodBonus so it wouldn't have to exist twice, and, of course, adding some new stuff.

As for future changes... I really want to change how city maitenance works. The -upkeep buildings are not terribly attractive. In general, each is worth about +2-5 gold, while a market can be easily worth 8 gold or more. If I boost maitenance costs any further, the early game is going to revolve around waiting until the capital can generate some big money before building any cities at all. In short, maitenance costs hurt the early game too much and barely affect the late game at all. If civic costs were part of the maitenance costs (and reduced by courthouse type buildings) I'd easily raise the cost of civics (especially the later civics) and solve this problem, but I'm still holding off python-editing of gold as a taboo.

Lachlan
Dec 10, 2005, 04:16 AM
What do you think of a standard world map for the mod and disable normal scenarios of Civ 4 ?

Impaler[WrG]
Dec 10, 2005, 07:36 AM
I am wondering is culture from buildings also split based on nationality? I see the logic in making the bonus "Popculture" of 2 per population being split by Nationality but things like Theathers, Specialist, Libraries and Wonders are state controled and should I think be producing only "MY" culture. This would alow you to do some good "cultural imperialism" by using culture buildings to pile on extra culture every turn, the accumulated culture % would start to slowly shift in my favor as the nationality ratios change. A positive feedback would be established as forign culture becomes a smaller and smaller % of the total. The more bonus culture that can be added the faster the feedback, this is much like your traveling entertainer concept, I just think it should be possible to convert cities through building projects as well as Units.

Mylon
Dec 10, 2005, 08:47 AM
With the standard world map, I don't adequately understand the question. If you're referring to a pre-made map, I say go for it. You may want to add the new resources, though.

As for buildings... All culture generated by a city is split by nationality. The exceptions to this rule are Travelling Performers, Religions and religious buildings (they have a hidden culture value of "3", given to the religion holy city owner), and trade imports which are not listed and that culture is split according to the nationality of the trade city. Cities favor their own nationality at a rate of 40%: the foruma is (0.4 + 0.6 * nationality%) * Culture Rate. This means that no matter what the current % is, a city generates more culture for its owner than anyone else and thus a city not recieving more foriegn culture will slowly gain nationality towards its owner.

From testing with my most recent game, either this 40% favoritism is too high, or I'm doing very strong culturally, as very few of my cities are below 85% nationality.

The goal of the cutural change is to be able to win through cultural conquest: A player dominates another so much through culture that the cities convert to his civilization at a rapid pace, rather than merely flipping 2-3 border cities. Also, culture will matter more at a global scale such that it will matter in an island map, even causing cities to flip from a distance.

Lachlan
Dec 10, 2005, 10:52 AM
Here a premade map :D

Good work !

It's not me who made it but it's my favourite world map because it is not huge map of Rhye who knew problems when it was too cities

If you set "undestructible cities" i'm would glad ...

Imperator666
Dec 10, 2005, 11:54 AM
i have encountered a nasty bug with your mod, that so fas has only occured when having cities on different islands. when cultural radii start to intersect they seem to "cancel each other out" and the land is neutral again, though it should be within my borders for sure! also sometimes it says something is > 100 % of a nationality, i had 1200 % french once. might be an error easily fixed - just wanted to tell you :)

dh_epic
Dec 10, 2005, 12:00 PM
As for future changes... I really want to change how city maitenance works. The -upkeep buildings are not terribly attractive. In general, each is worth about +2-5 gold, while a market can be easily worth 8 gold or more. If I boost maitenance costs any further, the early game is going to revolve around waiting until the capital can generate some big money before building any cities at all.

You could make maintainance costs scale a bit more... so they're basically as cheap as they are at the beginning of the game, but they scale a lot more as your population increases, or as you take on bigger civics. This would be manageable if the right buildings came along at the right time.

Although that IS just increasing the magnitude of a problem so a solution actually becomes more meaningful.

Melkus
Dec 11, 2005, 10:37 AM
Some random observations made during a Prince test game with Mao yesterday. I know that you want to balance later, but there may be flaws in some of your concepts.

- Strangely, I find the game is more fun when the numbers on city screen are inaccurate/unreliable/wrong. This is unintended of course, but makes gameplay less robotic and predictable.

- The AI seems to have a very hard time with some of the changes. Some of them fall behind pitifully techwise. Hatty and Catherine did reasonably well, but the warmongers just couldn't get anything going.
I strongly suspect it's the maintenance cost. They expand early as usual, but when they run into financial trouble, they don't quite know how to deal with it.

- Four Chinese 15 cities in 450AD, due to food bonuses and easy health and happiness management. Beijing produces a ridiculously high 217 research/turn. I didn't even found a religion and still dominated in culture and science. (Which is why I can't comment on your culture system, which I like in principle.) Higher research costs don't work, I'm currently researching Paper in two turns.
Novgorod will reach size 20 next turn, by the way.

(Beijing has Pyramids + Great Library + Academy. Mao is also philosophical, so I just produce stacks of Great scientists, each of which produces more than 20 science per turn. Add normal scientists, which is easy with the food from resources, and you can get an enormous amount of beakers.)

- The importance of religion in the early game is lowered by the many alternate ways to get extra happiness (esp. the Brewery).

EDIT: I should add that I didn't do any warmongering or other special advanced strategies, pretty much just cruised along on autopilot and looked for the changes you made.

Lachlan
Dec 11, 2005, 12:50 PM
Here a premade map :D

Good work !

It's not me who made it but it's my favourite world map because it is not huge map of Rhye who knew problems when it was too cities

If you set "undestructible cities" i'm would glad ...

CAUTION : added ressources not placed !

TheFourGuardian
Dec 11, 2005, 01:52 PM
I combined this mod with random events if anyone wants it...

Easy combination. Three small files. Almost lost it to a space in the bonusartinfos file though, it threw off the declaration of the xml type.

TheFourGuardian
Dec 11, 2005, 06:48 PM
My opinions as of now:

Well, to get it out of the way, it edits so many files. It's good, but it makes combination hard enough. I tried to edit in my combination superciv/great people/lost wonder/slower pace and other tweaks mod into it, and stopped before I began. (I got random events in though.)

Most of the mod is very good though. I think that the workshop needs a boost(it never seems useful enough. Get rid of the -1 food perhaps, or improve the number of shields.) That's actually a problem I have with the main game though.

Anyway, mod wise:

Pace: It should be good, but it falls into a problem. That is specifically because of the few cities you can build. It becomes problematic to build a large army when one can only build 4-8 cities. That may be my playing style, but early expanision is impossible, and by late game when one can expand, it's all taken.

I do like the culture model though, and it is very nice. I actually took over two boardering cities and my culture seemed to be important.

However, I think I might want to check this against the "bloody hell" mod to see if a different style of pace is needed to make wars work better. That is because I cannot build an army without falling behind tech wise or building wise in my few cities based on maintence.

Perhaps you should lower that a bit.

Otherwise, I like this mod.

hanskamp
Dec 12, 2005, 01:21 PM
This mod is the most interesting mod that I saw...

My biggest city has a size of 65. What is your biggest city with this mod?

Mylon
Dec 12, 2005, 09:11 PM
Attached a screenshot to give a better idea of what the mod does.

LittleRedPoint
Dec 13, 2005, 02:27 AM
Hi Mylon,

I report a bug. If you develop Guilds you can build tree nursery but if you build it and if it get ready, the game crashes. Does everione have same problem? Or the problem is between the chair and monitor? :lol:

Mylon
Dec 13, 2005, 08:32 AM
Turns out there was an custom art define tagged called for tree nurseries and this tag wasn't defined in another file. Tree nurseries have since been changed to look like plantations as per the original Forestry Mod.

Many thanks for the crash report!

I have another saved game which crashes at the beginning of a turn, right after a revolt is reported. I'll look into that bug, too.

Lachlan
Dec 13, 2005, 09:29 AM
Mylon, you dn't want the map in post number 50 of your thread :(

You have just place new ressources that you have added :mischief:

Anima Croatorum
Dec 13, 2005, 01:20 PM
Any chance to clear out graphic glitches(like lack of icons for terraform actions, new terrain improvements and new goods...) and lacking text for objects in 0.30?

Mylon
Dec 13, 2005, 01:43 PM
Any chance to clear out graphic glitches(like lack of icons for terraform actions, new terrain improvements and new goods...) and lacking text for objects in 0.30?

0.30 is lacking text? How would you know? I haven't released it yet!

Seriously though, the terraform improvements have icons and text: Well, actually the actions to build them have icons and text while the improvements themselves don't, but since the improvements are removed immediately after being built they are technically invisible to the user, short of going into the world editor. Likewise for some other text objects. The Inquisition building has no strategy or civilopedia entry, for example, since the the building is merely a trigger for the python code.

Many new items, such as bonuses or terrain or improvements, do not have new icons because of a lack of artwork. If someone was willing to provide some good looking artwork I'd be happy to use it, but for now I'm reusing existing artwork.

If specific items are missing out on text and such please let me know which ones so I can fix them. The tree nursery improvement report, for example, was very specific and helped me fix a crash easily.

As for the map... This mod is not a scenario, and is meant to be very replayable, more so than standard Civ 4. Thus, it would not make sense for the mod to use any specific map. I may in a later version release a supplement with a pack of maps to use with the mod, but for now I'm focusing on developing this mod.

Anima Croatorum
Dec 13, 2005, 02:26 PM
I refered to errors in 0.29 and if they were gonna be fixed in 0.30.

Missing object:
TXT_KEY_IMPROVED_TERRAIN_DESERT

Missing object and button:
TXT_KEY_IMPROVEMENT_TERRAFORM_DESERT
TXT_KEY_IMPROVEMENT_TERRAFORM_GRASS
TXT_KEY_IMPROVEMENT_TERRAFORM_ICE
TXT_KEY_IMPROVEMENT_TERRAFORM_PLAINS
TXT_KEY_IMPROVEMENT_TERRAFORM_TUNDRA

Missing buttons:
Tobacco
Pearls
Salt
Coffee
Tree Nursery(twice)

Suggestion for buttons. For the terraform buttons use the apropriate tile art and add a big green 'T', at least we will know what its about at first glance. You could use the same principle for Tree Nursery buttons

As for the four missing goods, if nothing else use text. Even that is better than trading blank squares.

CautiousChaos
Dec 13, 2005, 02:33 PM
Mylon,

I'm one of the growing many that are not satisified with how vanilla Civ works. Your mod is intriguing, but since I am a single player gamer, I'm not sure how this mod would affect my single player games against the AI.

The AI was coded for vanilla rules and units, but this mod makes changes across the board. Does the mod boost the AI's awareness to these changes? Or, does the human player now have an advantage in that I now am aware of new buildings and units, but the AI is not?

Any insight you can provide would be great... In your spare time, of course... ;)

-cc

Mylon
Dec 13, 2005, 03:04 PM
Okay, I'll fix the missing text keys. It turns out that there is a bug with Civ4 with respect to art files. After re-reading the mod I used the resources from I see that the art files are meant to be placed in the assets folder (as opposed to custom assets. The lost wonders mod follows a similar pattern. In any case, the new resources should be fixed.

As for how the AI handles new stuff in the mod... It doesn't handle it too well, but then again it barely handles the default game as is. A number of people have noticed that the AI does not play to win, and inter-AI diplomacy is pretty crappy, which explains why the AI goes to war so infrequently. Since they don't trade or do much of anything else with one another, the only reason they can hate one another is close borders or different religions. If they demanded (and refused) tribute to each other, plus made similar "Stop trading with this person" demands, that would be at least one small step to getting more interesting games, since the AIs would war with one another more often and going to war with an AI wouldn't be suicide given their hordes of unused military lying around.

I have noticed that the AI does build travelling performers and sends them around, but I haven't quite understood how the AI uses them yet: They seem to flock to my travelling performers/spies, which means they could be attracted to other performers or spies or (less likely) the AI is interested in purifying the culture of a contested city.

After having done some tests, cities will not flip unless they are within another city's borders of a nation it is willing to flip to. I may introduce the chance of a city flipping without this influence, in the event that trade/religion creates a very strong influence, that city may flip anyway.

Morbius
Dec 14, 2005, 12:28 PM
mylon,

id like to congratulate you on your mod.
it enables the user to pursue different strategies when it comes to developing ones cities.
one cannot simple build everything in every city.
thats great IMHO :)
more choices generally means more possible approaches to a game. more strategic decisions to make. more depth.
keep up the great work :)

yours,
morbius

Mylon
Dec 14, 2005, 02:38 PM
Mod updated to 0.30

hemeth86
Dec 14, 2005, 02:45 PM
sounds good. ill give it a try

Imperator666
Dec 14, 2005, 03:34 PM
thank you :) - your mod is the best ive seen so far. maybe you should include some other interesting smaller mods in your mod to make it even more interesting ;)

Morbius
Dec 15, 2005, 06:26 AM
yes, assimilating parts of other mods (or even entire other mods) might be a good idea, sometimes.
i think mylon is already doing this from time to time.
this mod might well develop into one of the few established real mega-mods out there.

Grimaldi
Dec 16, 2005, 07:19 PM
It is a little bit wared to play the game and to have 5 times the same name like obelisk. So I startet to translate a little bit.

If you like to use it --- feel free --


Lost_Wonders_CIV4GameText_Civilopedia_Buildings.xm l

- Deleted the -Civ3 or -Wikipedia references
- Deleted some (im my eyes useless) spaces


MylonModGameText_Civilopedia_Bonuses.xml

- Added german text for TXT_KEY_BONUS_COFFEE_PEDIA
- Added german text for TXT_KEY_BONUS_TOBACCO_PEDIA


MylonModGameText_Civilopedia_Improvements.xml

- Added german text for TXT_KEY_IMPROVEMENT_TREE_NURSERY_PEDIA
- Added german text for TXT_KEY_IMPROVEMENT_TERRAFORM_GRASS_PEDIA


MylonModGameText_Strategy.xml

- Added german text for TXT_KEY_UNIT_INQUISITOR_STRATEGY
- Added german text for TXT_KEY_UNIT_TRAVELLING_PERFORMER_STRATEGY
- Added german text for TXT_KEY_UNIT_GREAT_LEADER_STRATEGY
- Added german text for TXT_KEY_TECH_CROP_ROTATION_STRATEGY


MylonModGameTextInfos.xml

- added TXT_KEY_TECH_CROP_ROTATION_QUOTE

- changed TXT_KEY_TECH_CROP_ROTATION into "Dreifelderwirtschaft"
- changed TXT_KEY_TECH_TERRAFORMING into "Terraforming"
- chnaged TXT_KEY_TERRAIN_IMPROVED_GRASS into "verbessertes Grassland"
- changed TXT_KEY_TERRAIN_IMPROVED_PLAINS into "verbesserte Ebene"
- changed TXT_KEY_TERRAIN_IMPROVED_DESERT into "verbesserte Wüste"
- changed TXT_KEY_TERRAIN_IMPROVED_TUNDRA into "verbesserte Tundra"
- changed TXT_KEY_TERRAIN_IMPROVED_ICE into "verbessertes Eis"
- changed TXT_KEY_SPECIALIST_BUREAUCRAT into "Bürokrat"
- changed TXT_KEY_SPECIALIST_GREAT_LEADER into "grosser Führer"
- changed TXT_KEY_UNIT_GREAT_LEADER into "grosser Führer"


MylonModGameTextInfos_Objects.xml

- changed TXT_KEY_BUILD_DESALINIZATION_PLANT into "Meerwasserentsalzungsanlage"
- chnaged TXT_KEY_IMPROVEMENT_DESALINIZATION_PLANT into "Meerwasserentsalzungsanlage"
- chnaged TXT_KEY_BONUS_SALT into "Salz"
- chnaged TXT_KEY_BONUS_COFFEE into "Kaffee"
- chnaged TXT_KEY_BONUS_TOBACCO into "Tabak"
- chnaged TXT_KEY_BONUS_PEARL into "Perlen"
- chnaged TXT_KEY_BUILDING_INQUISITION into "Die Inquisition"
- chnaged TXT_KEY_BUILDING_MILITARY_ACADEMY into "Militärakademie"
- chnaged TXT_KEY_BUILDING_MUSEUM into "Museum"
- chnaged TXT_KEY_BUILDING_PARK into "Park"
- chnaged TXT_KEY_BUILDING_NATIONAL_PARK into "Naturschutzgebiet"
- chnaged TXT_KEY_BUILDING_SEWER_SYSTEM into "Abwassersystem"
- chnaged TXT_KEY_BUILDING_WASTEWATER_TREATMENT_PLANT into "Kläranlage"
- chnaged TXT_KEY_BUILDING_TOWN_HALL into "Stadthalle"
- chnaged TXT_KEY_BUILDING_MALL into "Einkaufszentrum"
- chnaged TXT_KEY_BUILDING_CASINO into "Casino"
- chnaged TXT_KEY_BUILDING_BREWERY into "Brauerei"
- chnaged TXT_KEY_BUILDING_INTERNATIONAL_AIRPORT into "internationaler Flughafen"
- chnaged TXT_KEY_SPECIALIST_BUREAUCRAT into "Bürokrat"
- chnaged TXT_KEY_SPECIALIST_GREAT_LEADER into "grosser Führer"

If you use it and like to integrade it in you mod i can translate more.
http://www.tbdm.de/civ4/civ4.rar

Mylon
Dec 16, 2005, 10:40 PM
I can't comment on the quality of your translations as I don't speak German, but I greatly appreciate your efforts and will include them in my mod. Thanks!

Err... The link you provided doesn't have the text files and Civ is really picky about special characters like "ü" and such. If you'd update the link I'll add these in to a future version of Civ4 and add you to the credits list.

Grimaldi
Dec 17, 2005, 05:46 AM
changed the link, should work now

found lots of ü,ä,ö,ß so took care of them

http://www.tbdm.de/civ4/civ4_2.rar

aqua^
Dec 17, 2005, 10:00 AM
Hi! I've been playing this mod for some time, and I've noticed few things:

Text missing in Advanced something plant (can't remember) :p
Hydrop(h?)onic plants and that advanced something plant mentioned above can't be seen in city view-screen (maybe add them there and put a % number in how many of those has been built (like 1 for 5%, 2 for 10% etc).

Also, I happen to have my capital city of 41 population in 1951 :p

Mylon
Dec 17, 2005, 10:09 AM
Sorry, could you be more helpful with the missing text key?

As for the Hydroponics and Automated Assembly Plants, they do not display like they do buildings. I might be able to edit the GUI to add a special entry in the building list, but I kinda hate the GUI code. Right now they show up as free specialists, which kinda clutters the bar and pushes out the super-specialists that matter. I'll take a look at this and try and fix it.

On the plus side of things, I devised a method to award +% bonuses such that the game displays the +% changes properly. Cities will actually show growth properly, the mouseover will display the proper number of turns to produce something, ect... While I'm in the GUI, maybe I can edit it to hide my hattrick. :)

Mylon
Dec 17, 2005, 12:55 PM
On editing the interface I've been rather successful at adding some new entries to the building list.

I have a choice that needs to be made, however. When displaying Hydroponics Farms and Automated Production Plants, how should the text on the right (where the effects of the buildings go) look?

Should it be:

(Count), +(total)%
or
(Count), +(individual)%
or something else?

Right now, I'm going with the first option. Expect 0.31 soon!

Lachlan
Dec 17, 2005, 02:06 PM
On apolyton, Trip had created a mod of empires splitting, what do you think ?

And Supercivs of LANKOU on civfanatics ?

I think also that anybody create an earth map for Mylon's mod and update it (if necessarly) with each incrementation ...

Good reading ! :king:

I love play on determined maps because random maps are so ... hemm ...
not varied !!!

aqua^
Dec 17, 2005, 05:07 PM
Text was missing in where the building was completed and new production has to be selected screen (you know? :p). Also, hangup occurred as civ4 didn't respond, it seemed it was waiting for other civilizations to finish their moves. When I went to XP window, there was a box explaining briefly that an error occurred with options of normal, full and one more dumps to be selected.
(Selected full dump and the logs are here, but I killed the program from task manager 'cause it took several minutes to complete it and I was in hurry.. so logs might not be completed (who knows, I know I don't :p).

EDIT: TXT_KEY_BUILDING_AUTOMATED_ASSEMBLY_PLANT_STRATEGY (the missing text mentioned)

Mylon
Dec 18, 2005, 01:24 AM
Mod updated to 0.31

Morbius
Dec 18, 2005, 05:53 AM
im wondering what the inquisition does?

and is it correct to place travelling performers in ones own cities?

thx in advance for any enlightenment :)

Grimaldi
Dec 18, 2005, 07:30 AM
I did some more translations


Civ4_3.rar (http://www.tbdm.de/civ4/civ4_3.rar)

Mylon
Dec 18, 2005, 08:58 AM
im wondering what the inquisition does?

and is it correct to place travelling performers in ones own cities?

thx in advance for any enlightenment :)

The inquisition (building) is merely something to facilitate the python that makes Inquisitors work. Inquisitors themselves remove religions from cities.

And you can place a travelling performer in any city: Yours or someone elses. However, it also boosts happiness, so make sure your opponent is not benefitting from this. Also, given that culture spreads organically, it is sometimes better to place it in a city with a higher culture modifier (use a spy if you have to) than in the city you're trying to convert directly.

Grimaldi, thanks for the translations. I'll add those to the game as well.

Version 0.32 will be mostly balance changes. Gold flows a little too easily, and engineers are too powerful, so I'll be nerfing engineers and merchants, and might even go as far as to reduce the great person rate of Engineers to 2. The AI tends to assign most of the population to specialists as long as there's 2-3 surplus food, which means cities grow very slowly unless micromanaged. Bureaucrats don't seem to be auto-assiging. I'll also slow down tech by an overall 15%, make townhalls buildable from an earlier age, and maybe add a couple new buildings. I have ideas, but the number of buildings seems about right to me.

Morbius
Dec 18, 2005, 01:18 PM
mylon, the readme of version 0.31 says that it belongs to 0.30.
i mean, the new downloadable file that you say is version 0.31 has a readme that claims to belong to 0.30.
i just wanna be sure to test the new version :)

to give you some feedback:

i have played cyrus (persians i think), and i was the culturally most advanced nation. i bordered the americans and even though i tried to flip some cities, i never managed to do so until i finally won the space race.
played prince.

it was a very interesting game to play, so im by no means complaining. :)
but could cultural flipping be sort of hard to achieve?

krazyhades
Dec 18, 2005, 01:19 PM
This mod looks incredible! Wonderful work, I'm trying it out right now.

You should seriously consider integrating other good mods into your mod (with permission and credit to the creaters of those mods, of course).

krazyhades
Dec 18, 2005, 01:29 PM
Ok, I'm sure I'm doing something incredibly stupid, but I can't get the mod to run. I have copied everything into the mod folder, but I can't run it. Any ideas on what moronic thing i might be doing? :lol: A DOS window opens up and then instantly closes. I'm not really sure what's happening, and it goes by too fast to read the text.

Morbius
Dec 18, 2005, 02:13 PM
that dos-like window stays open whenever i start the mod.
could it a your pop-up blocker that closes it in your case?
im not an expert but you might try this, if its not a pop-up blocker:

start the game normally. vanilla. then go to advanced, load a mod, choose mylon mod, hit 'okay'. then click on 'yes' when civ wants to restart.
does this work?

krazyhades
Dec 18, 2005, 02:42 PM
It might be a popup blocker, I'm checking right now. Also, I already had tried to start the mod with civ IV without mods and go to start a mod, or whatever the button is. The mod wasn't even listed. :( I have tried redownloading and re unpacking the mod and everything, but it didn't fix it.


Edit: Nope, doesn't look like a popup blocker.

Morbius
Dec 18, 2005, 03:18 PM
have you so far ever downloaded another civ IV mod?
if yes, did it work?
if yes, could someone (whos more qualified than i am) help krazyhades?

CXDamian
Dec 18, 2005, 03:43 PM
sounds like it was put in the wrong place, or the files aren't nested into their folders(try removing 'exit' from the .bat file, you might catch an error msg)

outstanding mod so far Mylon, all the options make it just short of confusing =)

krazyhades
Dec 18, 2005, 03:58 PM
Alright, I fixed it. And CIV must have been installed twice, in 2 different places! (It was probably my little sister :lol: )

aqua^
Dec 18, 2005, 05:19 PM
hum, strange cultures in cities... -226% in one city (which had 0% of it's mother nations' population in it), 0% & 253% border strengths. Borders alltogether are acting kinda weird.

TXT_KEY_BUILDING_ARTOFWAR_STRATEGY missing

Morbius
Dec 18, 2005, 05:56 PM
hum, strange cultures in cities... -226% in one city (which had 0% of it's mother nations' population in it), 0% & 253% border strengths. Borders alltogether are acting kinda weird.


i havent noticed anything like that in earlier versions so far.
could it be a new and specific 0.31 bug?

krazyhades, have fun playing :)

Mylon
Dec 18, 2005, 10:07 PM
What do you mean -226% population?

And yes, currently culture flipping is very hard to achieve. This is partly because it's not until the foreign culture nearly doubles the domestic culture that the city actually can flip. Technically it can flip before, but the AI's typical garrison supresses revolting rather strongly. Version 0.32 has been changed so that cities don't favor their homeland culture quite so much. (30% favor, down from the 40% guranteed culture rate at 0%), and even then I might lower it down to 20%.

I may include a national identity trait for buildings like City Monument, National Monument, the Palace, ect. Buildings with these traits instead of producting their own culture, they assimiate foreign culture. And this would replace the automatic favor given to cities now. But I'm undecided on that. Also, one way to help convert cities is to station a travelling Performer one "level" deeper than the city you want to convert: Once it has enough of your culture, it will start contributing to your nationality in the contested city.

Also, I might consider changing the forumula for how plot culture is assigned. currently, it's 0.75^(distance). So a culture level 1 city generates the same culture in the tiles one tile away from the 3x3 square as a culture level 6 city. Instead, the formula could be 0.75^(distance/(2*(culturelevel - distance))) - Is what this means is a city will always generate culture at 100% for the magic 3x3 square, then at 75% one step away for a culture level 1 city, then in the same plot it'll be sqrt(75%) for a culture level 2 (which is about 0.866), and keep increasing as culture level increases.

Plus I'm tempted to abandon the current method of the radius being dependant on specific cultures and use the owner's radius for distributing foreign culture. The current method leads to something akin to globalization where your culture reaches such a level that your rival's cities start to contaminate each other with your culture. But this takes time for it to occur. The other method would remove this aspect, but would be simpler to monitor and predict.

Of course, if I edit the GUI to show culture for all nations... But I'd like to add that in a tooltip.

Ubik Liryc
Dec 19, 2005, 01:29 AM
Amazing mod !
But it is true that AI is not ready to play with these new rules : I beat it super easily three times in Prince (around 1400-1600 AC).

By the way how do you win a cultural victory ? I had 3 cities with more than 100000 and still didn't win.

aqua^
Dec 19, 2005, 07:31 AM
We were multiplaying with this mod, dunno if it has something to do with it.. my friend had this in one of his cities.

I loaded the game with my settings, and found out that in the city there were 0% of it's nation's population which had it found, borders were not enlargening at all. Also, city nationality was not seen at all in city view-screen. Culture was rising at +142/turn.

And one more thing, I have that Harkonnen's memoryfix stuff sort of in my game, and he doesn't =)

Mylon
Dec 19, 2005, 09:49 AM
Culture victory is achieved by getting 3 cities at legendary culture. Which requires about 150,000 culture. That sounds like a lot, but when your base culture rate can be about 150 or so from population and wonders, and then your multiplier can get in the order of 500-700%, add in 100% culture from commerce and you can get as high as 2,000 culture per turn or more.

Anyway, I plan on removing culture victory eventually. Instead, if a civilization's culture is prevalent enough it can make cities across the globe revolt, leading to a domination/conquest win. This makes more sense.

The trick, however, is figuring out a formula for making cities revolt, since I'm going to have to use python to force cities to revolt.

I'm thinking ((foreign nationality - domestic nationality) / domestic nationality * 10 ) ^ (1.1 ^ (number of military units stationed + 1)), which means in a hypothetical case of 40% foreign and 30% domestic culture, for military units garrisoned: chance of revolt, it would be 1: 2.4%, 2: 1.6%, 3: 1.1%, 4: 0.7% 5: below 0.5%, which I'll make an arbitraty cutoff.

I'll look into the weird nationality thing. If you could provide a save along with telling me what version of the mod you were running that would be rather helpful.

Finally, when you beat the game on Prince, Ubik, what strategy(ies) did you employ and what victory did you achieve?

I've found the computer will assign a very high priority to Automated Assembly Plants, even though they can easily take 100-250 turns before they pay off. To that end I'll remove the advertised +5% production from them (they'll still give the production bonus, however the AI won't know about it and it'll try building more useful stuff). I personally enjoy building Hydroponics farms myself. :)

Lord Olleus
Dec 19, 2005, 12:43 PM
What bit of the code did you to change that makes resources give +5% food or production. I really like that bit and would like to incorporate it in my own mod. I would be very grateful if you could just tell me the file name and what fields you changed.

Mylon
Dec 19, 2005, 03:22 PM
Check the python files. CustomEventManager and CustomFunctions.

I originally generated a number and then used that to add food directly to the city, but I've changed to using hidden buildings with a +% modifiers to food, production, and gold. Food Bonus Building 0 provides +5% food, Food Bonus Building 1 provides +10% food, Food Bonus Building 2 provides +20% food, building 3 is +40%, then +80%, and so on. Then arrange them using powers of 2 like the calculated bonus was a binary number.

Then in MainInterface I added a line that checks if the building should be hidden, and skips it if it does, keeping them from showing up. There's some other code there that does report the modifier you may want to look at, too.

Lord Olleus
Dec 19, 2005, 04:18 PM
thanks for your help but unfortunately python is beyond my realm i knowledge. I have decided to start learning it. Hopefuly it won't take to long for me to understand it, as i already know javascript and php i should get it quite quickly. I hope.

Morbius
Dec 20, 2005, 05:53 PM
mylon, you seem to by knowledgable about python, am i right?
so when the SDK will be released, you will be able to use it, am i correct?
im not into programming, so please forgive me this straightforward and uninformed question. :)

did i already mention that this is a great and complex mod IMHO?

aqua^
Dec 20, 2005, 07:33 PM
I've uploaded that savegame at http://rapidshare.de/files/9549054/VOTE_AD-1881.Civ4SavedGame.html

Find the city of Chicago and one north of it (can't remember the name) to see that weird population.

Mallipeep
Dec 20, 2005, 11:31 PM
I originally generated a number and then used that to add food directly to the city, but I've changed to using hidden buildings with a +% modifiers to food, production, and gold. Food Bonus Building 0 provides +5% food, Food Bonus Building 1 provides +10% food, Food Bonus Building 2 provides +20% food, building 3 is +40%, then +80%, and so on. Then arrange them using powers of 2 like the calculated bonus was a binary number.


According to this formula, having most resources plus granary and grocer should give like 500% food bonus? In my game that still gives like 80% or so.
Or have i misunderstood something?

(Btw, great mod, lots of interesting&fun stuff :) )

Mylon
Dec 21, 2005, 03:10 PM
The bonus is only about 80%, and as it was designed. The idea is, for a bonus of, say, 75%, the game can add in food Bonus buildings +40%, +20%, +10%, and +5%. When the bonus goes up to 80%, it removes all of the previous buildings and adds the +80% one. The buildings are additive, by the way, not cumulative.

Mylon
Dec 23, 2005, 01:41 PM
Mod updated to 0.32. This version is compatable with version 152 of Civ4.

Lachlan
Dec 24, 2005, 02:46 PM
Problem : with 1.52 has appeared a new speed Marathon aka 1200 turns :eek:

Can you implement it ?

ichbinsehselber
Dec 24, 2005, 05:05 PM
I am just trying out the mod, so I am at the beginning.
Why does the Palace not generate culture? Also my other city (founded a religion) should generate culture and expand its boundaries. I do not think it is a bug but it is planned. But I do not understand how it works?

ichbinsehselber
Dec 24, 2005, 07:06 PM
ok now I do think it is a bug. Why can my city have a negative culture value. See screenshot.

Mylon
Dec 25, 2005, 06:45 AM
I guess the change I made that was supposed to make certain buildings generate culture specifically for their owners didn't work. I'll have to take some time to troubleshoot the code and either get it working or put the idea on a back burner. I apologize for the poor performance of this version.

This change was difficult to troubleshoot because the World Builder attributes ownership to buildings oddly.

peterka
Dec 25, 2005, 08:25 AM
Mylon, i have a question about inquisition. The code that changed seemed to be <iConquestProb>100</iConquestProb>

What does it mean ? It raises the prob to remove resistance in a conquered city and reduce the % of foreign culture ? It works for your own cities ? Is it a firaxis code for EVERY conquest of a new city, +100% faster conquest ? I don't know enough the mecanisms of conquest because i'm always too pacifist in my games....

ichbinsehselber
Dec 25, 2005, 08:45 AM
No need to apologize. Only those who do nothing, make no mistakes. Which version do you recommend to use? I guess 0.31?

Mylon
Dec 25, 2005, 11:50 AM
Yeah... Stick with 0.31.
http://www.civfanatics.net/uploads10/Mylon_Mod_v0.31.zip

Mylon
Dec 26, 2005, 11:35 PM
I tried testing it further and I didn't have any problems. I tweaked 2 lines of code since releasing 0.32, and neither of them has anything to do with the special way these buildings work.

I basically started a game and watched culture grow. I started off getting 8 culture per turn (5 from palace, 2 from population, 1 free for owning the city). So that worked fine. Then I discovered Bhuddism and I was getting 13 culture per turn (same as before, +2 for 1 more population, +3 for owning the holy city of the religion present). Right. So then I chopped a couple forests adn built Stonehenge. Then I was getting 23 culture per turn (again, got another pop point). Again, perfectly normal. I opened up the world building and dropped the Citizen Itcha and that was generating culture just fine. Again, everything was normal. (I guess world Builder wasn't quite as quirky as I had thought.)

I'm not seeing the problem, or a possible cause for it. If you could, please tell me what you did before the culture started going down and I'll have a better idea on how to trouble shoot it.

As for the inquisition... <iConquestProb>100</iConquestProb> merely determines whether the building gets captured or not. And since the Inquisition building gets destroyed as soon as it's created, it's not relevant.

Zuul
Dec 27, 2005, 04:19 AM
Played v0.31 and I like it.

The change of strategic resources are cool, but I think it should be even more costly not having the resource. Now every civ builds chariots almost from start. So maybe have 300%-400% cost instead of 200%.

The tech tree is bugged, displaying many techs in same place.

Mylon
Dec 27, 2005, 09:11 AM
Only three techs are displaying in the same place, and that's because when I did have the techs organized properly they weren't obeying the proper prerequisites.

I'd really like to change how strategic resources work for units as a whole. Instead of providing a bonus, it should reduce the cost of the unit. How is this different? If a city already has +130% to build speed (from a Forge, Factory, power, and several resources), an additional +100% to build speed is relatively minor (a less than 50% increase, or about a 35% reduction in build time. This way units all units can be uniformly doubled in price from their default values and the resources would reduce them back to their original values.

At the same time, the production bonus for having the resource cannot simply be increased because then it trivializes the production bonus of the city. That is, if a unit costs 11 times more and the resources gives you +1000% to production speed, your +130% might shave a mere one turn off the production time, if that. In short, base production becomes too important.

Impaler[WrG]
Dec 27, 2005, 01:12 PM
Me thinks that most of the game Units should require facilities like Castles for Knights, Factories for Tanks, DryDocks for Sub ect ect. Once you have these as known elements their effects can be taken into account when calculating price and other bonuses.

Nadin Bytefelt
Dec 27, 2005, 01:55 PM
I'm not seeing the problem, or a possible cause for it. If you could, please tell me what you did before the culture started going down and I'll have a better idea on how to trouble shoot it.

i play 2 game whit new version.
The last game i have seame minus cultur problem. I have conquest the city from AI (the image is 2 round after revolt, 7 after conquest). i conquest 4 more city idnt have this problem, by this yes.

http://forums.civfanatics.com/attachment.php?attachmentid=109013&stc=1&d=1135713139

Nadin Bytefelt
Dec 27, 2005, 01:59 PM
this is no critic, i hope i can help you. my Anglish is to bad, sorry.
and i am not a python fan.

thks for you nace mod and hard work

Nadin Bytefelt
Dec 27, 2005, 02:16 PM
My save game :http://forums.civfanatics.com/attachment.php?attachmentid=109021&stc=1&d=1135714399

Adri
Dec 28, 2005, 10:32 AM
Just a little question of a newbie who likes the One-City-Challenge:
e.g. In the original Civ IV you need to build a certain number of universities before you're able to build the Oxford University. This has been changed for the OCC, you just need one university (for you can't build another one anyway). You implemented such buildings as well (like the district bank or the military academy), but they still require more than one of their related building before you're able to construct those "better buildings".
Well, did you do this knowingly (to make the OCC even more challenging perhaps) or is it just a kind of "bug" in your mod?

And just while writing the text above, another question started running through my head: Is it really neccesary to destroy the improvement on a piece of terrain in order to terraform it? If it is a square with a farm or a mine on it you can rebuild it shortly afterwards, but if there's a town on it, you have to build a cottage on the new (terraformed) terrain and it would take a lot of turns before it would grow back to a town (even with emanzipation). I don't know anything about the abilities of phyton, so i'm just asking if there is no other way.

Anyway, great mod, Mylon, keep up the good work. :)
The only thing I'd like to see in a future version would be more civics, but i'll leave that up to you. *bows down deeply* ;)

Morbius
Dec 29, 2005, 06:51 AM
yes, more civics would indeed add even more depth to the game, i totally agree.
great mod, mylon :)

Mylon
Dec 29, 2005, 08:53 AM
Just a little question of a newbie who likes the One-City-Challenge:
e.g. In the original Civ IV you need to build a certain number of universities before you're able to build the Oxford University. This has been changed for the OCC, you just need one university (for you can't build another one anyway). You implemented such buildings as well (like the district bank or the military academy), but they still require more than one of their related building before you're able to construct those "better buildings".
Well, did you do this knowingly (to make the OCC even more challenging perhaps) or is it just a kind of "bug" in your mod?

And just while writing the text above, another question started running through my head: Is it really neccesary to destroy the improvement on a piece of terrain in order to terraform it? If it is a square with a farm or a mine on it you can rebuild it shortly afterwards, but if there's a town on it, you have to build a cottage on the new (terraformed) terrain and it would take a lot of turns before it would grow back to a town (even with emanzipation). I don't know anything about the abilities of phyton, so i'm just asking if there is no other way.

Anyway, great mod, Mylon, keep up the good work. :)
The only thing I'd like to see in a future version would be more civics, but i'll leave that up to you. *bows down deeply* ;)

1) The OCC uses several exceptions to make the challenge possible, including allowing national wonders to be skimpy with their prerequisites. Many of the new buildings in my mod use the same XML that cathedrals use and cannot be built in OCC games for the same reason. Either the exception used currently needs to apply to non-national wonders, or this was intended by Firaxis. I don't forsee being able to control this without the SDK.

2) While it isn't necessary to destroy the improvement (I could make the terraform improvements a route instead of an improvement, because one cannot have more than one improvement on a square), I decided to make it how it is because terraforming involves significant changes to the land and items on the land get in the way. Besides, it also provides a dilemma of choosing whether or not to terraform a town. That is, it will be more productive eventually, but is it worth waiting for the town to regrow? I like dilemmas, since if every choice was a no-brainer, there'd be point in choosing.

3) The default civic model is lacking in my eyes too. However, I am unsure of how to modify it. I've read some civics mods and most make far too many options available. It's easy to forget what all of the different options do, and thus not change civics at an appropriate time for maximum benefit. Besides, the AIs are really picky about their friends' civics, and adding more would only give them more reasons to be ticked off.

jollyroger3
Dec 30, 2005, 02:07 AM
Really great mod, Mylon - I didn't play it yet, but I've seen the tech tree, and will play it in half an hour :mischief:

I've got 2 proposals for you after looking at the tech tree, I'd be gratfull if you consider them :)

1. In Exaviers composite mod there are 2 units I really LOVE because of their presence in the history:

- A "Tactical ICBM" (which IMHO should be named "Tactical Nuke") - available at the same time as ICBM, but costs 250 shields comparing to 1000 shields cost of ICBM - the main nucrear threat of cold war :p

- A "Nuclear submarine" - a naval unit used to carry some "Tactical Nukes" to the borders of enemy's land :goodjob:

2. In Sevos fusion Mod are more UN Resolutions, which may give much more alternative modern world "shapes" - these added resolutions allow to force every single civic for all civs in the world - i.e. not only free religion for all, but theocracy for all, paganism for all, organized religion for all etc., not only free speech for all, but i.e. nationhood for all etc. etc.

IMO that would be really great to see these 2 features in your excellent mod, and that would make your mod the best mod for me :D

V. Soma
Dec 30, 2005, 04:36 AM
Well, I tried to have cultural victory with this nice mod
but for me the 150k limit/city was too much for normal speed...

Would not 120k be more OK?

If 150k is OK, how to do it? :)

Mylon
Dec 30, 2005, 09:53 AM
As far as I know, nukes cannot be of different scales. That is, you can't have a "tiny" nuke or a "huge" nuke. Plus, nukes have unlimited range. If submarines could carry nukes, it would be for flavor only. Well, mostly.

For cultural victory, understand that population == culture. Building tons of farms and assigning the maximum number of bureaucrats and building the Internet Backbone national wonder, plus the many cathedrals, will all go a long way towards mass producing culture and getting a cultural victory.

Besides that, it's not balanced anyway. :) Perhaps something I didn't forth too clearly is that this mod is a public beta (as suggested by the pre 1.0 version number). I'll eventually have a stable, shiny, polished release with all of the new features balanced.

Finally, for the UN, I need to install Alpha Centauri and play that a bit for inspiration before I start tweaking the UN (and civics). For the UN to be how I want it, I'll have to add atrocities first, which involves editing the AI to recognize these atrocities, which will probably require the SDK. There's only one generic relationship change function available in the API, and it breaks the current mold of making it obvious to the player the cause of the relationship change.

DMN
Dec 30, 2005, 09:33 PM
Maybe its just me, but version 0.31 doesn't seem to work properly.

I can install it and it runs, but the culture is weird. At first my capital doesn't get any culture although it says 7 culture (or something like that) per turn. When it becomes a holy city, the culture per turn goes up, but the total culture remains at 0/50 no matter how long I wait.
If I build a monolith then, the culture flips to -1/0 and the city radius disappears.

When I built a second city one time, its culture was growing quickly. It didn't have any buildings or religion, but its borders expanded after a couple of turns and the total culture increased every turn.

Do you have any idea what I could have done wrong?

Exavier
Dec 30, 2005, 09:51 PM
Hey Mylon I do have 2 nukes in my mod. And one is more powerful then the other.

Tactical ICBM (named that cause i couldn't limit the range)
-250 Hammers
-Single Square Blast (only hits your taget)
-Can be loaded onto Nuclear Subs (Purly for the Multiplayer value in hiding nukes)
-Designed to be built en mass to overcome SDI :P

ICBM
-Blast radius increased to 2 (so if a city is hit it hits every worked square too)
-1000 Hammers
-Immobile

My mod is based off Multiplayer functionality so i have a few things in there that help with this :P

BTW I am still trying to figure out how to just extract your culture stuff to use in my mod :P

jollyroger3
Dec 31, 2005, 04:25 AM
I've played your mod Mylon and it's really great one, but needs to be better balanced IMO. What difficulty level you recommend ? I played in warlord and in normal difficulty and it was too easy in both...

I think that if you and Exavier could unite your efforts and ideas all civ4 players would be given the best and greatest mod ever :goodjob:
Could you, Great Guys consider cooperation ? :)

Domlin
Jan 01, 2006, 11:41 PM
mylon, great mod! keep up the good work.

V. Soma
Jan 02, 2006, 02:24 AM
I also would be a support fan of modders cooperating...

...especially later on, when SDK will be in their hands

dh_epic
Jan 03, 2006, 04:43 PM
To be honest, I think that an overhaul of the culture model would need to include a complete overhaul of the bonuses that come from culture. I might turn off the bonuses completely in the meantime, just to simplify testing:

- All cities are settled with three rings of culture around them.
- All cities are settled with a 50% culture defensive bonus

And when we understand what culture does and how it moves... then we set new thresholds and bonuses. As it stands now, culture is being overhauled too much to tie specific bonuses to it (yet).

borsaid
Jan 05, 2006, 02:52 PM
I'd like to thank Mylon for a fantastic MOD. I can only imagine what he and the other geniuses are going to turn this game into when the MDK becomes available. . .The fanatics out there (myself included) probably have no idea what's about to come their way.

A couple quick thoughts for possible ideas. Please bear in mind that I have no idea on the whole "coding" aspect of MOD creation and am an amateur at best for civ4'ing.

Nukes I've read where it seems as if you can't easily have a tactical nuke, because there is no way to limit it's range. My question for this is, can you create a unit similar to a bomber that has a nuclear result and blast radius that will also destroy itself once used??

Cruise MissilesWhere did these buggers go?? Same as above. . .can they be created like a bomber or fighter with a missile graphic? Can they cause damage and be destroyed on the same action? Can it be made so that subs can carry these? Maybe I'm asking too much here, but is it possible to make these guys smart? As in controlling which units out of stack they hit or controlling specific buildings in a city or just simply opting to have it attack a city's defense (fortifications) bonus.

Siege Weapons I think that it's a little strange that some siege weapons (such as artillery. . .by the way, what happened to the howitzers!?) can only strike the neighboring square. Same as the rest of the items discussed above, can siege weapons be made to strike a radius and can they be made to target specific units/buildings/defense bonuses? Obviously a cattapult wouldnt be able to target or have any kind of radius, but maybe a more modern artillery unit would be able to strike units two squares away from inside a defending city. It just seems silly to me that artillery and the likes attack just the same as a soldier. . . in real life they're usually way behind the front lines lobbing shells at the enemy, not pushing their way through the trenches with the infantry ;)

Well, those are my two cents for now. . .Let me know what you guys think and if Mylon or some other cool cats out there would know how to incorporate this stuff into another release.

Exavier
Jan 05, 2006, 03:02 PM
@borsaid - Nukes. I made a bomber that had a nuclear payload but due to the way i had to code it the bomber died when it whent off and the SDI could shoot it down :p
Right now most ties to Air Missions lead to hardcoded data so i can't modify that to make a "Nuclear Strike" mission for a bomber.

Cruiser Missles. I wish i knew where they went i loved them. No way to mod atm as they used the Civ3 bombard style that doesn't exist in Civ4 atm.

Siege Weapons. See Cruise Missles. No ability to make a range bombard as of yet. As for the Howitzer they did include the model for it but never wrote it into the game. Lost Units Mod as well as my own mod (I borrowed mine from lost units) put the model to use and made the howitzer again :p

borsaid
Jan 05, 2006, 05:33 PM
@borsaid - Nukes. I made a bomber that had a nuclear payload but due to the way i had to code it the bomber died when it whent off and the SDI could shoot it down :p
Right now most ties to Air Missions lead to hardcoded data so i can't modify that to make a "Nuclear Strike" mission for a bomber.

Well, I think that's what I was talking about. If the nuclear payload is delivered, the bomber is destroyed, and other things like the SDI can shoot it down. . . then you have yourself a tactical nuke, no? Just don't call it a bomber, call it a tactical nuke and change the graphic. I am green here, so if I'm talking crazy talk, please say so!

If that's the case, then can't you do that to other things too? Like, do the same thing without the nuclear payload. . .change the name and the graphic and you have yourself a cruise missile.

Great mod you have going too, by the way. After your post I started to read about it and I'm definitely gonna play with it. Do you think these "hard coded" items will be able to be tinkered with eventually in future releases or MDK arrival??

Exavier
Jan 05, 2006, 05:39 PM
well the scripts (hardcoded) that make the nuclear explosions, damagem diplomatic penalties are all tied to a Mission Trigger that is the same one tied to the red button on the ICBMs... so my plane also launched and dropped like an ICBM lol

In My mod the Tactical ICBM can hit anywhere (as i can't change it) but it only hits a single square instead of the target plus every square around it.

Oh trust me when the SDK comes out alot iwll be changed... I personally plan to get Cruise Missles, Costal Bombardmant (like Civ3) for Naval units, tweak the AI, oh and add the 12 new unit models i have waiting for conversion :P

Thats assumming i can as I dono what will be in the SDK when they decide to release it.

Mylon
Jan 06, 2006, 01:54 PM
I only just now realized that I messed up when merging my mod with patch 152. I update a version different from the one I've been playing.

Anyway, I've decided to renname the mod to "Advanced Ruleset" so it'll be a bit less... Ego-serving. :) Besides, it's also more descriptive.

Exavier
Jan 06, 2006, 02:14 PM
but ego serving is a good thing :P

Mylon
Jan 06, 2006, 02:41 PM
Don't I know it. :) I'm not too certain of the change. For now 0.33 will remain "Mylon Mod". I've just been feeling unmotivated towards Civ modding as of late... Hopefully that will change soon.

Exavier
Jan 06, 2006, 02:46 PM
Well get motivated at least untill you have a stable culture system i can steal...err borrow. please :D

Mylon
Jan 06, 2006, 03:04 PM
Mod updated to 0.33. This version adds some troubleshooting messages to pinpoint negative culture if it occurs and includes the Marathon game speed as it should have in the previous version.

When playing marathon game speed I highly recommend turning off all forms of victory except domination/conquest.

Exavier
Jan 06, 2006, 03:11 PM
woohoo

But you had to do that while i was stuck at work didn't you :P

Merum
Jan 06, 2006, 08:26 PM
I don't quite like the power system either. The power buildings aren't exclusive, just as an example. If I have a hydro plant, why would I need a coal or nuclear plant? Plus, nothing depends on power. That doesn't make too much sense, really. One would think there'd be broadcast towers or something else that requires power.

The old game Tropico used a power system that graded certain buildings with a power rating, and power plants generated a given amount of MW. When you exceeded the available power, brownouts would occur, and factories would shut down, or lose the benefits of electricity.

Power plants generating a given amount of electricity, whether on a city scale or a national scale, brownouts if you don't generate enough power.

Also, I'm puzzled that no improvements require power.

THAT would be special. An excellent addition to an already great mod, if doable.

Kidinnu
Jan 07, 2006, 12:46 PM
..........

BRIXIACOLONIA
Jan 15, 2006, 11:47 AM
A very good mod, congratulations !

The Travelling Performer is a stunning idea.

Maybe... to many city improvements ?

Lachlan
Jan 15, 2006, 01:36 PM
What do it ? TPerformer ?

Mylon
Jan 15, 2006, 10:44 PM
Performer = 10 culture per turn (base) for the owner of the performer. It also adds +2 happiness while it's in the city.

I've been feeling short on ideas lately. I feel that adding more city buildings is not necessarily the right path to go and the fundamental nature of the game is still too similar. I need to work on some ideas to change combat and how cities work, hopefully in a way that either reduces the micromanagement or makes managing them more "fun", so the micro is enjoyable.

Morbius
Jan 16, 2006, 06:03 AM
mylon, thank you very much for this mod.
ive been playing several others, including some mega (meta) mods lately, and i can honestly state that yours is truely the best :)

Mylon
Jan 16, 2006, 09:32 AM
As for changing combat, what are thoughts on this idea: Units are forced to fight until they die. When a unit wins a combat, that same unit immediately begins an attack against the next unit in the stack. Blitz would be changed to heal a percentage of the damage before the next combat, only for the purpose of that combat (to represent taking on 2 armies at once).

The result of this is no longer does a really huge stack wipe out a smaller stack with almost zero casualties, especially if the really huge stack had a few artillery sacrificed at it beforehand. However, this would mean that the first attacker will almost always die. Also, the combat success calculations would have to be changed since units with little HP seem to rarely do damage against fully healed units.

Perhaps armies could be added with a diminishing returns on strength for additional units and the ability to still loose units within the army.

To combat the difficulty of keeping well trained units, players could have a "Military Experience" stat. Instead of new units getting 4 exp from a barracks, wins contribute to the military experience stat, which in turn is imparted to all units built with the benefit of a barracks. Therefore, a warmongering player will have a better army overall.

Hardin
Jan 16, 2006, 06:14 PM
I like combat the way it is now.

Zuul
Jan 16, 2006, 07:49 PM
Some nice ideas. Unit ability to be able to choose which unit to attack, or choose which units that should be in the front and those that are in the back.
I will add an effect to too large stacks giving them a crouded negative bonus.

Morbius
Jan 18, 2006, 06:01 PM
i like the idea of "military experience stats".
however, i still think that individual units should be able to amass significant experience over time.
if such a unit ever faced a stack, any attack on that stack would -- as you already said -- wipe out the experienced unit.
thus there wouldnt be too many (if any at all) experienced units around.
i think that system might be too deadly for individual units.

just my two cents :)

Kidinnu
Jan 19, 2006, 06:46 AM
I think Mylon's idea combat takes the focus off of individual units and moves it to the civilization. Firaxis was trying to do the opposite, and I'd like to go further in their direction, but some people might support Mylon's variant.

Morbius
Jan 19, 2006, 04:50 PM
why not have both? overall army experience + individual unit experience.
i think its possible to have both as long as the unit survivability remains high enough!
so id rather not see any unit being *forced* to attack until it perishes ...

Morbius
Jan 20, 2006, 06:11 AM
im not sure whether this is intended.
i guess it might be a bug.
i have multiple scientists working in my cities in order to get great scientists. but my cities neither say something like 100% chance of spawning a great scientist (nor any other percentage!) nor do they produce scientists.
they produce random great people.

update:

ive had mostly scientists, now. but still 2 great merchants and some others although i dont think ive head merchant-specialists.

has anybody else experienced anything similar?

Mylon
Jan 21, 2006, 11:01 PM
why not have both? overall army experience + individual unit experience.
i think its possible to have both as long as the unit survivability remains high enough!
so id rather not see any unit being *forced* to attack until it perishes ...

It's possible, I'm sure. I don't like the current system where a stack of 4 people can attack a stack of 3 people and loose only loose 1 person. Or loose 0 people if lucky. Likewise with a stack of 11 attacking a stack of 10... I'll experiment with setting healing rates to the bare minimum and see if that fixes the problem.

For the most part, I'd like to change how diplomacy works. Basically, the +s and -s in diplomacy translate into happy faces and unhappy faces in cities. This applies between player civilizations as well (so the AIs actions become much more meaningful instead of being arbitrary as they are). Two players cannot, for example, trade with each other's worst enemies without causing some problems and risking unrest in their cities. Nor can they run different religions.

I'm thinking this can be based upon nationality. Trading with a worst enemy would probably be independant. That is, for each -1 a player would incur from an AI player, that civilization's cities suffer 1 unhappiness for as long as that player is at peace with the offending nation due to popular opinion growing to dislike these treacherous "allies". Likewise for being at peace with nations of a different religion, though this would probably be more pronounced in nations with nationality of the foreign religion. That is, border towns or big trade cities. On the flip side of the coin, going to war could give a war weariness discount. Perhaps even a +happiness boost, if relations are bad enough with a player. This makes considering diplomacy, especially with other players, a much more important factor, since relations will affect the performance of a civilization's cities.

Also, the AI needs to conduct diplomacy with one another. They don't go to war because they don't constantly demand each other adopts civics/religions or even stop trading. I'm not too sure about asking for help in wars...

ludosv
Jan 30, 2006, 09:05 AM
Hi mylon, nice mod you put together.
I'm wondering whether it is possible to combine it with other mods, eg. Superciv which adds all sorts of different civs and leaders.
Is there a simple way to do that? Or is it necessary to go through all the various files and mix all the changes?
Thanks

kolaba
Jan 31, 2006, 04:38 AM
thanks alot.fantastic work.ignore useless sugestions.

Lord Olleus
Jan 31, 2006, 12:58 PM
am i alowed to take your code and modify it for my own mod?
i really like the idea where resources give extra food/hammer/gold and would like to intergrate it into my own mod.

Mylon
Jan 31, 2006, 03:20 PM
Feel free. Perhaps I should write up a "license" for use with this mod (and probably something many other modders will adopt).

Lord Olleus
Jan 31, 2006, 04:00 PM
thanks. i'll start work on it soon.
My plan is to give resources +5% bonus. But buildings however work differently. If you have a resource and the corresponding building (say wheat and granary) you gain +1 food. This bonus is accumulative but can not exceed the population of a city. I thought it would give a nice boost to new cities that are build in the mid-late game.

CanuckErrant
Jan 31, 2006, 04:58 PM
Sorry, but could you make the download link more obvious? It's easy to miss in the deluge of text. ¬¬;

Mylon
Apr 03, 2006, 04:06 PM
Mod updated to 0.34. I might return to developping my mod when I decide what I really want to do with the game.

Caradoc
Apr 03, 2006, 04:57 PM
When I load the mod, I get a Python error on CvEventinterface. What should I do about it?

Mylon
Apr 03, 2006, 05:22 PM
When I load the mod, I get a Python error on CvEventinterface. What should I do about it?

My laziness has gotten the better of me. I'll have to release a 0.34b. Or repost 0.33.

kaj
May 19, 2006, 02:59 AM
Its very good mod but i doesn't wokt now with path 1.61...How to return to ver1.52??I'm waiting for update of this mod..very good work Mylon!!

Chandrasekhar
Jun 02, 2006, 09:06 PM
It seems to me that the combat system right now works fine, even if it is a bit strange. Your changes to the basic economy of Civ are more interesting to me.

Regarding diplomacy, perhaps there could be happiness penalties and bonuses based on your culture percentages. For example, if a city was 20% Aztec, and the player had -5 relations with Monty, there might be a couple of extra angry-faces in the city because of that.

I guess it might work the other way, too, so having a 40% English city and +3 relations with Liz could give you a few happy faces. This might not be so necessary, though.

In any case, it would make diplomacy more complex, which would be a good thing, in my opinion.

So far, excellent work on the Mod. I say keep it with your name, as you are the one that made it, and you deserve it. If you're running low on ideas at the moment, maybe just fixing balance issues would be a good idea until a few new ideas come to you. Good luck, and good work! :D

thiaoneon
Jul 19, 2006, 06:30 AM
Thanks for the mod. I've had a great time playing it.

Mylon
Oct 22, 2006, 08:15 AM
I'm glad to see some people enjoyed my mod after I had gotten frustrated with it all and left for a while. I think my mod was a failure (from a design perspective) due to a lack of a clear vision. I had a good idea of what I was doing when I started, but I got lost on the way.

I've been playing a certain MoO3 mod (Tropical flavor, if anyone's curious), and it has been inspiring me to pick back up Civ4 modding, though starting (mostly) from scratch with a clearer vision. Replacing the economy with a GDP model which is taxed, replacing (most) buildings with a more abstract concept of infrastructure, and modding the AI to accept these changes.

I am also tempted to break resources down into discrete units that are "harvested" from their source point and then dispersed in the same way that my old mod distributed culture, but that leads down a dark path where I could easily get lost again.

Zuul
Oct 22, 2006, 10:21 AM
Sounds cool Mylon. Nice to see you back :). You should talk to TheLopez about his Dynamic Resources Mod.

civ4ludo
Oct 22, 2006, 06:39 PM
I'm glad to see some people enjoyed my mod after I had gotten frustrated with it all and left for a while. I think my mod was a failure (from a design perspective) due to a lack of a clear vision. I had a good idea of what I was doing when I started, but I got lost on the way.

I've been playing a certain MoO3 mod (Tropical flavor, if anyone's curious), and it has been inspiring me to pick back up Civ4 modding, though starting (mostly) from scratch with a clearer vision. Replacing the economy with a GDP model which is taxed, replacing (most) buildings with a more abstract concept of infrastructure, and modding the AI to accept these changes.

I am also tempted to break resources down into discrete units that are "harvested" from their source point and then dispersed in the same way that my old mod distributed culture, but that leads down a dark path where I could easily get lost again.


It's nice to hear you are back. Are you working on a vanilla Civ mod or are you upgrading it to Warlord?
I used to play your mod, and I enjoyed it.

Mylon
Oct 23, 2006, 08:15 PM
I haven't heard anything spectacular about Warlords... Depending on feasability I'll probably develop it for vanilla and convert it to Warlords later and maintain two versions, with the emphasis on Vanilla.

The question, however, is with the resouces mod practically already done (at least, the mod component that would power most of it), it is tempting to try and make it early-Settler's/Anno 1603-like instead of MoO3-like.

Vertico
Oct 31, 2006, 05:38 PM
I think my mod was a failure (from a design perspective) due to a lack of a clear vision. I had a good idea of what I was doing when I started, but I got lost on the way.


Don't worry it was avery good mod. I played it very often until I got TR mod.

Mylon
Aug 17, 2007, 08:33 PM
Well, some time after I'm back. I'm contemplating whether to resurrect my mod or not. There's definitely a lot of buildings I would like to keep, but I'm thinking that the culture mod is a little over the top and overcomplicated. Even though I could use the SDK to fix the issues with my previous kludge of a culture system.

Oh yes, and I would be incorporating my work from my expanded cities mod component, so higher culture levels yields a larger city radius.

dh_epic
Aug 17, 2007, 09:08 PM
The idea of spreading culture is cool, but it can only be means to an end. Right now, the only end of culture (besides attaching a gamey victory condition to it) is border expansion. Messing with border expansion may make things unnecessarily complicated.

It was a neat experiment, but without more, there's really not much point in having culture spread between cities.

I'm definitely interested in seeing you continue your work!

Mylon
Aug 17, 2007, 11:09 PM
Well, the basic idea of my original mod's culture model was to remove the cultural victory. Rather, this would be a natural consequence of a really strong culture taking over cities using their "bleeding" reach and slipping in through trade. Since cities would be able to affect more than what they can merely reach with their borders, a player could in theory take over an entire civilization fairly quickly rather than taking two cities and then having to start from scratch converting the next "layer" in culturally.

Heck, now that I think about it, maybe I should stick with it. :) The trick is I will have to rethink how it's done. I can use the SDK to make city flipping checks occur all of the time (instead of merely when one city is in the borders of another) and finding a way to get the interface to display the proper amount of culture produced. Maybe even show different colored notes for different civs. Like if you build a temple for someone else's religion, you'll generate 1 note for your own civ and 2 for theirs.

darkedone02
Aug 18, 2007, 09:56 AM
is this compatible with Civ 4: BtS?

dh_epic
Aug 18, 2007, 10:09 AM
That makes sense to me. It's important that you think these things through ahead of time. If the culture-spreading model is supposed to improve the way conquest is done, then it should be sculpted with that in mind.

I hope you do pick this mod back up!

Mylon
Aug 18, 2007, 10:26 AM
is this compatible with Civ 4: BtS?

This mod is only compatable with a version 154 of vanilla, I believe. I'm going to get my hands on BtS, make a fun mod using the space graphics as a kind of "Break" to get the creative juices flowing again, and then I'll work on converting this mod to BtS and incoporating the expanded city radius mod I made recently.

Mylon
Aug 20, 2007, 10:24 AM
I added a basic to do list up top. The [?] points on the list I'm undecided on and would like some input. Additionally, I'm a little torn about the prospect of the unofficial patch at the moment. The 3.03 still isn't good enough and I'm not sure how difficult it would be to maintain a modded DLL with a game that's continuing to be updated.

dh_epic
Aug 20, 2007, 02:06 PM
Espionage needs a lot of attention. But I'm not really sure what the answer is. There's already too many espionage missions of questionable usefulness. On the flip side, some of the missions feel way too powerful, frequent, and gamey. I don't think more missions is the answer.

Here's what I'd propose: fewer regular missions. Migrate some missions to the great spy as special, rare missions (like throwing a nation into anarchy). Even invent new cool missions that are great spy only, so they are interesting but rare.

Multiplicative math is also pretty dangerous. Things could get out of control really fast. If the late game buildings aren't worthwhile enough, you should just flat out increase their bonus rather than changing the whole bonus system.

Mylon
Aug 21, 2007, 10:03 AM
I didn't play around enough with espionage. I saw that you could put a city into anarchy (for all of 1 turn, big whoop), or poison the water supply (for a maximum of -8 food! Useless compared to the unhappy one which costs a lot more resources). I also saw you could change civics. I didn't test it, but I do wonder if this forces your opponent into anarchy for a turn, which is very powerful. As for more missions, there are no anti-unit missions. Like a mission to subvert a troop (or possibly a whole stack) would be nice.

As for multiplicative buildings, all of the bonuses would be getting a hefty nerf. Essentially all buildings that provide a bonus, except wonders, would be +20%. So buildings that are meant to provide a +50% later on in the game would instead only provide +20%, yet they'd still provide a nice benefit since that's goes from 1.2^4 to 1.2^5 or some such.

Also, since I need not be politically correct, I should give different bonuses to the religions, but I'm at a bit of a crossroads as to what religions would provide what bonuses. Bhuddism might provide a bonus to research (for the enlightened philosophy), Islam could provide military bonuses, Christianity might provide a bonus to industry for working for the lord? And Judaism and Taoism? Yeah, pretty much a bunch of blanks.

Zuul
Aug 21, 2007, 05:31 PM
Welcome back :)

Mylon
Aug 21, 2007, 06:55 PM
Thanks! Right now I'm working on using the expanded city radius, but I don't think my function to get the city's radius from the culture info is working right.

dh_epic
Aug 22, 2007, 12:03 AM
I still think multiplicative math is a bad idea, and it's better to just fiddle with numbers. But you're the boss ;) I definitely support reforming some spy missions. But try not to have missions just for the sake of missions. I think BTS already has too many like that.

Different bonuses to the religions ... no need to be politically correct, but no need to be grossly stereotypical and one-sided either. All of the monotheistic religions are more prone to war and violence. Maybe they should all get different war bonuses (additional XP, a free promotion, less war weariness, cheaper great generals, greater city defense...). Another way to do it would be to give all religions two bonuses, with the monotheists getting at least one war bonus. Some kind of balance would be nice, still.

Mylon
Aug 22, 2007, 10:41 AM
For now, I'll hold back on the multiplicative bonuses. The main reason I was investigating them is because of the idea of replacing/adding the build wealth/research/culture options with ways of investing hammers into a bonus. If the bonus was multiplicative, it would be relatively easy to scale the invested hammers to the output without it seeming like a waste. This bonus would be a soft cap to the building development. If you max out on +research buildings but still want to build up research infrastructure, you could invest them into this option, for example.

I think, keeping it a flat bonus, and scaling it to (hammers)^0.7 for commerce types, and maybe (hammers)^0.3 for industry or something like that might work fine.

Kaenash
Aug 23, 2007, 11:00 AM
Great Generals should be immortal.

I've always thought of the great people joining my city, as their legacy. In other words, Davinci's work continues to inspire even to this day.

One reason I never assign a general to a unit, is that unit is definitely not immortal, but in the context of the game allowing great people to live in your city forever. I guess that makes sense.

I think though there should be some disadvantage to a great person dying with the unit they are assigned too. maybe a delay before he respawns.

I could definitely see a Great General Building that places a special promotion on the units built in that city only and a couple variations of that building.

Good idea!

Mylon
Aug 23, 2007, 03:31 PM
Okay, I've almost got my culture model working using the SDK. Unfortunately, something is weird with the calculations.

I put 3 civ's cities all one tile away from each other. According to how the formula should work, one player gets the proper amount of culture, another player gets about 10% less than they should, and another player gets even less.

The formula is (0.7 * City Nationality% + 0.3) * Culture. The constants are definable in the XML, and it ensures that the minimum a city can produce at 0% nationality is 30%. The formula is slightly more complex, but only for a philosophical civ or for a civ investing some commerce percent into culture.

I'm guessing somewhere the player's ID is getting factored in, but I don't know where.

So far I've haven't actually added anything from my old mod, but I've built up from scratch using the same concepts. When it comes to doing things in the DLL that were formally hacked together in Python it's probably best this way.

Mylon
Aug 23, 2007, 05:22 PM
Wow, that took forever to figure out. It turns out the difference in expected cultural output and actual cultural output was the result of the turn-based assignment of culture! That is, since I went first, my city reported the correct amount of culture. The next city had less nationality when it generated its culture than it did when I observed it, and thus generated less culture. And in turn the third city had even less nationality, and generated even less culture. Because this was done using cities only 1-2 turns old, the difference in output was significant (up to 20% for cities with the same output).

This should not be a significant issue for older cities, but if it is an issue I can see if there's a function to get the list of cities influencing a plot and, rather than doing the plot for each city, do the plot on the plot itself once every full circle.

So back to adding features of the old mod worth keeping. :)

Mylon
Aug 24, 2007, 03:55 AM
I'm messing around with the tooltips. Right now I'm trying to figure out how to best present the information to the player.

Culture works generally like this:

Immutable Culture sources (creative trait, production, cultural slider) * Modifiers (buildings, civics, etc)
Mutable Culture Sources (buildings, population, other sources) * Modifiers * Nationality factor

Imperator666
Aug 24, 2007, 04:03 AM
this is great news - i very much liked your mod back then :)

Mylon
Aug 25, 2007, 03:19 PM
Okay, I think I worked out all of the bugs with the cultural model so far. Next is to add in the influence from trade and make the criteria for flipping cities a bit more lax.

In the mean time, I've tweaked the processes (wealth, commerce, research) such that they only provide half the benefit of before, but now provide permanent boosts in addition to their old effect. Also, I've added Production and Espionage as potential processes. The formula for this effect is ((hammers/2) ^ 0.7)% for commerce types and (hammers^0.55)% production for production. So if you have nothing left to build, you can still invest your hammers here and get a lasting effect.

I still haven't figured out how to rework Espionage. I'm tempted to strip the flat +espionage bonuses from all buildings to force the player to invest here instead. I may do something similar with culture, wonders excepted.

Mylon
Aug 27, 2007, 11:50 AM
I updated the todo list up top a bit. I'm currently trying to look for the function where the general gets attached so the general's experience can be carried over after dying.

Next I'll probably add that coffee corporation, now that I have the graphics for it. :)

I'm still deciding on how spies and fronts and embassies should generate espionage. They should be granted modifiers, but as they're being built in foreign cities, the owner cannot build +espionage buildings. I'm leaning towards making them comparative-size based. That is, if player A is twice as big as player B, player B's fronts generate +100% espionage.

Also, I'm thinking of adding new building: Skunkworks. All units built in this city get a free promotion that makes the cost of upgrading them 50% cheaper. Either a normal military building or more likely a national wonder.

edit: I decided to take a different approach to saving great generals. When a Great General led unit dies, it gets cloned into the owner's capital at 10% life with a special check made so if the unit dies again in the same turn, it dies for good. For the moment, this reset only occurs if the general is in the player's capital at the start of a turn. Unless I find another method (short of querying each plot on the whole map and subsequently each unit in that plot) of resetting this, if a unit gets out of the capital by whatever means before this check occurs (like, say, if he loads up the unit onto a transport after respawning), the unit becomes mortal.

I'm also thinking about changing how great people production works. One idea is to increase the number of GPP required upon a great person being born and do this for all players. However, the GPP required goes down by 1% (or smaller), each turn. In this way one person's GPP factory can literally hog great people from everyone to a small extent. At the same time, the number of GPP required would be a self-balancing force rather than an ever escalating number.

Editagain: I found a way to clear this buffer every turn, so there should be no worries.

Mylon
Aug 29, 2007, 08:43 AM
I'm nearing a release (finally!) but I'm having a bit of trouble with carrying some values over from save to save. I coulda swore my old experiment let me declare variables in Python to use from turn to turn and they would get saved/loaded as appropriate, but now when I load a saved game I get a key error, as if either the city's getID() is returning a different value or the variable isn't stored there. This will have ramifications for Warlord unit immortality as well.

Also, I'm having some difficulties figuring out how culture from trade actually works. I had a city trading with the Koreans at 3 commerce per turn (times three cities) and my city was getting consumed with Korean culture while his cities were still only ~6% Spanish. The influx of foreign culture seems to be far greater than anticipated (my city, unless severely outcultured, which I doubt as it was still early game) should have been hovered at ~ 20% Korean Trade currently works at (current trade / 50)% of trade city's culture, so all cities equal, that would only be 18% influx from trade. I'm guessing that's just over the general threshold at which point the foreign city starts to take over, while the trade from my cities in return was not at this threshold.

edit again: I found out the trade problem. I used max() when I should have used min()!

UCCCafe
Aug 17, 2008, 03:05 AM
I downloaded version 0.34 but I get all sort of XML read error.:cry:
When I tried to download 0.33, the link is dead.:mad:

When can I expect working 0.34, or 0.33?

keldath
Aug 17, 2008, 03:28 AM
ucccafe...

this is an acient mod...

offcourse it wont work with the currect beyond the swords 3/17...

probably this mod is dead, its creator, mylon, isnt much in the site for the past few month....

but, many mods likemine uses his great work.