View Full Version : [MODCOMP] Great Specialists


TheLopez
Jan 26, 2006, 10:32 PM
Great Specialists Mod
By: TheLopez

Last Update: 04/16/06

Version: v0.4.2
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.4.2 (http://www.aracnet.com/~opus/Civiv/GreatSpecialistsv0.4.2.zip)

Version: v0.3
Patch Compatibility: v1.52
MP Compatible: ?
Download Mod v0.3 (http://www.aracnet.com/~opus/Civiv/GreatSpecialistsv0.3.zip)


Description:

The great specialists mod is a reference integration mod that combines
the following modcomps together into one proof of concept mod:
[TAB]- Specialist Stacker Mod
[TAB]- Great General Amped Mod
[TAB]- Great Doctor Mod
[TAB]- Great Statesman Mod
[TAB]- Dr Elmer Jiggle's Python Utility Library
[TAB]- Stone-D's SD-Toolkit

Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Great Specialists
4) Load the game.
5) Then play as normal.


-----Game Play-----

- Great Generals that join cities give +2 to production, +2 to gold

- Citizens specialized as soldiers give +1 to production, +1 to gold and
+3 to great person points

- Great generals now inspire troops, they will get Morale I when a Great
General is two spaces away, Morale II when a Great General is one space
away and Morale III to units in the same plot as the Great General.

- If configured, Great Generals that have joined a city (settled) will continue
to inspire troops.

- Great Doctors are automatically given the following promotions:
[TAB]- Medic I
[TAB]- Medic II
[TAB]- Medic III
[TAB]- Heal I
[TAB]- Heal II
[TAB]- Heal III
[TAB]- March

- Great Doctors that join cities give +2 to production, +3 to research
and +2 to culture

- Citizens specialized as doctors give +1 to production, +1 to research
and +1 to culture

- Units in the same plot as a great doctors have a very small
chance that they may be taught one of their skills. Players are
notified when a unit is taught a new skill by a great doctor.

- Great Doctors that join cities provide cities with at least double
extra production, research and culture points than regular doctors

- Great Doctors can build the military hospital building in cities to increase
city health, happiness and healing rate.

- Citizens specialized as doctors provide cities with extra production,
research and culture points

- Great Doctors can build the field hospital plot improvement, this new
plot improvements provide medical support to damaged units.

- Great Statesmen that join cities provide an extra 4 production

- Citizens specialized as statesmen exchange money for production at a
2 for 1 rate and give +3 to great person points

- Great Statesmen can:
- Immediately end a war between that great statesmans civilization and
civilization that they are at war with

- Improve the relations between their civilization and another civilization

- Cause insurrections in player's cities with the chance that the targetted
city will revolt and join

- If the bureaucracy legal civic option is selected by a player they will get
a number of free statesmen in their capital city.



-----Units-----

- Combat Medic:
[TAB]- Can only be built in cities with a military hospital
[TAB]- Cost: 40 hammers
[TAB]- Combat: 5
[TAB]- Can only defend
[TAB]- Starts with Medic I, Medic II and March
[TAB]- Can withdraw from combat (20% Chance)




-----Buildings/Improvements-----

- Palaces, walls, bunkers, bomb shelters and United Nations no longer allow
citizens to be specialized as soldiers (In Snaitf's Great General Mod you are
able to)

- The following buildings now provide points towards generating a great
general:
[TAB]- Heroic Epic (1)
[TAB]- National Epic (1)
[TAB]- West Point (1)
[TAB]- Mt. Rushmore (1)
[TAB]- Scotland Yard (1)
[TAB]- Pentagon (2)

- The following buildings now allow the citizens to be specialized as
soldiers:
[TAB]- West Point(3)
[TAB]- Castle (1)
[TAB]- Dry Dock (1)
[TAB]- Jail (1)
[TAB]- Pentagon (1)

- The following buildings now provide points towards generating a great
doctor:
[TAB]- Red Cross (1)
[TAB]- Military Hospital (1)

- The following buildings now allow the citizens to be specialized as
doctor:
[TAB]- Red Cross (3)
[TAB]- Hospital (2)
[TAB]- University (2)

- The following buildings now provide free doctor:
[TAB]- Red Cross (2)

- The following buildings now provide points towards generating a great
statesman:
[TAB]- Forbidden Palace (2)
[TAB]- Versailles (2)
[TAB]- Kremlin (2)
[TAB]- United Nations (2)
[TAB]- Taj Mahal(2)
[TAB]
- The following buildings now allow the citizens to be specialized as
statesmen:
[TAB]- Forbidden Palace (2)
[TAB]- Versailles (2)
[TAB]- Courthouse (1)
[TAB]- Castle (2)
[TAB]
- The following buildings now provide free statesmen:
[TAB]- United Nations (2)
[TAB]
- Military Hospital:
[TAB]- Heals units 15% extra each turn
[TAB]- Required to train combat medics
[TAB]- Can only be built by great doctors

- Field Hospital:
[TAB]- By default increases unit healing by 15%
[TAB]- Can only be built by Great Doctors[TAB]
[TAB]
[TAB]



-----Promotions/Traits-----


Modified:
- Heal I:
[TAB]- +7% heal in friendly lands
[TAB]- +6% heal in neutral lands
[TAB]- +5% heal in enemy lands
[TAB]- +10% defense
[TAB]- Requires the March and Medic II promotions instead of the Combat III promotion

Added:
- Heal II:
[TAB]- +7% heal in friendly lands
[TAB]- +6% heal in neutral lands
[TAB]- +5% heal in enemy lands
[TAB]- +5% defense
[TAB]- Requires Medic III and Heal I promotions

- Heal III:
[TAB]- +8% heal in friendly lands
[TAB]- +7% heal in neutral lands
[TAB]- +6% heal in enemy lands
[TAB]- +5% defense
[TAB]- Requires Heal II promotion
[TAB]
- Morale I:
[TAB]- +1 First strike chance
[TAB]- +5% to strength

- Morale II:
[TAB]- +1 first strike
[TAB]- +1 First strike chance
[TAB]- +5% to strength

- Morale III:
[TAB]- Immune to first strikes
[TAB]- +1 first strike
[TAB]- +10% to strength

[TAB]


-----Notes to Modmakers-----

If you want to use the Great Specialists Mod in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections
are enclosed by:
<!--[TAB][TAB][TAB][TAB]-->
<!-- Great <Specialists> Start -->
<!--[TAB][TAB][TAB][TAB]-->

and
<!--[TAB][TAB][TAB][TAB]-->
<!-- Great <Specialists> End -->
<!--[TAB][TAB][TAB][TAB]-->
Where the <Specialists> is the great specialist: Great General Amped, Great
Doctor or Great Statesman.

In the Python files I have added #<GS START> and #<GS END> in all of the
places that I have made changes to the original files. I have also included
the Specialist Stacker Mod version of CvMainInterface.py file.

All I ask is that you give me credit.


-----Version Information-----

-----v0.4.x------

- Updated CvMainInterface.py to actually read in the INI variables for the
great statesman. This part of the code was forgotten somehow when the update
happened in the v0.9 version.

- Fixed the missing TXT_KEY_SPECIALIST_GREAT_GENERAL tag reported by Jeckle.

- Updated all python code and XML to be compatible with the v1.61 patch.



-----v0.3------

- Re-integrated the Great General Amped Mod


-----v0.2------

- Re-integrated the Great Doctor Mod.


-----v0.1------

- Setup Great Specialists Mod infrastructure and started rebuilding the mod
from the ground up.

- Re-integrated the Great Statesman Mod which also re-integrated the
Specialist Stacker mod v0.6.2 and Dr Elmer Jiggle's Python Utility Library
and Stone-D's SD-Toolkit.



-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format


- C.Roland
[TAB]For providing the wonderful field hospital terrain improvement models
[TAB]and skins


- Snaitf
[TAB]Snaitf's Great General Mod - For redeveloping the CvMainInterface.py
[TAB]class and making it really easy to add new great persons.


- Zuul
[TAB]Promotions & Perks Mod - v0.72 - All of the medic related promotions
[TAB]and traits that the good doctors can use now and his Fort I promotion
[TAB]button graphic.


- seZereth
Provided the great new skin for the modern doctor and statesman. :)


- Vadus
[TAB]For his excellent popup tutorial.


- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!


- Chalid
[TAB]Good suggestions for balancing the mod.

[TAB]
- OzzyKP
[TAB]For providing suggestions to balance out the Great Specialist mod.

[to_xp]Gekko
Jan 28, 2006, 07:54 AM
this is a great job TheLopez :) it probably still needs some testing for balance ( which I see going on in your other threads ) , then it's gonna be perfect and an awesome addition to the vanilla game well done!

TheLopez
Jan 28, 2006, 08:10 AM
Gekko']this is a great job TheLopez :) it probably still needs some testing for balance ( which I see going on in your other threads ) , then it's gonna be perfect and an awesome addition to the vanilla game well done!


Thanks [to_xp]Gekko, I guess if people really want to play games using it they can. I made it more as a reference mod that uses the last set of MODCOMPs that i put out the day before yesterday.

surdanis
Feb 01, 2006, 09:37 PM
when i go into the city screen, both windows have disappeared on either side so that i can't see what specalists i have, etc.

TheLopez
Feb 01, 2006, 09:44 PM
when i go into the city screen, both windows have disappeared on either side so that i can't see what specalists i have, etc.


What version of the Great Specialists do you have and what options do you have selected for the specialist stacker in the CvMainInterface.py file?

TheLopez
Feb 01, 2006, 10:47 PM
surdanis,

I have posted a new version v0.8 with the fix to the mod. I forgot that there was an error in the specialist stacker mod that I needed to roll into the Great Specialist Mod. Thank you for reminding me :D

surdanis
Feb 02, 2006, 07:04 AM
hey, lopez, thanks!

but i was wondering if you might create a Great Spy mod or Great Explorer mod to be integrated into Great Specialists. also, is there a way you could integrate other mods into your Great Specialists? that'd be awesome. The Blitz mod, realistic religions, and holistic culture look good.

and here's some ideas:

also, i was wondering if you could create an immigration mod. the idea here is that settlers can be built to join other cities--yours and the enemy civ's! this results in the population being varied (say, part German and part French, which i think is already implemented in the basic game), allowing for cities to be more sympathetic to your civ (ie, more likely to flip civs during cultural annexation).

also, could you make a slaver mod? civilization: call to power had them, and i always thought that was a neat way to play. any civ that has the slavery civic can build slave markets, which can produce slavers, which are able to add to its parent city's population by directly attacking a city or settler--they can also steal workers. unlike ctp, though, they should be sacrificed upon use of its power. also, city unhappiness should be increased by one for every point of population or worker gained in this manner for so many turns. enemy civs would naturally see this as an act of war, so barbarians are the best target for slavery :)

TheLopez
Feb 02, 2006, 08:06 AM
hey, lopez, thanks!

but i was wondering if you might create a Great Spy mod or Great Explorer mod to be integrated into Great Specialists.
I have been thinking about doing a great explorer but I am still working out some ideas in my head, especially since I am currently working on 5 different MODCOMPs right now. As for the great spy, hmmm.... that would be an interesting mod and it could introduce new great wonders, technologies, etc.
Let me mull it over for a while, i'll see what I can come up with.

also, is there a way you could integrate other mods into your Great Specialists? that'd be awesome. The Blitz mod, realistic religions, and holistic culture look good.

Please understand that the Great Specialists mod is just a reference mod that demonstrates how my mod components can be integrated together. It is not meant to be a "super" or "complete" mod, nor do I plan to make it be one. But, don't lose hope, I am planning one developing one with my mods, but with one difference, using the new INI parser library put together by Dr. Elmer Jiggle, I now have the tools needed to create the mod the way I have been wanting to: one where it is feature rich but the feature inclusion can be controlled through an INI file. Meaning if you want all of the specialists except for the great spy then you would be able to turn off the great spy feature in the INI file.


and here's some ideas:

also, i was wondering if you could create an immigration mod. the idea here is that settlers can be built to join other cities--yours and the enemy civ's! this results in the population being varied (say, part German and part French, which i think is already implemented in the basic game), allowing for cities to be more sympathetic to your civ (ie, more likely to flip civs during cultural annexation).

Hmmm.... that's an interesting idea


also, could you make a slaver mod? civilization: call to power had them, and i always thought that was a neat way to play. any civ that has the slavery civic can build slave markets, which can produce slavers, which are able to add to its parent city's population by directly attacking a city or settler--they can also steal workers. unlike ctp, though, they should be sacrificed upon use of its power. also, city unhappiness should be increased by one for every point of population or worker gained in this manner for so many turns. enemy civs would naturally see this as an act of war, so barbarians are the best target for slavery :)
There is another mod similar to the one that you are talking about, I don't remember exactly what its called though at the moment.

surdanis
Feb 02, 2006, 10:48 AM
Master Lopez,

You give me hope. Kudos so far! I enjoy the mod, and impatiently await the future fruits of your labor in a complete mod. I hope your complete mod is one that isn't heavily themed, but spans real world history.

So does all this make you a Great Artist or Engineer???<---:king:

TheLopez
Feb 02, 2006, 11:46 AM
So does all this make you a Great Artist or Engineer???<---:king:

Neither, I just like to tinker around with code and game internals... but if if I had to pick a title, it would have to be more of a code poet than anything else.

[to_xp]Gekko
Feb 05, 2006, 06:09 AM
Hi TheLopez, I'm having a problem trying to merge your mod with my compilation. in the file CvEventInterface.py ( assets/python/entrypoints ) , your mod defines :

normalEventManager = CvGSEventManager.CvGSEventManager()

problem is, I already have many other mods that need it to be set:

normalEventManager = CvCustomEventManager.CvCustomEventManager()

do you know of any way aound this? thanks in advance for your help! :)

TheLopez
Feb 05, 2006, 06:24 AM
Gekko']Hi TheLopez, I'm having a problem trying to merge your mod with my compilation. in the file CvEventInterface.py ( assets/python/entrypoints ) , your mod defines :

normalEventManager = CvGSEventManager.CvGSEventManager()

problem is, I already have many other mods that need it to be set:

normalEventManager = CvCustomEventManager.CvCustomEventManager()

do you know of any way aound this? thanks in advance for your help! :)

You could update the code to use the library from this thread:
http://forums.civfanatics.com/showthread.php?t=157141

The other way is to merge all of the custom event managers into one event manager and set that as the single event manager. If you look at my CvGSEventManager class I needed to do this for the Great General Amped, Great Doctor, etc.

TheLopez
Feb 05, 2006, 06:30 AM
Gekko']Hi TheLopez, I'm having a problem trying to merge your mod with my compilation. in the file CvEventInterface.py ( assets/python/entrypoints ) , your mod defines :

normalEventManager = CvGSEventManager.CvGSEventManager()

problem is, I already have many other mods that need it to be set:

normalEventManager = CvCustomEventManager.CvCustomEventManager()

do you know of any way aound this? thanks in advance for your help! :)

If you want to zip up all of the custom event managers and send them to me I would be more than happy to help you combine them.

Officer Reene
Mar 01, 2006, 07:47 PM
Is it possible to use this mod in junction with Exavier's Composite mod?

I like that mod but your mods incorporate the military aspect better...

And if it is possible, how can I do it?

also can I incoporate other mods like the military base mods too?

I like your ideas and want to try them out... but I really like Exavier's composite mode because I REALLY REALLY HATE GLOBAL WARMING!


(I play with no time limit and like to destroy all 18 civs!!!)

any help is greatly appreciated!

TheLopez
Mar 01, 2006, 08:31 PM
Well, you will have to talk to Exavier about getting my mods added to his mod. Or another option would be wait until I actually stop working on little components and make my own "super" mod. :D

Landstander
Mar 05, 2006, 04:42 PM
Again Lopez - love your great people work! However, the biggest issue I see is managing what types of great people you produce. We all want our fair share of engineers and artsits (for obvious reasons) and I fear using all your mods at once would dilute that too much (I know your not recomending to use them all at once, but its tempting!)
Anyway - why not implement some other ways to get great people?
Great General - perhaps generated by winning battles/ high xp units (ala Civ 3)
Great Doctor - maybe the same as Generals but for medic-promoted units, maybe a freebie for the first to get medicine? Or first city to reach x (or y or z) pop?
and another you have talked of implementing...
Great Explorer - freebie when you circumnavigate the globe? or explore all territory? (depends on what you want this unit to be able to do I suppose)

I just think this aproach might compliment the current GP system without complicating/diluting it. Keep up the fantastic work!

Officer Reene
Mar 05, 2006, 05:00 PM
Well, you will have to talk to Exavier about getting my mods added to his mod. Or another option would be wait until I actually stop working on little components and make my own "super" mod. :D


well if you do make a "super" mod...

TAKE OUT GLOBAL WARMING!!!

I hate it when I play no time limit and start destroying all other civs! :mad:

hopefully you'll make a super mod soon! :D

TheLopez
Mar 05, 2006, 05:01 PM
Laststander, please realize that I put the Great Specialists mod just as a reference mod, if people want to play it as a real mod they can. I just wanted to put something together so people could see how the different components I created worked together.

Also, I think I might change the way the great general works, so it is possible for you to get one after combat. This won't happen until I release the mercenaries mod, hopefully later today.

Jeckel
Mar 30, 2006, 07:46 PM
Very awesome work, on all the stuff, but are you planning to upgrade this mod with Specialist Stacker v0.6.2? and maybe Not Another Game Clock mod aswell?

TheLopez
Mar 30, 2006, 08:26 PM
I will only do it if people want me to create an update version of the Great Specialist mod and it would only happen after I complete the sniper mod.

Jeckel
Mar 31, 2006, 12:23 PM
Well then let me be the first to say, Please upgrade Great SPecialists Mod to include the latest version of Specialist Stacker Mod. No big hurry, just something on my wish list.

And a Sniper Mod sounds very interesting, is there a thread about it?

TheLopez
Mar 31, 2006, 12:33 PM
Well then let me be the first to say, Please upgrade Great SPecialists Mod to include the latest version of Specialist Stacker Mod. No big hurry, just something on my wish list. I assume that you want me to update the great general, doctor and stateman as well?

And a Sniper Mod sounds very interesting, is there a thread about it? Yep, here it is:
http://forums.civfanatics.com/showthread.php?t=163990

Jeckel
Mar 31, 2006, 12:46 PM
The Lopez: "I assume that you want me to update the great general, doctor and stateman as well?"

Well, if you already had it pulled apart, might aswell work the latest versions of those in there also. And if you did that, you might as well post updated versions of everything ;P

TheLopez
Mar 31, 2006, 01:20 PM
Ok, it's on my todo list now. But it will have to wait until I get the sniper mod released.

OzzyKP
Apr 03, 2006, 03:30 PM
Ok, in the Great General thread I suggested that the new specialists you've created are unbalancing. What I meant by that was about the generation of GPP. I think its important to compare the GPP generation of the three new specialists with the 5 existing ones to find a suitable balance between all 8.

That's why I'm posting this in this thread rather than the others, cause I am assuming the three new specialists will be included together.

So I made a tally of the sources of GPP for the 5 existing specialist classes:

Scientist:

- The following buildings provide points towards generating a great
Scientist:
- Great Library (2)
- Space Elevator (2)
- Scotland Yard (1)
- Oxford (1)
- Red Cross (1)


- The following buildings allow the citizens to be specialized as
Scientists:
- Observatory (1)
- Library (2)
- Labratory (1)


- The following buildings provide free Scientists:
- Great Library (2)



Merchant:

- The following buildings provide points towards generating a great
Merchant:
- Colossus (2)
- Eiffel Tower (2)
- Great Lighthouse (2)
- Versailles (2)
- United Nations (2)
- Statue of Liberty (2)
- Wall Street (1)
- Forbidden Palace (1)


- The following buildings allow the citizens to be specialized as
Merchants:
- Market (2)
- Grocer (2)
- Wall Street (3)


- The following buildings provide free Merchants:




Engineer:

- The following buildings provide points towards generating a great
Engineer:
- Hanging Gardens (2)
- Pyramids (2)
- Pentagon (2)
- Three Gorges Dam (2)
- Hagia Sophia (2)
- Ironworks (1)
- West Point (1)


- The following buildings allow the citizens to be specialized as
Engineers:
- Forge (1)
- Factory (2)
- IronWorks (3)


- The following buildings provide free Engineers:





Prophet:

- The following buildings provide points towards generating a great
Prophet:
- Angor Wat (2)
- Chicken Itza (2)
- Stonehenge (2)
- Oracle (2)
- Spiral Mineret (2)
- Religious Shrine (1)


- The following buildings allow the citizens to be specialized as
Prophets:
- Temple (1)
- Cathedral (2)
- Angor Wat (3)
- Religious Shrine (3)


- The following buildings provide free Prophets:



Artist:

- The following buildings provide points towards generating a great
Artist:
- Broadway (2)
- Hollywood (2)
- Notre Dame (2)
- Rock & Roll (2)
- Kremlin (2)
- Parthenon (2)
- Taj Mahal (2)
- Globe Theater (1)
- Hermatage (1)
- Heroic Epic (1)
- Mt. Rushmore (1)


- The following buildings allow the citizens to be specialized as
Artists:
- Globe Theater (3)
- Theater (2)
- Broadcast Tower (2)


- The following buildings provide free Artists:



From this list we see the following rules for GPP generation:

- World wonders always give 2 GPP
- National wonders always give 1 GPP
- There is only one instance of free specialists (the Great Library)
- There is a hesitancy to give too many GPP too early
- There is only one instance of a World Wonder giving the ability to place specialists (Angor Wat)
- Only wonders generate automatic GPP

- Each specialist type has one national wonder that seems to correspond with it directly, and that national wonder allows 3 of that specialist to be placed:
- Oxford for scientist
- Wall Street for merchant
- Ironworks for engineer
- Globe Theater for artist
- Religious shrine for prophet

- Total GPP automatically generated from buildings:
- 17 for Artist
- 14 for Merchant
- 13 for Scientist (if you include the free specialists)
- 11 for Prophet
- 10 for Engineer

- Total specialists allowed to be placed for each grouping:
- 10 Scientists
- 10 Priests
- 10 Merchants
- 10 Artists
- 6 Engineers

It clearly seems they were trying hard to balance all these specialists. It looks quite clearly also that they decided engineers to be the most powerful of the GP's (and they are) so they decreased the amount of them. It also seems that Firaxis didn't consider the Artist to be particularly powerful, at least in the late stages of the game (and I'd agree). So the effects of the great people should affect how many points are given to them.

One must also note that Artists, Merchants and Scientists are all unlimited under Caste System, whereas prophets and engineers are not. We must consider how to include these new specialists with Caste System. My recommendation is to include doctors under caste system, but not generals or statesmen. Give a free statesman(or two, but no more) in the capitol when under bureaucracy. And just have no civic adjustment of soldiers/generals since I consider them fairly powerful.

Lets compare the simple counting of GPPs to the new great people you suggested, also including the points that end up being taken away from existing specialists:

- Total GPP automatically generated from buildings:
- 16 for Doctor (if you include the free specialists)
- 24 for General (if you include the free specialists)
- 35 for Statesman (if you include the free specialists)
- 12 (-5) for Artist
- 9 (-5) for Merchant
- 11 (-2) for Scientist (if you include the free specialists)
- 11 for Prophet
- 7 (-3) for Engineer

- Total specialists allowed to be placed for each grouping:
- 11 Doctor
- 8 Soldier
- 10 Statesman
- 10 Priests
- 7 Scientists
- 7 Merchants
- 7 Artists
- 6 Engineers

Ideally, if these three new specialists are going to fit in seemlessly with the 5 existing specialists things will need to balance. Both with the points you are giving the new specialists and the points you are taking away from the existing ones. From the list above, the placement of specialists seems to be balanced, but the automatic points (counting GPP from wonders and free specialists) is drastically out of line, so I'm proposing a fix to balance all 8 specialists. I also recommend the 3 new ones follow the same general rules put forward by the 5 original specialists therefore I propose the following:


- The following buildings now provide points towards generating a great
general:
- Heroic Epic (1)
- National Epic (1)
- West Point (1)
- Mt. Rushmore (1)
- Scotland Yard (1)
- Pentagon (2)

- The following buildings now allow the citizens to be specialized as
soldiers:
- West Point(3)
- Castle (2)
- Dry Dock (1)
- Jail (1)


- The following buildings now provide points towards generating a great
statesman:
- Forbidden Palace (1)
- Versailles (2)
- Kremlin (2)
- United Nations (2)
- Taj Mahal (2)

- The following buildings now allow the citizens to be specialized as
statesmen:
- Forbidden Palace (3)
- Courthouse (2)
- Castle (2)


- The following buildings now provide points towards generating a great
doctor:
- Red Cross (1) + 2 free doctor specialists
- Military Hospital (1) (built by a great doctor)


- The following buildings now allow the citizens to be specialized as
doctor:
- Red Cross (3)
- Hospital (2)
- University (2)

Note that I have the Castle allowing 2 soldiers and 2 statesmen. I think this is historically appropriate since castles were both administrative and military centers. Also in my experience (correct me if you've seen otherwise) castles don't get built that much, so this would give some extra incentive to make use of them.

Also note that I've given Taj Mahal to the great statesmen, and taken it away from great artist.

And since there are few natural doctor related buildings in the game, I decided to strengthen the Red Cross and give out the only free specialists in all my recommendations so great doctor has parity with the other classes.

Since each of the original 5 specialists seem to have a national wonder that corresponds directly with their purpose, I've done the same with these three.

- Forbidden Palace corresponds to Statesmen
- West Point corresponds to Generals
- Red Cross corresponds to Doctors


This provies the following free GPP points:

- 8 for Doctor (if you include the free specialists)
- 7 for General
- 9 for Statesman
- 10 for Artist
- 9 for Merchant
- 11 for Scientist (if you include the free specialists)
- 11 for Prophet
- 7 for Engineer


- Total specialists allowed to be placed for each grouping:
- 7 Doctor
- 7 Soldier
- 7 Statesman
- 10 Priests (if you wanted to take away the 3 bonus from Angor Wat, then that would bring priests in line with the others)
- 7 Scientists
- 7 Merchants
- 7 Artists
- 6 Engineers

TheLopez
Apr 03, 2006, 06:41 PM
Ozzy,

I'll accept your suggestions on one condition:
Since you posted the suggestion then you should take ownership of validating the updated Great Specialists mod with the new changes when I put them in. Does that sound fair to you?

OzzyKP
Apr 03, 2006, 06:47 PM
Validating how?

OzzyKP
Apr 03, 2006, 07:09 PM
btw, i hope i'm not being obnoxious.

TheLopez
Apr 03, 2006, 07:25 PM
btw, i hope i'm not being obnoxious.
Yes you are :). You're just making more work for me :P.

Validating how?
By taking the zip I send you containing the new version of the Great Specialist mod and playing a few games with it to make sure it works like you are expecting.

OzzyKP
Apr 03, 2006, 07:26 PM
Yea, I'll do that no problem.

TheLopez
Apr 03, 2006, 07:36 PM
Cool, thanks. I'll send you a PM when its ready.

OzzyKP
Apr 03, 2006, 09:19 PM
hehe, now after all that I'm anxious to give it a whirl.

Not that I'm trying to rush you, that'd be even more obnoxious, heh, I'm just saying its a great mod and I can't wait to play/test the new version.

TheLopez
Apr 03, 2006, 09:34 PM
Like I said, it will have to wait until after I finish the sniper mod. BTW, did you see I resurrected your old thread: http://forums.civfanatics.com/showthread.php?t=147678

OzzyKP
Apr 03, 2006, 10:13 PM
Sweet, thanks. :goodjob:

Jeckel
Apr 05, 2006, 02:46 AM
Oooo, now I am even more excited for the next release of this mod. :D

TheLopez
Apr 13, 2006, 05:17 PM
Last pre v1.61 patch update.

Jeckel
Apr 13, 2006, 09:16 PM
Congrates on the bun in the oven, kids are great :D

TheLopez
Apr 15, 2006, 01:39 PM
Updated to be compatible with the v1.61 patch.

Jeckel
Apr 15, 2006, 02:57 PM
*cheers wildly and downloads hurriedly* :D

OzzyKP
Apr 19, 2006, 10:11 AM
Cool, looks good. Thanks for the rebalancing of the specialists. Have you considered my suggestions for having Statesmen affect city maintenance and having doctors affect health?

Also, a small point, according to your notes the new medic unit has a 20% withdrawal chance but can only defend. The withdrawal only works when attacking. So you might as well remove the withdrawal chance.

Looks good though, I'm going to download it and play it finally. :)

TheLopez
Apr 19, 2006, 10:16 AM
Cool, looks good. Thanks for the rebalancing of the specialists. Have you considered my suggestions for having Statesmen affect city maintenance and having doctors affect health?

Also, a small point, according to your notes the new medic unit has a 20% withdrawal chance but can only defend. The withdrawal only works when attacking. So you might as well remove the withdrawal chance.

Looks good though, I'm going to download it and play it finally. :)

Ozzy, I am planning to update the doctor after I release the updated version of the Military Bases Mod, Sniper mod, etc. In the updated Great Doctor mod I need to modify the SDK to allow the doctor to add a heath bonus. But it will happen. Honestly I forgot about the city maintenance update for the Great Statesman, I will add that to my todo list.

OzzyKP
Apr 19, 2006, 12:48 PM
Ok, I just got a great specialist and it doesn't seem to be working properly.

The different functions for Mr. Kruschev are to rush build, build an academy, become a specialist, and boost relations with an AI. The last two seem to be working alright, but the first two (academy and rush build) are of course from the scientist and engineer.

TheLopez
Apr 19, 2006, 01:06 PM
So, its not that it doesn't work correctly, just that it has too many features correct?

OzzyKP
Apr 19, 2006, 01:11 PM
No, it seems like an error. Your stated description of the great statesman includes the following actions:

- Great Statesmen can:
- Immediately end a war between that great statesmans civilization and
civilization that they are at war with

- Improve the relations between their civilization and another civilization

- Cause insurrections in player's cities with the chance that the targetted
city will revolt and join

I didn't see any button to end a war (and yes I was at war). Nor did I see a button to cause insurrections (I assume the button would be present and shaded if I wasn't in an enemy city).

Instead there were the functions to finish a building like an engineer and build an academy like a scientist.

Also, a mouse-over description would be nice for new buttons.

TheLopez
Apr 19, 2006, 01:19 PM
I didn't see any button to end a war (and yes I was at war). Nor did I see a button to cause insurrections (I assume the button would be present and shaded if I wasn't in an enemy city).
To end wars immediately you use the same feature to improve relations with another civilization.


Also, a mouse-over description would be nice for new buttons.
I am going to do a revamp of all my mod components that have action buttons after I finish updating the Military Bases Mod, finish the sniper mod, implement the Random Great Person Birth mod, etc.

OzzyKP
Apr 19, 2006, 01:25 PM
So did you intend for the statesman to finish buildings and build the academy?

I notice that the great doctor can also build the academy. The general and doctor can both rush techs (was that intended or not?). And the statesman doesn't seem to trigger golden ages, the general and doctor do however.

Also I don't see how to build the field hospital with the great doctor.

Finally.. I tested the great statesman ending a war and it worked like a charm. Maybe just provde some instruction somewhere on how that is triggered in case people are confused like me.

OzzyKP
Apr 19, 2006, 01:31 PM
OK, I see that the field hospital can only be built after a certain tech. That explains that.

Matress_of_evil
May 20, 2006, 04:42 PM
I know this thread is a bit old now, but i'm posting because when I install this mod, I receive a series of error messages.

XML Error
Tag: SPECIALIST_GREAT_STATESMAN in Info class was incorrect
Current XML file is Units/CIV4UnitInfos.xml

XML Error
Tag: SPECIALIST_GREAT_DOCTOR in Info class was incorrect
Current XML file is Units/CIV4UnitInfos.xml

XML Error
Tag: BUILDING_MILITARY_HOSPITAL in Info class was incorrect
Current XML file is Units/CIV4UnitInfos.xml

XML Error
Tag: SPECIALIST_GREAT_GENERAL in Info class was incorrect
Current XML file is Units/CIV4UnitInfos.xml

XML Error
Tag: BUILDING_MILITARYACADEMY in Info class was incorrect
Current XML file is Units/CIV4UnitInfos.xml

I have other mods included in my game, so I have to merge some of the files with this to make it work. The mod that I had to merge the Unitinfos file with was the Shinto mod by Dual.

I've manually double-checked the files and I can't find anything wrong with the formatting, so this isn't the problem.

I also tried overwriting the Shinto mod UnitInfo file with the UnitInfo file for this mod. However, when I do this, the game simply crashes during loading. There are no error messages saying a specific file caused the problem, it simply crashes.

Does anyone know what could be causing the problem? I've uploaded the file to a file hoster if anyone needs to view the file to see what could be causing the problem.

My file (http://www.savefile.com/files/2543005)

I don't understand how to program stuff, and I haven't touched any of the XML code other than for copying-and-pasting the Great Specialist changes into my exisiting Shinto mod file in Notepad.

...And I only found out that I could open XML files in Notepad by accident... :blush:

If anyone could help me, it would be brilliant. :)