View Full Version : [MOD] Mylon Mega Mod - Enhanced Cultural Model and more!


Mylon
Sep 01, 2007, 02:17 PM
Mylon Mega Mod 0.44
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A modpack for Civilization 4, Beyond the Sword v3.13
Get it here (http://forums.civfanatics.com/downloads.php?do=file&id=9051).

Installation Instructions:
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Delete any existing Mylon Mega Mod directory before installing this mod to prevent any conflicts with old files. Extract this to "Beyond the Sword\Mods" and either launch and select in-game or edit the shortcut to point to the location of your exe file for faster launching.

General changes:
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* Resources are more powerful. Each resource adds +5% to production, food, or commerce, depending on it's type. Buildings that enhance the effect of resources also enhance this effect.
* Culture is more powerful. Culture extends much further and works over sea, it allows cities to work a larger radius. Culture no longer gets a bonus based on the radius. This means the plot a city is on produces as much culture as a plot far away from the city but within the culture radius. This makes controlling plots and city flipping easier. Also, cities produce culture according to their nationality makeup. Thus culture can bleed in from the borders to reach many more cities.
* There are more ways to build up cities. Producing Research, Wealth, Culture, Production, or Agriculture provides a permanent boost in these areas in addition to the previous effects of the first three.
* Costs have been increased as a whole. Maintenance, civics and military unit upkeep is much more expensive. Also, free military unit upkeep is no longer based on population. Wealth management is much more important rather than a passing requirement on the way to mass research. Civilizations also should still be expanding well into mid-game as their economy develops.
* War is more difficult and costly. In addition to increased maitenance costs, healing rates have been slowed considerably. One must be more careful when attacking, as units will not heal considerably after taking a city, giving the opposing player a large window to retaliate. This also makes barbarians much more vicious.

Release notes:
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* Playbalance needs to be done! Cities can be much larger than before and the population addition of culture could easily drown out other sources of culture (but not +culture% buildings). Likewise, research and production might be a bit too high. Also, culture from trade may be too high.
* Since units heal much slower, barbarians are probably much more vicious now.

Known Bugs:
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* Python values aren't being saved when the game is saved. This affects Warlords. A Warlord that dies could die a second and come back if the player saves and loads inbetween. I'll either have to find a way to get these values to save or move the python additions that use this feature to the dll.
* The game camera isn't at the right distance when zooming to a city. It should be further out when the city radius expands to 4 and closer in for smaller ranges.
* Currently the new corporation does not have graphics for buttons and such.
- I've had some troubles with the bonus to yield modifiers. Keep an eye out to make sure these modifiers are only at 5% per industrial resource, 5% per food resource, and 5% per commerce resource.
* The breakdown for Commerce isn't listed anywhere, as far as I can tell. The commerce income breakdown should be displayed somewhere, and show the bonus from resources.
* Food needs a widget. I put a temporary solution in the main interface, but I can't seem to call the food modifier here to do it properly, so I reversed it with a bit of math. It might display +27% instead of +30% due to rounding, as an example.
- The culture mouse-over in the city display screen needs a little tweaking. Particularly in the area of trade. Foreign trade can provide your own culture (like importing Chinese-made American iconic goods), and I also tried to add the strongest influence from foreign trade. If the result of this widget doesn't agree with the number displayed in the nationality bar, go by the number in the nationality bar, as that's actually the one used.

New Buildings:
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* Town Hall: -20% maintenance, +1 espionage. Available with writing.

New Resources:
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* Coffee: +1 commerce. +3 commerce with Plantation.

New Corporations:
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* Hellbucks: +2 production, +2 culture, per coffee resource. Spreads at twice the rate but requires half the maintenance.

Changelog:
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0.44
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* Great people work differently. Now, every time a great person is created, everyone's GPP threshold goes up by 10. On the other hand, every turn, it goes down by 1%. To compensate, GPP cost has been doubled. I'm considering the possibility of making great person specialists generate 1 GPP. This should make it possibile to generate GPP from more than one city.
* Fixed great generals. Previously, they would only get one respawn, and would come back with the promotions and experience of before, but at level 1, allowing to double their number of promotions!

0.43
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* Updated to Enhanced Size Cities 1.12, fixing a few crash issues and buldings not displaying +commerce values when picking which one to build.

0.42
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* Updated mod to BtS 3.13
* Synced the mod with the Expanded Cities modcomponent to correct some problems with automated workers and feature health


0.41
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* Holy Cities now can produce missionaries, regardless of civics. They have slightly different names.
* Holy City shrines now provide +1 espionage per city with the religion.
* Corporate HQ buildings now provide +1 espionage per city with the corporation.
* Fix: Hellbucks now has an executive to spread the corporation.
* Fix: National Parks should now provide the correct number of specialists for the current city radius.
* Fix: There was a crash bug related to capturing barbarian cities. I thought changing a line of code would make it possible to flip capitals, but it turns out that was unrelated.

0.4
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* Tiles no longer get a boost to culture based on how far "inwards" they are. Previously, a foreign city would have to produce 20 more culture than another city to even start to overtake a tile one square into the border. 40 more culture to take 2 squares in, etc. With larger cultural borders and further ranges involved, this would make cultural conquest nearly impossible.
* Additional cultural levels added. A city will be able to influence another city of the same workable radius before expanding, at least.
* The check to see if a city can flip should now no longer check to see if the city is within cultural boundaries. That is, one can now flip a city they are no where near, if their culture is strong enough.
* City Radius is controlled by Culture Level info.
* Added in the XML values for bonuses so they can add yield modifiers directly. Likewise added the +5% boost to all bonuses.
* All bonus enhancing buildings now provide a +5% boost to their appropriate yield type (health and food, strategic and production, and happiness and commerce). The exception to this is cathedrals and the incense.
* Culture Percentage has the benefit that it produces pure culture. Likewise when a city is using it's production for culture.
* Added a bunch of GlobalDefines from my old mod. Increased minimum city range to 3.
* Units should be cheaper to upgrade. The base cost to perform an upgrade is slightly higher, but the incremental cost based on production is cheaper.
* Added in a value in the XML to modify maintenance costs globally. Set to 2x normal costs. This should see empires still expanding even in the later game.
* Population now provides 0.5 free base culture per turn, modified as normal for nationality.
* Due to culture inflation, the creative trait provides 4 culture per turn now. It has the added benefit of not being modified based on nationality.
* When producing commerce directly, the appropriate modifier for that commerce is used rather than converting hammers to commerce with no modifier. In this way, producing wealth yields more wealth if a forge, factory, or other +production buildings are present.
* Producing commerce directly now only yields half of the base benefit. However, in addition to the base benefit, the city is given a permanent % boost to that commerce type. The formula for this is ((hammers invested/2)^0.7), except for production which is (hammers invested^0.55). Also, production and espionage are valid process types.
* Added in the Town Hall building from my old mod. This building provides a 20% maintenance reduction modifier and +1 espionage. It is available with writing.
* Tweaked game speed values. Everything should be 25% more expensive now to offset the increased income and production. Great people produce more hammers/beakers/culture/wealth when consumed. Also, units train slightly faster in epic speed to match how unit training works in Marathon speed.
* Warlord units are now immortal, mostly. If a warlord unit dies, it respawns in its owner's capital with 10% health. If it dies again before it's owner's next turn, it dies for good. Getting sent back to the capital (and having to heal) is considered enough penalty for now.
* Healing rates have been changed. Units heal 0 in enemy territory, 1 in neutral, 2 in friendly, 3 in cities. Medic adds +2 and hospitals add +3. Wars should be much different now, as when advance one must not only have enough units to take and hold a city, but also to fend off any retaliation attack, as units will not heal considerably by the time that retaliation force arrives.
* Cities spread culture through trade. A city gains the culture (and all of it's nationality makeup) of the current income from a trade route / 40, maxing out at 100%. This allows a civilization to spread it's culture far and wide and overseas.
* Coffee is now a resource.
* The corporation Hellbucks has been added. It consumes coffee and produces production. It has half the normal maintenance costs but double the spread factor. It also adds 2 production per coffee resource.
* Siege weapons got a nerf. Missile cruisers no longer cause collateral damage, as this would practically guarantee the attacker wins and thus it boils down to who shoots who first. Other siege weapons cause damage to a max of 3 units. Since military is more expensive (and heals much slower), this should counter using a too-small number of siege units to bombard and get a victory.

Credits:
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* snipperrabbit!! for his help producing the artwork for the new corporation.
* Thanks to Strand and Rogerbacon for their work on the 3 radius cities mod.
* rjwoer/Byrjw for his resource mod
* ChaosLord for the holy city missionaries idea

Mylon
Sep 01, 2007, 04:00 PM
I'm adding in the extra missionaries from my old mod, so a holy city can produce missionaries regardless of the circumstances. No need for the monasteries or the the specific religion civic.

Additionally, I'm considering how to handle religion-specific bonuses and the possibility of religion specific buildings.

So far:
Judaism: Half strength for missionaries/religion spread. +1 trade route. +15% wealth with unique building.
Christianity: +50% strength for missionaries. +1 happiness for having the religion, +1 exp for land units produced with unique building.
Islam: +50% strength for missionaries, +50% natural religion spread. +1 happiness, +2 exp for all units produced with unique building (does not stack with above)
Hinduism: +1 Health. +3 Culture with unique building.
Buddhism: +1 prophet GPP, +5% research and +2 culture with unique building
Confucianism: +10% research. +15% research with unique building.
Taoism: +1 happiness, 10% GPP with unique building.

Of course, these bonuses could be made to be only work when that religion is the state religion. Or both bonuses requiring a building. Or any other way to do it. I'm not sure at this point.

keldath
Sep 01, 2007, 04:16 PM
great - been waiting for somthing like this :)

good job

Megawywern
Sep 02, 2007, 06:50 AM
For some reason, AI is worse in this mod than standard BTS. Also, AI leaders don't beeline to religion techs, like they usually do.

Mylon
Sep 02, 2007, 08:35 AM
The AI may try expanding at the Vanilla rate despite maintenance costs or building military at the vanilla rate, despite costs. Also, it might be declaring war too easily, neglecting the fact that units don't heal very quickly. I guess I'll tweak it a bit. I have noticed that the vanilla BTS AI invests into espionage but hardly does anything with it. Specifically though, how have you noticed the AI to be worse?

Imperator666
Sep 02, 2007, 11:23 AM
the game crashes if any barbarian city is conquered ... will play a game without barbs now ;)

Mylon
Sep 03, 2007, 02:31 PM
the game crashes if any barbarian city is conquered ... will play a game without barbs now ;)

Argh! I'm tearing my hair out trying to find the cause of this bug. It only applies to barbarian cities. Yet I haven't changed how city the city acquire code works. This error does not occur with my 4 radius cities mod component, so it's not related to that. I've also tried using the stock plot code to see if it's related to the change that allows cities to flip regardless of where they are and that doesn't seem to be it. I've tried commenting out a couple of checks for barbarian player status in the new culture code, but again no luck. I'll keep investigating this last matter as there are a lot of places.

Edit: Okay, I found the crash bug. Turns out that it was related to the city flipping.

Mylon
Sep 04, 2007, 08:54 AM
Mod updated. Fixed a couple of bugs and tweaked holy cities slightly.

Imperator666
Sep 04, 2007, 05:39 PM
also: is it intended that by settling in former barbarian space you have their culture? (after deleting barbarian cities in the world builder)

Mylon
Sep 04, 2007, 07:41 PM
Have you tested to see if this culture dilution occurs with the creation/deletion of other cities? For the actual capture of barbarian cities, even if they were formerly your own, culture dilution is expected. I just hadn't considered the thought of unowned tiles having culture still in them. I might add a function such that unowned tiles loose their culture over time (sort of like the culture decay function).

I'm pretty sure what you're noticing exists in the regular game, but I gave cities a large culture boost when settling (they get 250 free plot culture to help them get started, 200 plot culture in the surrounding 8 tiles). Since barbarian cities get this too, you might notice a significant barbarian influence where no culture buildings were built.

Also, I'm thinking the resource enhancement buildings are too powerful. +1 happiness and +5% commerce per luxury resource? If anything the +5% commerce ought to allow a higher use of the culture slider to provide the happiness.

Also, I should probably break down the production bonus. That is, instead of the forge providing +25% production, it would provide +5% for copper, iron, and maybe a couple others.

Mylon
Sep 04, 2007, 08:13 PM
I found a very nifty function in the Final Frontier mod. Pickling! Python has support for the option to store data through the use of the "pickle" function/command/whatever it's called. Anyway, this should solve the problem with warlord units. Also, I could use this new info to move a few functions into the python script instead of relying on DLL changes. I originally intended the +% buildings from building commerce to be controlled with python, for example, but did not know how to store the data. I had some really nifty code to do it. I used a string to control the process check, the dict key, and to even choose what building gets added. Some things should still be done with the DLL, but now I wonder what more can be done with python with this problem solved...

Mylon
Sep 20, 2007, 12:41 AM
I'm going to change Warlords so that the unit they're attached to is not immortal, but the general is! And he'll remember the experience earned.

Also, it seems the Holy City missionaries cannot be produced as they should be. I tried to preserve the unit class, but it only gets checked if the unit is listed in the civilization's unique unit section. I'll try adding the units in there, but I'm also considering adding a new unit property to solve the issue in a more elegant fashion.

I have an idea for a new game mechanic: Corruption. Each time government is changed, corruption is reset. But otherwise it keeps accumulating and getting bigger. In this way revolutions have an additional effect. This would likely be related to civic upkeep. So higher upkeep civics get corrupt faster.

Also, I'm considering SMAC-style maintenance. A separate thread on it here: http://forums.civfanatics.com/showthread.php?p=5966624#post5966624

dh_epic
Sep 20, 2007, 04:12 PM
Looks interesting. Keep up the good work!

Swedishguy
Sep 21, 2007, 07:52 AM
Wow! Now the Warlord unit doesn't suck! :goodjob:

bhinso
Nov 05, 2007, 03:20 PM
I extracted the folder into beyond the sword/mods which is where i presume it is meant to go, but i keep getting "windows explorer has encountered a problem and needs to close" what am I doing wrong?

darkedone02
Nov 05, 2007, 07:28 PM
It seems that this mod has a bug in it that causes the game to shutdown everytime i tried to load up this mod.

Sireaglestrike
Dec 15, 2007, 07:55 AM
I believe the problem is you have 3.13. I used to use Mylon's Larger City Radius mod and after upgrading to 3.13 it stopped working, downloaded this hoping it'd work and it has the same issue (Error when trying to load the mod).

Hopefully this gets fixed, the mod being 0.4x makes me think there's still more on the way (cause don't actual releases start at 1.x?) because this mod makes Civ4 a lot more fun for me.

mice
Dec 17, 2007, 09:52 PM
I believe the problem is you have 3.13. I used to use Mylon's Larger City Radius mod and after upgrading to 3.13 it stopped working, downloaded this hoping it'd work and it has the same issue (Error when trying to load the mod).

Hopefully this gets fixed, the mod being 0.4x makes me think there's still more on the way (cause don't actual releases start at 1.x?) because this mod makes Civ4 a lot more fun for me.

It just crashes before loading for me too. I have 3.13 of course. Any sign of a fix for this?

Mylon
Jan 20, 2008, 12:38 PM
I'm back modding again but it looks like there's some huge changes made to the SDK in 3.13. My current attention is on making a mod for Final Frontier.

Zuul
Jan 20, 2008, 01:19 PM
Glad to hear. I guess I should remove you from my list then :p
http://forums.civfanatics.com/showthread.php?t=259369

So what do you want to improve in FF?

gram123
Feb 03, 2008, 05:54 AM
my game craches when trying to load this mod... without error msg it crach when loading the game init MP/voice "Program made an unexpected error..."

Mylon
Feb 04, 2008, 01:20 PM
This mod isn't designed for 3.13. I need to update it.

Mylon
Feb 08, 2008, 04:39 PM
Updated the mod to version 0.42 - It now works with BtS 3.13

Mylon
Apr 02, 2008, 08:57 PM
Not a whole lot of love for my mod, it seems.

Fyron
Apr 07, 2008, 02:22 PM
mylon_mega_mod_0_42 causes my installation of Civ4 BTS 3.13 to crash when I attempt to create my first city.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 46f40a72
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 47abf6e1
Exception Code: c0000005
Exception Offset: 00122120
OS Version: 6.0.6001.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: a347
Additional Information 4: 03930d71e5db62d382c397ff250b1a9a

Mylon
Apr 07, 2008, 07:35 PM
Oh, right. A bug with the Enhanced Sized Cities code used in this mod.

Kalimakhus
Apr 07, 2008, 09:15 PM
I thought you fixed the problem with the Enhanced Size Cities? If you update the mod with the fix I am sure people would be interested in trying the modpack.

Mylon
Apr 07, 2008, 11:23 PM
Yeah, but I had to remerge the code into this. Which I've done, but I need to test it. It bugged me that I never had this crash issue before, but I upgrade to Vista and lo and behold now I get the crash.

Mylon
Apr 08, 2008, 12:57 AM
Alrighty, updated to 0.43.

Just as a quick reminder: Why is Mylon Mod only version 0.43? Because there's so many features I'd want to change before I ever call it a finished product.

-Making diplomacy a more dynamic factor (so that if your status with a civ does not match your relations, bad stuff happens (like, say, unrest from those vile, vile people we still call allies), which would also make diplomacy between players matter.
-Better combat model (this will synergize well with my Final Frontier mod, which is currently taking most of my attention)
-Better Civics (Hopefully something that will make all of the civic choices attractive, not merely 1-2 civic choices.
-Better happiness/healthiness models which reward players for having surpluses. I really have no clue on how to approach this, my old mod gave out rewards, but it inadvertently made ICS more appealing.
-Different cultural model. I'm keeping the generation by ethnicity and trade influences, but having tile culture build and build is difficult to deal with. I might make it decay at a rate as much as 10% per turn, or even have differing levels of culture, like "pop" culture which is short lived but influential, and "tradition" culture which lasts longer Another area that needs some contemplation.
-More lategame stuff. Perhaps a future era where gameplay changes slightly much like how air units change combat.
-AI - I don't think the AI is any less competent in this mod, nor will it be with the above changes. But that doesn't mean it can't be tweaked to take advantage of mod features.
-Balance. All of these changes are going to need some tweaking. Like more XP required for warlords to make up for their immortality (or perhaps make them into national units that can be "respawned", and global XP could govern something else, like upgraded barracks)

Mylon
Apr 27, 2008, 12:07 PM
Well, this is weird. I'm trying to tweak how GPP is handled. Make it so any GPP born increases everyone else's GPP threshold slightly, yet make it so the threshold decreases slightly each turn. While doing some testing trying to reduce the modifier by 10%, it was being reduced by 15% instead (I guess speed/worldsize related?). Additionally, when I spawned a great person, the GPP threshold increases up to what it would have been normally! That is, rather than incrementing it by the the +100 I had intended, it shoots up to 1000 (after a few have already been born).

The function called when a great person is born is supposed to add the value from the globaldefines XML * (number of great people)/10 + 1 - Or, I suppose, every 10 people causes the threshold increase to double. However, instead of adding it seems to be setting the value.

Edit: Found the problem. Turns out GPP was being calculated different than I had thought: the normal increase is applied, and then the team increase is applied as well. When added on top of a doubling of the base rate and doubling of everything else, the progression was, before cost reduction, 200, 600, 1000, etc. Now it's 200, 400, 600, etc, but with the diminishing factor in, it should settle in at a comfortable rate. As a note, I did leave in the extra cost bump, so after every multiple of 10 great people, it goes up even more.

Forsaken
Apr 29, 2008, 02:53 AM
sounds like a promising mod that i'm downloading and trying, any thought's on adding some minor things like dales combat mod

Mylon
Apr 29, 2008, 12:51 PM
Haha, I've already done most of the work to produce a much better combat model. Most of the tricky code is already done, I only need to figure out how to handle target selection and unevenly sized armies. Click the link in my signature for where this code will be coming from. My final frontier mod uses promotions and other weird factors, but Civ4 will not require such.

The basic idea is when one unit attacks, all units in the attacking and defending tile get in on the action. Siege weapons get a first strike on the melee/archer units, then archer units fire, then melee and cavalry start duking it out. Siege weapon fire and archer fire after this point is a bit uncertain. And again, I'm not too sure what would happen in the event of one army that's 50% larger than the other... Would half of those extra units hang back and do nothing until an existing unit dies? I might also make it so infantry get a 25% withdrawal chance, archers and siege weapons 50% (early siege was built on site, catapults would be abandoned, later siege (except cannons?) has motors), and calvary 75%. So armies won't get annihilated, but they will get devastated.

Target selection is a bit iffy. Like, calvary might go for archers, but might not if spearmen are in the way.

dreadknought
May 13, 2008, 06:47 PM
I downloaded this and it seemed to load fine. I have a backlog of these mods I wont to try so added this to the list. One question, how exactly does production setting help you and should production and espionage settings be triggered by a tech or no? thx....

Bastian-Bux
May 14, 2008, 03:04 AM
I'm gonna give it a look Mylon. On a totaly different tangent: any chance that you'll start working on a DSA mod for Civ 4? ^^ Our own try at it seems to have died down due to lack of time.

Mylon
May 14, 2008, 01:25 PM
Production setting permanently boosts your hammer production by a percentage. I think it's hammers invested ^ 0.5, so with 100 hammers invested, you get a 10% boost. And yes, it and espionage should be tied to a technology.

And Bastian, what do you mean by DSA mod?

dreadknought
May 14, 2008, 07:30 PM
Started a game on monarch and noticed I could build production from the start, but if you use it you cant build anything while its set:lol:, I not sure I understand it yet. Also the city radius spreading quick is cool, but the city squares you get to work stays the same. The monument seems kind of pointless to build now, would like to see it give a great prophet pt. or something beside 1 culture point. Will report more later.

Mylon
May 14, 2008, 11:16 PM
There's a lot of balance work to be done, for sure. Production itself is like producing forges and generally upgrading the city's production capacity. The culture radius spreads quickly, yes. It's not until about 12000 culture that a city can work 3 times outwards.

I made a new version that tones down culture generated by population to 0.25 instead of 0.5 per population point, as not to drown out the effect of cultural buildings. Also, I changed how GPP works. Now, whenever a great person is born, everyone's GPP counter increases slightly. However, everyone's GPP counter also decreases slightly every turn. I increased the base cost, and left the ramp up, so the meter should only increase by 200 early on, then increase by 400 later. But as it's always decreasing too, it should balance out.

dreadknought
May 18, 2008, 02:11 PM
Finished my first game with this mod and enjoyed it though I lost. I played on monarch level, large map, epic speed, all victories except space race, no tech brokering. Agg. ai.

I had a good start and good area to expand on a large continent. In time I had 4 early cities and added a couple more late in the game. Basically my nearby neighbor (rome) went to war with me early and often and sometimes a couple other civs joined in. They on average sent in 10 troops often with over half being seige type units. I held them off at least 5 times but this weakened my army each time and I think slowed my economy to rebuild troops. It basically became a war of attrition. It also kept me pinned in from expanding as much.

In the mean time Washington must have been able to expand on another continent (never saw his cities) and grew really powerful, he also had 4 vassels at the end. He came close to winning a diplomatic victory as most everyone was Islam. With my constant battles with rome I was set up to get killed later on even though I had several nice cities.

Sure enough 1807 Washington attacked with tons of cannons (didnt have) and calv (didnt have) , against my musketmen and horse archers, he sent in a stack of 64 units:eek: and game over. He had 3500 pts to my 1500 and he was 45% of the population. Weird thing was I was close to 2nd place behind Rome with 4 civs all bunched up, Washington messed up the balance.

I had no crashes even on a large map! I do think the game played harder than an average monarch game. I didnt notice any bugs (except never saw expanded tile working radius) , I think to gain enough income founding a religion is a must (which I didnt),and I didnt get many later wonders. Nice mod will play this again.

Mylon
May 19, 2008, 12:58 AM
I'm really glad you enjoyed it. I made religions and corporations slightly more powerful (the holy city building or corporate headquarters also gets espionage in addition to wealth).

The expanded city radius idea is a reward for cultural civilizations. That is, since culture is rather underwhelming, it's used as a way to grow a city. Unless you build libraries, theaters, lots of wonders, employ artists, and so on, you likely won't see the larger radius. Radius 3 doesn't happen for a while, and you'll need to gain 2 more levels before you hit radius 4 (essentially, 1/3rd of the culture required for legendary).

Bastian-Bux
May 19, 2008, 02:55 AM
Well, for an interesting mod, you need an interesting map.

Attached a minimaly modified version of Giant Earth Map 4.2.

Changes made:

- reduced to 36 civs
- changed to Huge size
- added direct mod link

Changes NOT made:

- no coffee (yet)

No tests done yet except for basic workability. Hope you'll enjoy it as much as I'll do. ^^

Mylon
May 19, 2008, 04:50 PM
Interesting. Personally I'm not a fan of huge maps and long game-modes, but I understand that tastes vary.

By the way, if anyone would like to suggest alternate conditions for a 3 and 4 radius city, or a better cultural model that allows ancient civilizations to be cultural instead of only modern ones, I'm all ears. Just as I made the GPP points dynamic, I could also make culture points for a level dynamic. That is, perhaps older cities would have an advantage because the points required for the next level would keep decreasing.

That and I have considered the possibility of "temporary" culture and "permanent" culture.

dreadknought
May 19, 2008, 06:15 PM
I think I saw this in a warlord mod but to help the ancient civs the great people were able to add culture as an option, it was a large amount for the artist and smaller amounts for the others, thought that was pretty awesome for newer cities.