View Full Version : [SDK ModComp] Development Thread for Expanded Civics Phase 4


Aussie_Lurker
Dec 12, 2006, 05:46 AM
Hi guys. Now that I have the initial stages out of the way, I thought it might be a good idea to begin a new thread for Phase 4 of my Civics Expander Mod.
Now, this new phase retains the best elements of Phase 3, with either a 7x7 or 8x7 Civics Grid (i.e. 8 categories, 7 choices each). However, this will go in an entirely new direction by making Ideologies work more like Religions! Essentially, what will happen is that, like Religion, each Ideology will have its founding tech (Corporation=Capitalism; Communism=Socialism; Fascism=Fascism; Liberalism=Liberalism; Nationalism=Nationalism, Divine Right=Absolutism etc). Unlike religions, each Ideology will have very different effects on your nation-including banned civics options. However, like religions, you will be able to spread ideologies, build the equivalent of 'Shrines' for your ideology (will need help with this guys. I have the Comintern for Socialism, but thats it so far ;) ) and have similarities and differences in ideologies impact on diplomatic relations. By having these appear towards the Renaissance end of the game, the hope is to really spice up the latter half of the game, which tends to become a little dull once everyone settles into 'Free Religion' ;).
So the purpose of this thread is to keep you guys updated on my progress. My timeline is to have a rough-cut version done by the end of February 2007, and then put it out for a beta test. Hopefully the final version will be done by the end of March at the latest. It may go quicker because much of the underlying code is already in place thanks to religions AND because of all the great work already done by Impaler, Kael and TheLopez-from which I gain a great deal of inspiration. Anyway, keep your eyes peeled boys and girls :).

Aussie_Lurker
Dec 12, 2006, 05:47 AM
Update 12/12/06: Finished adding CvIdeologyInfos code to CvInfos.cpp and CvInfos.h

Update 19/12/06: Am currently adding Ideology references to all files with a reference to religion. Am currently up to CvGame.cpp. Found out the hard way that-with such an expansive modification-its probably not a great idea to compile until all files are modified.

Update 14/01/07: Am over half-way through the alteration of the .cpp and .h files. Have just finished CvSelectionGroup.cpp. Hope to have the rest of the .cpp files done by the end of this week.

Reserved for further posts.

Aussie_Lurker
Dec 12, 2006, 05:48 AM
Reserved for further posts.

doronron
Jan 05, 2007, 01:59 PM
Shrines? Just going on what's currently available, then...

Communism - Cominterm (yours)
Liberalism - Eiffel Tower or Statue of Liberty
Fascism - Volkshalle
Nationalism - Arc de Triumph
Divine Right - Versailles
Capitalism - World Trade Center

Aussie_Lurker
Jan 05, 2007, 09:52 PM
Wow, those are really GREAT ideas Doronron. The only downside I see is that we would lose a few of these buildings as Wonders but-hey-can't make an omelette without breaking a few eggs eh ;). Hope to have another update by the end of this weekend.

Aussie_Lurker.

doronron
Jan 05, 2007, 09:58 PM
Glad to help. Some of the Wonders-as-Shrines listed could possibly be replaced by other Wonders. Or not. Looking forward to seeing ideology coming together the way you're doing it.

Talkie_Toaster
Mar 12, 2007, 12:24 PM
Is this still on?

Aussie_Lurker
Mar 12, 2007, 05:15 PM
It is still on, but is proving a LOT more time-consuming than I had possibly imagined. Additionally, other things have diverted my attention in recent months, thus leaving less time to devote to this mod. Please note that I AM very close to finishing all the SDK changes, at which point I will post an update.

Aussie_Lurker.

Che Guava
Mar 13, 2007, 09:39 AM
Neato! I tried getting something like this together quite some time ago (http://forums.civfanatics.com/showthread.php?t=160138&highlight=ideology) , but nothing much came of it (mostly because I have 0 programming knowledge!), but I am glad to see the idea back in force!

One idea I had had: instead of 'banned' civics, maybe they could just cause unhappiness. For eg, for communism/marxism, the 'shrine' associated with it would produce 1 happiness each for state property and representation, one unhappiness each for freemarket and monarchy. That way, you could choose to pander to your political support, or if the situation is better (lots of happiness already in your cities) you can choose your own civics and to hell with the politics....

lotsa luck!

ww2commander
Apr 21, 2007, 07:26 PM
Hi Aussie Lurker, I have been trying to implement ideologies into my mod with no real success and then I can across this thread.

Is this mod still on the books?

Aussie_Lurker
Apr 21, 2007, 08:55 PM
It is still on the cards, but it has been temporarily put on hold due to another project I am working on. Fear not, though, because I will be coming back to it.

That said, the simplest approach-& the one I am using-is to replicate the Religion code in all the files where religion comes up-but renaming everything appropriately of course.
Hope this helps.

Aussie_Lurker.

ww2commander
Apr 22, 2007, 01:52 AM
I will see what I come up with but if your doing a better job at inventing the wheel then I will wait until this baby is available.