View Full Version : [MOD] Ten Colonies


The Rusty Gamer
Oct 25, 2008, 09:35 PM
Ten Colonies Ver 2.10 with PatchMod 1.07 by Rusty Gamer

A MOD for Civ4:Colonisation

The idea of this MOD is to make it hard, nigh on impossible to win the game with a small number of colonies.

I have comepletely revamped this from previous versionS, so forget about them.

A certain number of settlements are required before you may build certain buildings. See the table below.

Colonies Buildings
-------- ---------
1 dock, church
2 schoolhouse, stable
3 warehouse, carpenter's shop expansion
4 stockade, armory
5 blacksmith's shop, fur trading post, rum distillery, tobacconist's shop, weaver's shop
6 drydock, cathedral
7 college, ranch
8 printing press
9 fort, magazine
10 lumber mill

Most significantly, 10 colonies are required before you can begin building lumber mills. Since many of the more advanced and level 3 buildings require a lumber mill as a pre-requisite, this changes the game in a major way.

Also, once the war of independance is declared, you can no longer build lumber mills. This gives you only a certain window of time.

If you cannot remember all the building requirements while in a game, check the pedia.

Other changes:

All level 1 buildings now only allow 1 worker to begin with, with the exception of the town hall which allows 2. Level 2 buildings allow 1 more. This is an attempt to address the problem that level 3 buildings don't appear to be needed to win and thereby pushing colonists out to found new colonies rather than hanging around unemployed.

** NEW to 2.10 ** Production had been lowered for most buildings in 2.00. After some retrospect, this has now been changed back to the standard game level.
** NEW to 2.10 ** The newspaper (a level 3 building) now requires a lumber mill for consistency with other level 3 buildings.
** NEW to 2.10 ** The carpenter's shop now begins with only 1 worker.
** NEW to 2.10 ** A new building to replace the carpenter's shop, the carpenter's shop expansion, is avalable at 3 colonies or more, costs 50 hammers, and allows another worker.

Wagon trains, as well as the standard 40 hammers, now also require 25 horses. Furthermore, the hurry cost is now rediculously high (1000 times). This is to curtail what some see as an exploit of "infinite" cargo space.

Docks produce +2 fish as per usual, but dry docks now produce an additional fish (+3) and ship yards another one again (+4).

Copied AoD2 1.06 yield info for more balanced adjustments to markets.

Indentured servants, being more aware of their need for freedom than free colonists are, and being more religious (praying for freedom) now have +1 more than free colonists in producing liberty bells and crosses.

Pretty criminals, having more of a bent towards booze and violence, can produce +1 rum or musket more than free colonists.

The reasoning behind the last two is simply that it seems too predictable to just educate those below the free colonist level. Therefore I gave them some superior traits so that you have more strategic choices.

** PatchMod Version Only ** Treasure requires a cargo of 6 but takes up only a berth of 2.

davbenbak
Oct 26, 2008, 08:58 AM
Great ideas. I was wondering about a victory condition mod that would force you to have 13 colonies before declaring independance.

jaldaen
Oct 26, 2008, 09:03 AM
Great ideas. I was wondering about a victory condition mod that would force you to have 13 colonies before declaring independance.

I was wondering the same thing ;)

The Rusty Gamer
Oct 26, 2008, 04:22 PM
You could be really cruel and not be able to build a printing press until after 13 colonies!

lostkiwi
Oct 28, 2008, 04:46 PM
I haven't taken a game far yet but it works well for the early game and I love what you are trying to do with this mod: there need more penalties for having only a few overgrown colonies.

What about something similar for printing presses & churches/cathedrals?

The Rusty Gamer
Oct 28, 2008, 10:50 PM
I thought maybe you need to build five churches before you can start building cathedrals etc.

Printing presses can currently be built right away. I suppose you could make it so you need five settlements first?
Newspapers, that replace printing presses, I should make require a lumber mill perhaps. I'm surprised it doesn't already.

Dale
Oct 28, 2008, 10:57 PM
Great ideas. I was wondering about a victory condition mod that would force you to have 13 colonies before declaring independance.

I don't like this idea. It's too easy to hit 13 colonies on a huge map, but near impossible on a tiny map.

The Rusty Gamer
Oct 28, 2008, 11:00 PM
The number of colonies you need could be calculated based on map size.

Dale
Oct 28, 2008, 11:39 PM
You'd have to scale it to gamespeed too. :)

The Rusty Gamer
Oct 29, 2008, 01:27 AM
Just posted 1.10 with more building restrictions. See the OP.

Dale, there appears to be a bug when using iNumBuildingNeeded. Here is the code that is suppose to require 5 churches before a cathedral can be built.


<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_CHURCH</BuildingClassType>
<iNumBuildingNeeded>4</iNumBuildingNeeded>
</PrereqBuildingClass>
</PrereqBuildingClasses>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_CHURCH</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>

That should mean 1 church required in the settlement you are building the cathedral plus 4 others. However, it appears that the colonisation program can't count!

When you look up Cathedral in the pedia from the Colonisation main menu it says that only 4 churches are required. OK, so it didn't count the one in the actual colony.

But when you actually start a game, it changes the entry to 6 churches required. Furthermore, that is what it enforces in the game! Like I said, the code isn't counting right.

If I drop iNumBuildingNeeded to 3, then the results are 3 (outside game) and 4 inside the game.

Furthermore, the higher up you set iNumBuildingNeeded the more inaccurate and it is.

I know the code worked fine in Civ 4 so what's going on? It looks like it hasn't been tested. The PrereqBuildingClasses clause was there so I know it was valid though it hadn't been used, so I took an example of it's use from Civ 4. In theory, it should work. Why doesn't it?

For my mod, currently I can make a restriction of 4 or 6 buildings as a prereq but not 5, which is what I really wanted. Can you help? Or have I done something wrong?

davbenbak
Oct 29, 2008, 08:31 AM
Hey, I was only suggesting 13 colonies as one victory condition, not the only victory condition. While I realize this is a new version of Colonization not Civilization, let's face it people do have different playing styles/strategies/map size preferences so it would be nice to have some different victory conditions.

SerriaFox
Oct 29, 2008, 11:46 AM
Just posted 1.10 with more building restrictions. See the OP.

Dale, there appears to be a bug when using iNumBuildingNeeded. Here is the code that is suppose to require 5 churches before a cathedral can be built.


<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_CHURCH</BuildingClassType>
<iNumBuildingNeeded>4</iNumBuildingNeeded>
</PrereqBuildingClass>
</PrereqBuildingClasses>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_CHURCH</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>

That should mean 1 church required in the settlement you are building the cathedral plus 4 others. However, it appears that the colonisation program can't count!

When you look up Cathedral in the pedia from the Colonisation main menu it says that only 4 churches are required. OK, so it didn't count the one in the actual colony.

But when you actually start a game, it changes the entry to 6 churches required. Furthermore, that is what it enforces in the game! Like I said, the code isn't counting right.

If I drop iNumBuildingNeeded to 3, then the results are 3 (outside game) and 4 inside the game.

Furthermore, the higher up you set iNumBuildingNeeded the more inaccurate and it is.

I know the code worked fine in Civ 4 so what's going on? It looks like it hasn't been tested. The PrereqBuildingClasses clause was there so I know it was valid though it hadn't been used, so I took an example of it's use from Civ 4. In theory, it should work. Why doesn't it?

For my mod, currently I can make a restriction of 4 or 6 buildings as a prereq but not 5, which is what I really wanted. Can you help? Or have I done something wrong?

I don't know, you will have to wait for someone with more modding knowledge than me, but it sounds like there is a built in scale for map size somewhere

The Rusty Gamer
Oct 29, 2008, 06:37 PM
Map size scale? I'm pretty sure it didn't do that in Civ 4 but I didn't play it enough to be sure. I wonder if it can be switched off. I tested it with standard map size so I'll check if the number changes with different sizes.

As regards this 13 colonies victory condition idea, it could be another victory condition in Custom Game, and you can actually specify the number of colonies for victory. Don't forget, if another European power (or even the natives?) get that number first, then they win instead.

You could (though this is getting slighty OT), also create an economic victory condition this way. Maybe you have to deliver a certain number of finished products to the king before the other European powers do.

ie: 2000 Tobacco and 2000 rum

but you could set the products and number yourself.

The Rusty Gamer
Oct 29, 2008, 10:28 PM
Version 1.20 now uploaded. And yes, I did discover it uses a map scale. I've tweaked and added more building restrictions. See the OP.

The Rusty Gamer
Oct 30, 2008, 09:29 PM
1.30 now uploaded. All building requirements are now scaled according to map size, including the requirement for lumber mills!

The Rusty Gamer
Nov 01, 2008, 04:46 AM
1.31 now uploaded. You can no longer build lumber mills once WOI has started! This means you must be very strategic in when you declare it.

I've also revamped the readme, removing a lot of mod history clutter.

The Rusty Gamer
Nov 03, 2008, 04:10 AM
Also uploaded Ten Colonies version for PatchMod 1.07 - recommended.

The Rusty Gamer
Dec 23, 2008, 10:18 PM
Version 1.32 now uploaded.

**NEW to 1.32** Horses (already in Patchmod) and tools now cost three times as much. Tools are now therefore more expensive than ore, as they should be.
**NEW to 1.32 - Patchmod version only ** Treasure requires a cargo of 6 but takes up only a berth of 2.

Dale
Dec 24, 2008, 07:29 AM
Question: Did you also adjust the price of muskets which depend on tools? :)

The Rusty Gamer
Dec 24, 2008, 02:53 PM
Umm..no. But I adjusted the tools based on what you did in AoD2. I suppose you adjusted the price of muskets there too, so I'll alter it accordingly.

Dale, did you see the question posed on the equivalent thread to this on Apolyton?

The Rusty Gamer
Dec 24, 2008, 04:35 PM
Uploaded 1.33. Dale, I cheated. I simply copied the yieldinfo file from AoD2. A lot easier for me.

Dale
Dec 24, 2008, 05:29 PM
Umm..no. But I adjusted the tools based on what you did in AoD2. I suppose you adjusted the price of muskets there too, so I'll alter it accordingly.

Dale, did you see the question posed on the equivalent thread to this on Apolyton?

Cool! Just didn't want to see an issue where muskets were cheaper than tools. :goodjob:

No I didn't, I'll have to go see it. But for now, it's Christmas. What am I doing on the computer? :blush:

The Rusty Gamer
Jan 21, 2009, 06:02 AM
1.34 is now uploaded.

**NEW to 1.34** Copied AoD2 1.06 yield info for more balanced adjustments to markets.

**NEW to 1.34** All level 1 and level 2 buildings now have their manpower lowered by 1 and their production lowered by 1 and 2 respectively. This is an attempt to address the problem that level 3 buildings don't appear to be needed to win.

The Rusty Gamer
Jan 22, 2009, 07:50 PM
Version 2.00 is now up!

A major revamp due to an unforseen effect in having a number of buildings as pre-requisites.

Building restrictions are now based on the number of colonies established and have been rearranged. There is no scaling for map size unfortunately.

The power of most level 1 and 2 buildings have been lowered to develop a greater need for level 3 buildings.

There may be more tweaks based on feedback etc.

The Rusty Gamer
Jan 23, 2009, 08:13 PM
Well, I've been doing some more tweaking but I haven't uploaded the changes yet. I've put production back to normal for buildings, as I may have gone too far in lowering production, but have kept the man power reduced by one, thus pushing out those extra colonists into new colonies.

What I would really like to do, however, is start off with every building only allowing one worker and then creating expansions, which can only be built after a certain number of colonies.

The only building I can't do this for sucessfully is the town hall. This is because, for some reason, whatever number of workers and professional output that I set for the town hall, the replacement buildings stick with these (printing press, newspaper) in spite of me making specific changes for those buildings - it just ignores them. Does anyone know how I can correct this?

The Rusty Gamer
Jan 24, 2009, 05:40 PM
Uploaded 2.10

** NEW to 2.10 ** Production had been lowered for most buildings in 2.00. After some retrospect, this has now been changed back to the standard game level.
** NEW to 2.10 ** The newspaper (a level 3 building) now requires a lumber mill for consistency with other level 3 buildings.
** NEW to 2.10 ** The carpenter's shop now begins with only 1 worker.
** NEW to 2.10 ** A new building to replace the carpenter's shop, the carpenter's shop expansion, is avalable at 3 colonies or more, costs 50 hammers, and allows another worker.

davbenbak
Jan 30, 2009, 12:36 PM
I'm confussed (not hard to do). Are you saying that patchmod is included otherwise how do you load your mod over the patchmod?

The Rusty Gamer
Jan 30, 2009, 06:30 PM
The patchmod version of Ten Colonies includes patchmod - it is all-inclusive.