View Full Version : [MOD] Plantation Economy


Aymerick
May 13, 2009, 04:03 PM
Plantation Economy v0.9 BETA - released june 15 2009

http://forums.civfanatics.com/attachment.php?attachmentid=218375&stc=1&d=1245506727

Summary:
The idea behind the mod is to enhance and diversify the game play by adding new bonus resources and yields. In time, I also want to add new products from first and second transformation of raw resources as well as from combinations (i.e.: Cloth and Indigo used by a Tailor to make fine cloth).

Wiki:
"A plantation economy is an economy which is based on agricultural mass production, usually of a few staple products grown on large farms called plantations. Plantation economies rely on the export of cash crops as a source of income. Prominent plantation crops have included cotton, rubber, sugar cane, tobacco, figs, rice, kapok, sisal and indigo."

More Yield Types Module
To add new yield type, the use of modules is necessary. But this mod is only partially modular as some features cannot work in modules (i.e.: the PlotLSystem). I will post a detailed tutorial for modders on how to add yield types to your own mod later on.

Food Crops Diversity Bonus Resources (no gameplay impact)

Grains:
Wheat
Acts like the Corn bonus
Yields +3 food
Appears only on Plains
No latitude limitations
Reskinned Civ4 Wheat bonus graphics used
Seafood:
Clam
Acts like Crabs bonus
Yield +3 food
No latitude limitations
Civ4 Clam bonus graphics used
Livestock:
Buffalo
Acts like the Deer bonus
Yields +2 food
Appears only on Plains with no forest
Max latitude 450
Reskinned Bison bonus graphics used (Credits goes to Refar (http://forums.civfanatics.com/member.php?u=57778), thanks!)

New Bonus Resources

Staple crops:
Indigo
Yields +2 Indigo
Appears only on Plains
Max latitude 450
Reskinned Civ4 Dye bonus graphics used
Coffee
Yields +2 Coffee
Appears only on Grassland
Max latitude 450
Reskinned Coffee bonus graphics used (Credits goes to World of Civilization Team ( http://forums.civfanatics.com/showthread.php?t=251143), thanks!)

Building material:
Prime timber
Yields +2 lumber
Appears on Plains, Grassland and Tundra
Max latitude 600
Reskinned and fixed Civ4 Evergreen Forest Feature model used
Precious metal:
Gold
Yields +1 Gold
Appears on hills only and fairly rare
No latitude limitations
Reskinned Gold bonus graphics used (Credits goes to Deliverator's BLU Mod ( http://forums.civfanatics.com/showthread.php?t=316396), thanks!)

New Tradable Yields

Indigo
Yields from Plains only, +3 base, +1 riverside, +1 from Indigo Plantation Improvement
Sell/Buy price similar to Cotton (3/5)
New Expert Indigo Planter unit
Coffee
Yields from Grassland only, +3 base, +1 riverside, +1 from Coffee Plantation Improvement
Sell/Buy price similar to Sugar (4/6)
New Expert Coffee Planter unit
Gold
Yields from hills only, +1 base, +1 from Mine Improvement
Sell/Buy price very profitable (35/35)
Expert Gold Miner unit (Credits goes to Deliverator's BLU Mod ( http://forums.civfanatics.com/showthread.php?t=316396), thanks!)

Improvements

Improvements changes:
Farm
Now only produce food
Mine
Now also Yields +1 Gold

New Improvements:
Cotton Plantation
Yields +1 Cotton
New Plantation Improvement model used
Tobacco Plantation
Yields +1 Tobacco
New Plantation Improvement model used
Sugar Plantation
Yields +1 Sugar
New Plantation Improvement model used
Indigo Plantation
Yields +1 Indigo
New Plantation Improvement model used
Coffee Plantation
Yields +1 Coffee
New Plantation Improvement model used

City Buildings
Stone Wall Fortress
Graphical Only
Reskinned Civ4 Wall graphics used

Interface
Zoom out more
Allows you to zoom out further before switching to Globe View
Camera Controls
From BLU Mod Credits goes to Deliverator (http://forums.civfanatics.com/showthread.php?t=316396)

Download and installation

Installation:

Download from one of the following link.
Unpack the Mod to your Colonization/Mods directory
Load the mod from the game menu or create a shortcut with the target mod folder like this example:
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="PlantationEconomy_v0.09"


Downloads:
Plantation Economy v0.9 (http://forums.civfanatics.com/downloads.php?do=file&id=12390)

Plantation Economy v0.9b with Portugal Civ (http://www.filefront.com/13911431/PlantationEconomy_v0.09b_v.rar)
Mixed for AoDII (http://forums.civfanatics.com/forumdisplay.php?f=334) and Colonies of the New World (http://forums.civfanatics.com/showthread.php?t=303249)Plantation Economy v0.9 ModMod for Age of Discovery II v1.10 (http://www.filefront.com/13948015/AgeOfDiscoveryII_PEModMod_v0.04.rar/)
Installation:
1) You need to have AoDII version 1.10 installed. Get it here (http://forums.civfanatics.com/showthread.php?t=292143).
2) MAKE A BACKUP of your AgeOfDiscoverII folder in Mods - this modmod will overwrite some files in that folder so be warned.
4) Either unzip this file to Mods or first unzip and then copy the contained AgeOfDiscoveryII folder over the top of your existing one, saying yes to overwriting of files.

Aymerick
May 13, 2009, 04:03 PM
Screenshots
http://forums.civfanatics.com/attachment.php?attachmentid=214182&stc=1&d=1242248708
http://forums.civfanatics.com/attachment.php?attachmentid=217868&stc=1&d=1245095686
http://forums.civfanatics.com/attachment.php?attachmentid=214184&stc=1&d=1242248708
http://forums.civfanatics.com/attachment.php?attachmentid=217869&stc=1&d=1245095686
http://forums.civfanatics.com/attachment.php?attachmentid=217870&stc=1&d=1245095686

Fortuente
May 13, 2009, 06:39 PM
Just loaded it up and tested it out - looks good! I'll play through a normal game later and post back.

Kanzera
May 13, 2009, 09:39 PM
This looks like a good idea! Unfortunately, my computer isn't working right now.:sad:

henryMCVII
May 14, 2009, 07:48 AM
Looking great! :goodjob: I hope it will be easy to implement it into AoD2.


In time, I also want to add new products from first and second transformation of raw resources as well as from combinations (i.e.: Cloth and Indigo used by a Tailor to make fine cloth).

Whooot, this sounds sooo good.

Some (personal) comments.

Food crops diversity (no game play impact):

Cereal:

Wheat (not implemented yet)
Rice (not implemented yet)
Barley (not implemented yet)
Seafood:

Clams (from Civ4) (Yields food)
Crustacean (i.e.: Shrimp, Lobster or Scampi) (not implemented yet, looking for a model)
Livestock:

Buffalo (not implemented yet)


Mabe a little bit to much? I would suggest only adding wheat and buffalo, but maybe its just me.

The following sounds pretty cool to me as well:


Staple crops:

Indigo (*New) (Yields indigo)
Coffee (*New) (Yields Coffee)

Building material:

Prime timber (*New) (Yields lumber)

bcr1776
May 15, 2009, 10:38 AM
Very interesting idea. I am all for expanding the scope of things to do in C4C. The problem may be that unless it is integrated with AoDII, it will not hold the attention of the players used to the plethora of changes therein. :sad:

Aymerick
May 15, 2009, 11:38 AM
@bcr1776
Very interesting idea. I am all for expanding the scope of things to do in C4C. The problem may be that unless it is integrated with AoDII, it will not hold the attention of the players used to the plethora of changes therein.

Yes, this mod can be easily implemented into any other mod as it is modular and only requires minor SDK and python changes. I plan on making an addon for AoDII when a more polished version is ready.

@henryMCVII
Mabe a little bit to much? I would suggest only adding wheat and buffalo, but maybe its just me.

My idea is to be able to trade those food crops, not just food. This mean, for example if you have a banana bonus within your colony, you have a choice to produce food (you'll need a farm improvement for max production) or produce bananas as a tradable good (you'll need a plantation improvement for max production). As of now, you can't really base a economy on food trade as the price never goes up but, even if those food crops won't sell at a price as high as tobacco or sugar, you'll still be able to make some money out of them. Of course, if you choose to produce bananas instead of food, you'll still need to make sure you produce enough food to maintain or grow your colony population.

bcr1776
May 15, 2009, 02:44 PM
Played about 200 turns, no problems at all. I don't use sound, so I can't report on it. Moved some public maps over and had no trouble using them. This is looking very promising.

Ekmek
May 16, 2009, 12:32 AM
did you have to modify the python or anything to show more resources? i got a crah with mare nostrum when i tried it

Aymerick
May 16, 2009, 05:06 AM
Yes, there's both python and SDK changes. Look for my "MORE_YIELD_TYPES" comment to see what i've added...

As for Mare Nostrum, adapting the XML could be a little more complicated since the yields and civilizations have already been modified. And there's also the gamefont to modify...

I'll make a complete tutorial on how and what to change to add yield types as soon as my plantation improvement model is done...

master_akura
May 16, 2009, 01:54 PM
Aymerick,

This is actually one of my favorite MODS so far. I applaud you. Unlike most folks, I actually enjoy a slower game with a stronger economy to base the play around. I think you've got a lot of cool options. I'm looking forward to the rest of the implementations.

Two comments:

1. I have not yet seen the prime timber that was mentioned. Is it a relatively uncommon feature?

2. Is there a possibility that you'd be interested in adding in something akin to a Custom House? While the Warehouse Expansion sells certain things, it would be nice to be able to choose what things are being sold and who you're selling to (rather than just going directly to Europe).

In any case, good MOD. I'll be playing this pretty regularly from now on.

master_akura
May 16, 2009, 01:58 PM
Oh! I just thought of something else. What if you added in a Brewery for Barley and/or Wheat to turn into Beer?

Aymerick
May 17, 2009, 02:22 PM
This is actually one of my favorite MODS so far. I applaud you. Unlike most folks, I actually enjoy a slower game with a stronger economy to base the play around. I think you've got a lot of cool options. I'm looking forward to the rest of the implementations.

Great! I'm glad you like it! I'm also an economic player rather then a militaristic one...

1. I have not yet seen the prime timber that was mentioned. Is it a relatively uncommon feature?

I've been having problems with the placement of this bonus resource. On smaller maps, only one or two will appear. But on large ones (especially with the FaireWeather map script) you'll get way too much! The model isn't working right either, it's too big and crossing over oceans and lakes. I need to adjust this, hopefully for the next version...

2. Is there a possibility that you'd be interested in adding in something akin to a Custom House? While the Warehouse Expansion sells certain things, it would be nice to be able to choose what things are being sold and who you're selling to (rather than just going directly to Europe).

I'll see what I can do, this might need some coding but I agree with you, it would be nice to have a custom house city building that acts similar to the one from the first colonization

Oh! I just thought of something else. What if you added in a Brewery for Barley and/or Wheat to turn into Beer?

That would be a good use for barley! But I first need to implement the food crops yield options (meaning the option to produce food for population grow or produce wheat, fish, bananas, barley, etc. as tradable goods).

Thanks for your input, if you have any other great ideas, let me know!

Fortuente
May 17, 2009, 05:53 PM
That would be a good use for barley! But I first need to implement the food crops yield options (meaning the option to produce food for population grow or produce wheat, fish, bananas, barley, etc. as tradable goods).

This mod is going good so far, I've played it a bit now. I definitely enjoy the expanded resources as I also am a more economic/diplomatic/build player.

It would be interesting if the base settlement only began with a town hall and craftsman's shop (the one that becomes the lumber mill - the exact name escapes me now). To take the alcohol route as an example, then you could choose to build for relatively cheap either a rum distillery, a whiskey distillery or a brewery (just examples off the top of my head). Then each of those would have their own unique upgrade path like in vanilla. Rum would require sugar, whiskey would require rye and beer would need barley or wheat.

Then each of the base buildings could have their own flavor depending on what resources are available. Another example would be rather than simply have cotton/cloth you could have that and wool/felt, hemp/rope, hide/leather (which would free up that building slot for something completely original).

This could add a new element of building strategy into the game also in the sense that you might have good access to both hides and wool, but are only able to nurture one industry. Which one do you choose? And what happens when you choose hides which are worth more than wool, but wool shoots up in price whilst hides' prices are plummeting?

And I was about to end this, but something just caught my attention. Was beer even shipped back to Europe? Wouldn't it spoil on the way? What if you had certain yields that Europe would not buy at all, but would be worth a lot to the natives and other Euro colonists? That would be interesting.

master_akura
May 17, 2009, 09:36 PM
It would be interesting if the base settlement only began with a town hall and craftsman's shop (the one that becomes the lumber mill - the exact name escapes me now). To take the alcohol route as an example, then you could choose to build for relatively cheap either a rum distillery, a whiskey distillery or a brewery (just examples off the top of my head). Then each of those would have their own unique upgrade path like in vanilla. Rum would require sugar, whiskey would require rye and beer would need barley or wheat ... This could add a new element of building strategy into the game also in the sense that you might have good access to both hides and wool, but are only able to nurture one industry. Which one do you choose? And what happens when you choose hides which are worth more than wool, but wool shoots up in price whilst hides' prices are plummeting?

I was thinking about nearly the exact thing today at work. I think that it would be really neat to be able to pick the industries you foster in your city. I imagine that it would take a bit of programming to do so, but it would certainly make your placement of cities and your economy much more important. If you have three cities that can all specialize in indigo, then you're going to have a fairly predominant role in the trade of that item.

And I was about to end this, but something just caught my attention. Was beer even shipped back to Europe? Wouldn't it spoil on the way? What if you had certain yields that Europe would not buy at all, but would be worth a lot to the natives and other Euro colonists? That would be interesting.

No, they wouldn't have. I think that it would definitely be more viable to have it worth a lot to Natives or other Europeans.

Also, and this is completely off topic, but you guys seem to be my kind of player: what are your thoughts on the influence ring in Colonization? I appreciate it's importance in Civilization, but influence seems to do very little outside of taking over Native settlements, which you never get any benefit from. It seems to me that something better could be done with that, because at the moment it's a pretty useless aspect to the game.

Aymerick
May 19, 2009, 06:52 AM
Very good guys! I like this idea of having to choose one type of industry for each city!

Little update... I've completed the "Plantation improvement" model and I'm starting work on the texture so it look good. Once it's ready, I'll get to work on the "Ranch/Pasture improvement" and on the LPlotSystem for the new wheat bonus..

Here's a little preview of the Plantation (with temporary texture...):

http://forums.civfanatics.com/attachment.php?attachmentid=214752&stc=1&d=1242733904

Deliverator
May 27, 2009, 09:55 AM
I have to say I'm particularly impressed with the quality of the execution of this mod. From the 5 language pedia translations to the unit reskins it's really well done.:goodjob:

I'm now following your technique of having each unit's button as a separate dds file and trying to get organized in a modular way.

Looking forward to seeing this mod expand too...

DCMage
May 27, 2009, 10:38 AM
Any Idea if this is compatiable with AoD II 1.10?

Ekmek
May 27, 2009, 06:27 PM
I was thinking about nearly the exact thing today at work. I think that it would be really neat to be able to pick the industries you foster in your city. I imagine that it would take a bit of programming to do so, but it would certainly make your placement of cities and your economy much more important. If you have three cities that can all specialize in indigo, then you're going to have a fairly predominant role in the trade of that item.


i started to do this with MareNostrum. essentially i used the discover rand to create a grape, olive, or sheep bonus that provides one of those resources. I kept some on the map (but leaning towards removing completely).

the problem with it is that i wanted to just add a tile imp that would add the bonus but the colonization code doesnt allow that. if the base terrain produces 0 of a yield then the only way to add that yield to the tile is by a bonus that has to appear. quite annoying.

Deliverator
May 28, 2009, 07:49 AM
It looks like there is a problem with these modular unit buttons - you have exactly the same issue I do with the pink icons when you scroll off from the unit. Maybe this is another one of those things that doesn't work in modular.

http://forums.civfanatics.com/attachment.php?attachmentid=215652&stc=1&d=1243514957

Aymerick
May 28, 2009, 08:01 AM
Humm that's weird, how do you do that exactly?

Deliverator
May 28, 2009, 08:05 AM
Just select the Indigo Planter and then scroll off so the unit is no longer in view.

Aymerick
May 28, 2009, 08:08 AM
Ok I see it... The solution is simple, juste remove the "," before the Button and FullLengthIcon link in CIV4ArtDefines_Unit.xml

Change this:
<Button>,Modules/MoreYieldTypes/Art/Interface/Buttons/Indigo/Indigo_Planter_Button.dds</Button>
<FullLengthIcon>,Modules/MoreYieldTypes/Art/Interface/Buttons/Indigo/Expert_Indigo_Planter.dds</FullLengthIcon>

To this:
<Button>Modules/MoreYieldTypes/Art/Interface/Buttons/Indigo/Indigo_Planter_Button.dds</Button>
<FullLengthIcon>Modules/MoreYieldTypes/Art/Interface/Buttons/Indigo/Expert_Indigo_Planter.dds</FullLengthIcon>

Deliverator
May 28, 2009, 08:11 AM
I've always wondered what that comma meant... thanks for the info.

Aymerick
May 31, 2009, 07:40 AM
the problem with it is that i wanted to just add a tile imp that would add the bonus but the colonization code doesnt allow that. if the base terrain produces 0 of a yield then the only way to add that yield to the tile is by a bonus that has to appear. quite annoying.

I think I've found a solution for that, if you look in the CvPlot.cpp file and change calculateNatureYield from "0" to "-1" and set the terrain to produce "0" of a certain yield in the CIV4TerrainInfos.xml:

<Yields>
<YieldIntegerPair>
<YieldType>YIELD_COFFEE</YieldType>
<iValue>0</iValue>
</YieldIntegerPair>
</Yields>


you'll need a improvement (or a bonus) to be able to produce that yield... Here is the code:


if (GC.getImprovementInfo(eImprovement).getYieldIncre ase(eYield) != 0)
{
TeamTypes eTeam = NO_TEAM;
if (ePlayer != NO_PLAYER)
{
eTeam = GET_PLAYER(ePlayer).getTeam();
}
if (calculateNatureYield(eYield, eTeam, false) > -1)
{
iYield += GC.getImprovementInfo(eImprovement).getYieldIncrea se(eYield);
}
}


But you'll probably want a improvement specific for each yield, otherwise every resource will show up yielding like this...

http://forums.civfanatics.com/attachment.php?attachmentid=216089&stc=1&d=1243773577

forlorn.hopes
Jun 13, 2009, 08:19 PM
this prob is a stupid question, but are the only civs that u can run on this mod, eng, spain, fra and the dutch? is it possible that u can run this mod, and play a modded civ (ie: Portugal)?

Aymerick
Jun 13, 2009, 08:47 PM
this prob is a stupid question, but are the only civs that u can run on this mod, eng, spain, fra and the dutch? is it possible that u can run this mod, and play a modded civ (ie: Portugal)?

Yes, Portugal Civ module will be included in next version! (will probably be release tomorrow)
I'm also working on a ModMod for AoDII...

forlorn.hopes
Jun 13, 2009, 09:00 PM
:D! which portugal civ mod will u include? i was kinda hoping for the portugal civ mod available for Colonies of the New World :D

Aymerick
Jun 14, 2009, 09:54 AM
:D! which portugal civ mod will u include? i was kinda hoping for the portugal civ mod available for Colonies of the New World :D

I'm working with AoDII's Portugal. I haven't played Colonies of the New World, what's the difference?

forlorn.hopes
Jun 15, 2009, 03:59 AM
oh i like their traits more.Portugal has seafaring trait (Nav 1 and 2) and one leader has +100% education, and another has grenadier promotion for mounted and infantry (i think)

Aymerick
Jun 15, 2009, 02:59 PM
New version available now! (See first post...)

Deliverator
Jun 15, 2009, 04:50 PM
Very nice work again. The plantation graphics are really neat and I like have prime timber in there too. :goodjob:

http://forums.civfanatics.com/attachment.php?attachmentid=217876&stc=1&d=1245102622

Buddy3101
Jun 15, 2009, 04:58 PM
The Plantations are really great :goodjob:

CivLucas
Jun 16, 2009, 03:11 PM
I keep getting an error when trying to load it:

XML Error
Tag: MEMORY_FAIL in Info class was incorrect
Current XML file is: modules\custom civilizations\portugal\sousa\sousa_civ4leaderheadi nfos.xml

when I click ok, another error. It's exactly the same except not instead of sousa it's Henry

Aymerick
Jun 16, 2009, 03:49 PM
I keep getting an error when trying to load it:

XML Error
Tag: MEMORY_FAIL in Info class was incorrect
Current XML file is: modules\custom civilizations\portugal\sousa\sousa_civ4leaderheadi nfos.xml

when I click ok, another error. It's exactly the same except not instead of sousa it's Henry

Humm that's weird, there are no "Custom Civilization" Modules in this version... Are you trying to run it with another mod? Maybe in your Custom Assets folder?

Anyone else has this problem?

Androrc the Orc
Jun 16, 2009, 04:07 PM
I keep getting an error when trying to load it:

XML Error
Tag: MEMORY_FAIL in Info class was incorrect
Current XML file is: modules\custom civilizations\portugal\sousa\sousa_civ4leaderheadi nfos.xml

when I click ok, another error. It's exactly the same except not instead of sousa it's Henry

This probably happened because of changing the base game, if you did that.

Humm that's weird, there are no "Custom Civilization" Modules in this version... Are you trying to run it with another mod? Maybe in your Custom Assets folder?

Anyone else has this problem?

I can play it without trouble. Btw, the gold and plantations are great additions :) Do you have any further changes in mind?

forlorn.hopes
Jun 17, 2009, 01:27 AM
lol: jus chekin: did u intend to have Portugal in this mod, because if so: i cant find it =="

Aymerick
Jun 17, 2009, 06:55 AM
lol: jus chekin: did u intend to have Portugal in this mod, because if so: i cant find it =="

I'm working on that, I'll post a patch later on... I've been having problems with it, so I first need to figure out why I get Samuel de Champlain as King instead of the Portugal King...

Aymerick
Jun 17, 2009, 07:10 AM
Btw, the gold and plantations are great additions :) Do you have any further changes in mind?

Glad you like it! But I've gotta give credits to Deliverator for the gold resource!!

Yes I have plans for further changes! I want to add more first and second transformation yields and some more resources too...

I plan to rework food where you'll have tradable grains, meat and seafood. A new ranch improvement for cows, swines, sheeps and horses too. Also whales and a whaling boat that would yield oil and food.

I also want to change the shipbuilding industry. You'll produce "tar" with lumber, weavers will make fabric and the tailor could make sails with it or cloth if you've got some Indigo dye...

forlorn.hopes
Jun 17, 2009, 07:13 AM
sounds great!: but u no how there are the raw and processed materials... if coffee is the raw material, what is the refined? and what about indigo? would be interesting (but weird) to have "refinied coffee" as the processed material :D

Aymerick
Jun 17, 2009, 07:19 AM
sounds great!: but u no how there are the raw and processed materials... if coffee is the raw material, what is the refined? and what about indigo? would be interesting (but weird) to have "refinied coffee" as the processed material :D

Those can't really be refined and will stay as is. But Indigo will be used with cotton (or fabric) later on to make cloth or "Fine Cloth"...

CivLucas
Jun 17, 2009, 12:05 PM
Ok it's working fine now, there indeed was something in my custom assets. but after deleting it the problem was still there. So I looked in the real games assets, where I too found a modules map that didn't belong there, after deleting that one it worked. :)
Another question: Is it ok if I use this for my own mod? It's about the dutch colonies in Indonesia.

Androrc the Orc
Jun 17, 2009, 04:22 PM
I'm working on that, I'll post a patch later on... I've been having problems with it, so I first need to figure out why I get Samuel de Champlain as King instead of the Portugal King...

I believe the Samuel de Champlain LH was based on Civ4's Portuguese leader, John II, so that's probably why they look so much alike.

Glad you like it! But I've gotta give credits to Deliverator for the gold resource!!

Yes I have plans for further changes! I want to add more first and second transformation yields and some more resources too...

I plan to rework food where you'll have tradable grains, meat and seafood. A new ranch improvement for cows, swines, sheeps and horses too. Also whales and a whaling boat that would yield oil and food.

I also want to change the shipbuilding industry. You'll produce "tar" with lumber, weavers will make fabric and the tailor could make sails with it or cloth if you've got some Indigo dye...

Sounds great :D So horses will be produced in plots instead of buildings?

Ok it's working fine now, there indeed was something in my custom assets. but after deleting it the problem was still there. So I looked in the real games assets, where I too found a modules map that didn't belong there, after deleting that one it worked. :)
Another question: Is it ok if I use this for my own mod? It's about the dutch colonies in Indonesia.

I saw it in the DB yesterday, but I think you should announce it here so that everyone will know about it :)

Aymerick
Jun 18, 2009, 07:57 AM
lol: jus chekin: did u intend to have Portugal in this mod, because if so: i cant find it =="

I've update a new version with Portugal Civ mixed from AoDII and Colonies of the New World (with all 4 Leaders...). Download link here! (http://files.filefront.com/13911431)

Another question: Is it ok if I use this for my own mod? It's about the dutch colonies in Indonesia.

Sure! As long as you give me credits... West Indies Mod sound cool!

Sounds great :D So horses will be produced in plots instead of buildings?

Yep! They wont be consuming food but occupy terrain that would otherwise be use to farm... And I don't like the idea of feeding horses with fish too...

master_akura
Jun 22, 2009, 08:50 PM
Aymerick,

I've just gotten around to downloading the new version of Plantation Economy, and I'm stoked. I've started two games but haven't been able to finish because of a strange video memory error. I'm wondering if it is on my end or if it might be something with the MOD. Here is the code I get:

"Failed to allocate video memory. File:\main\colonization\SDKs\Gamebryo2_0\CoreLibs\ NiDX9Renderer\NiDX9SourceTextureData.cpp Line:321"

Is that something to do with the MOD? I haven't had any kind of error issues with Colonization before I installed the new .09 Beta, so I'm wondering if I need to do something to fix this.

Also, had a chance to see wheat, gold, and buffalo - very cool. Still waiting to see prime timber. I know it's there :D

Any thoughts about the Custom House?

Cheers - and awesome MOD -
Master Akura

Aymerick
Jun 23, 2009, 06:37 AM
"Failed to allocate video memory. File:\main\colonization\SDKs\Gamebryo2_0\CoreLibs\ NiDX9Renderer\NiDX9SourceTextureData.cpp Line:321"
Is that something to do with the MOD? I haven't had any kind of error issues with Colonization before I installed the new .09 Beta, so I'm wondering if I need to do something to fix this.

Hey master_akura,

This is not related to the mod itself. I've been looking around in the forum and you're not the first one to have this technical problem... Look at this thread (http://forums.civfanatics.com/showthread.php?t=152291), some people manage to solve this...

I suggest you try installing the latest DirectX version (http://www.microsoft.com/windows/Directx/) and uninstall/reinstall the game as well as the patch v1.01...

But here are some things you may also want to try:
1) Hold the shift key down to start it. Supposed to clear the mysterious cache. I've heard a lot about the cache, this was the first time I had seen a way to deal with it. Insert CD, cancel the startup, hold Shift, double-click the icon to start. I'm guessing this was the fix.

The rest were INI file changes:
2) Set the MEM<something> back to 0. This is the setting that turns off the Alt-Tab if it is 1 and is supposed to help with video.
3) Set the Dynamic entries to 1 to save to the page file.
4) Turned off the Enable Voice Capture setting.

As for Prime Timber, they don't appear as much as I'd like with the "A_New_World" mapscript so try using the FaireWeather.py mapscript (http://forums.civfanatics.com/showthread.php?t=293491), they appear more frequently with it...

And for the custom house... Working on it!

master_akura
Jun 23, 2009, 01:39 PM
Aymerick,

I uninstalled/reinstalled the game, and that seemed to fix it. It was crashing before the first time I came to choose a Founding Father. I've played two games up to 250 turns so far, so I think I'm good.

Cheers on the Custom House. I think that would be awesome.

Also, what were your thoughts on adjusting the game a bit so that you could pick which buildings go into your town? (i.e. - were you considering working on that?)

What are you working on now with updates? I really like the option of using this MOD with the Faireweather map. TONS of options and huge variety in the resources that you get. It's great. I even ran into prime timber :D

Looking forward to further iterations. And thanks for the assistance with the error.

Cheers,
Master Akura

CivLucas
Jul 01, 2009, 12:25 PM
Hi, how did you get the portugal civ to work in a modular mod? Because if I try to add a civ to my mod there is no king for that civ.

TC01
Jul 01, 2009, 02:08 PM
Hi, how did you get the portugal civ to work in a modular mod? Because if I try to add a civ to my mod there is no king for that civ.

I believe that the King and the Colonies are actually two different civs. In the files, there's "England", and "New England", or something like that. If you only add the colonies, you have no king. If you only add the king, you wouldn't be able to play as that civ.

Aymerick
Jul 02, 2009, 07:09 AM
Hi, how did you get the portugal civ to work in a modular mod? Because if I try to add a civ to my mod there is no king for that civ.

I've had the same problem when I first tried adding a specific module for Portugal Civ, I used to get Samuel de Champlain as king instead of the real Portugal King...

I couldn't get it to work in it's own module. I started by putting only the "Portugal Colonies Civ" and "Portugal King Civ" within my "Portugal_CIV4CivilizationInfos.xml" (like TC01 mentioned), didn't work...

That might have been because I already had another "CIV4CivilizationInfos.xml" in my other module. There could have been some conflic, I'm not sure, but I think you need to have all civilizations included within your module's "CIV4CivilizationInfos.xml"...

Anyway, I tried implementing the new Portugal Civ to my other module so I only get one "CIV4CivilizationInfos.xml" with all civilizations and for all modules and it worked fine...

CivLucas
Jul 04, 2009, 06:13 AM
I did make a china_europe and a new china ;) But what I did was taking the china civs from someone else and then putting it in your file right behind portugal. So I'm really confused why the portugal is working but china isn't. Are there other files in your mod where I have to add it, where you put portugal in?

Aymerick
Jul 04, 2009, 07:55 AM
I did make a china_europe and a new china ;) But what I did was taking the china civs from someone else and then putting it in your file right behind portugal. So I'm really confused why the portugal is working but china isn't. Are there other files in your mod where I have to add it, where you put portugal in?

Wait, are you trying to add China to Plantation Economy? You should have asked, I would have done it :)

But if you want to add it to your own mod, you'll need to edit the following files in your Modules folder:

YourModule_CIV4ArtDefines_Civilization.xml
YourModule_CIV4ArtDefines_Leaderhead.xml
YourModule_CIV4ArtDefines_Unit.xml
YourModule_CIV4CivilizationInfos.xml
YourModule_CIV4GameText.xml
YourModule_CIV4LeaderHeadInfos.xml
YourModule_CIV4TraitInfos.xml
YourModule_CIV4UnitInfos.xml


Those in the XML/Audio folder:

Audio2DScripts.xml
Audio3DScripts.xml
AudioDefines.xml


And those in the XML/GameInfo folder:

CIV4DiplomacyInfos.xml
CIV4WorldInfo.xml


Don't forget the Sounds and the Arts and also, be carefull if your taking the China Civ fro AoDII, there are XML tags that will not work in a vanilla mod because of the SDK changes Dale has done...

CivLucas
Jul 04, 2009, 10:33 AM
I think i've already done that. I'll upload my new version of the Dutch East Indies now, i'd be very pleased if you could take a look ;)

Delm
Jul 04, 2009, 02:05 PM
I think the download links are broken =/

Aymerick
Jul 04, 2009, 02:31 PM
I think the download links are broken =/

I've just fixed them..!

CivLucas
Jul 07, 2009, 11:53 AM
Hey Aymerick, I made an Xml only file of my mod (v 2.07). If you could look what I did wrong with China. (there is no king or sometimes it is a normal portuguese leader). I really need to get this right, because I want to add some more civ's in the future. Thanks in advance.

Link:
http://www.filefront.com/13989215/Dutch%20East%20Indies%202.07%20-%20XML%20Only.rar

Aymerick
Jul 07, 2009, 12:03 PM
Hey Aymerick, I made an Xml only file of my mod (v 2.07). If you could look what I did wrong with China. (there is no king or sometimes it is a normal portuguese leader). I really need to get this right, because I want to add some more civ's in the future. Thanks in advance.

Link:
http://www.filefront.com/13989215/Dutch%20East%20Indies%202.07%20-%20XML%20Only.rar

I've been looking into that, I dunno yet what the problem is... I'll get back to you as soon as I find out...

CivLucas
Jul 07, 2009, 01:01 PM
OK, many thanks. By the way in v2.06 the portuguese king was the king of china. But now I returned it to the chinese king.

CivLucas
Jul 09, 2009, 01:24 PM
Don't know if the other message arrived so again: Thank you very much, if there's anything I can do in return i'd gladly do it :)

Delm
Jul 12, 2009, 01:07 AM
I've just fixed them..!

Thanks :thumbsup:

Ekmek
Jul 13, 2009, 01:58 PM
I think I've found a solution for that, if you look in the CvPlot.cpp file and change calculateNatureYield from "0" to "-1" and set the terrain to produce "0" of a certain yield in the CIV4TerrainInfos.xml:

<Yields>
<YieldIntegerPair>
<YieldType>YIELD_COFFEE</YieldType>
<iValue>0</iValue>
</YieldIntegerPair>
</Yields>


you'll need a improvement (or a bonus) to be able to produce that yield... Here is the code:


if (GC.getImprovementInfo(eImprovement).getYieldIncre ase(eYield) != 0)
{
TeamTypes eTeam = NO_TEAM;
if (ePlayer != NO_PLAYER)
{
eTeam = GET_PLAYER(ePlayer).getTeam();
}
if (calculateNatureYield(eYield, eTeam, false) > -1)
{
iYield += GC.getImprovementInfo(eImprovement).getYieldIncrea se(eYield);
}
}


But you'll probably want a improvement specific for each yield, otherwise every resource will show up yielding like this...

http://forums.civfanatics.com/attachment.php?attachmentid=216089&stc=1&d=1243773577

Thanks Aymerick, did you put this code in your dll?

Aymerick
Jul 13, 2009, 02:02 PM
Thanks Aymerick, did you put this code in your dll?

No but I've tested it and it works fine but you need to adjust all the yields (-1) from the terraininfos...

Androrc the Orc
Jul 15, 2009, 06:45 AM
Aymerick, if I may make a suggestion, what about adding the new terrains featured in the Origins mod (http://forums.civfanatics.com/downloads.php?do=file&id=10817)? Those are the Col 1 terrains missing from Col 2, Savannah, Prairie and Swamp; that would allow you to make yield distribution between terrains more diversified.

Dale
Jul 17, 2009, 08:54 AM
Thanks Aymerick, did you put this code in your dll?

There is actually an easier way where you don't need to alter any xml. Simple comment out one line of the code highlighted by Aymerick.

// if (calculateNatureYield(eYield, eTeam, false) > 0)

No need to change xml files, and all works beautifully. For the olive grove TI example you mentioned Ekmek, you make the TI (olive grove) and set buildable terrain to grass, and the increase in yield olives to 1.

Easy. I've added this to AoD2 now. :)

Ekmek
Jul 17, 2009, 12:59 PM
Thanks Dale saves me from gettoing the sdk to compile! and congrats on finishing 1.11. Sounds like aoD2 is complete so i need to start integrating Mare Nostrum. Did you add plantation economy to AoD2 or are these mods still separate?

Aymerick
Jul 27, 2009, 04:21 AM
I'm still on vacation so there wont be a update in the next 2 weeks, but I have some new stuff ready, just to let you know. My new "tar" yield is almost ready, made from lumber and used in ship building. Also new "ranch" improvement for Deer and Buffalo as well as "fine cloth" from cloth/indigo.

Did you add plantation economy to AoD2 or are these mods still separate?

Look at the first post, there's a ModMod for AoDII v1.10 or try Age of Further Discovery...

Aymerick, if I may make a suggestion, what about adding the new terrains featured? Those are the Col 1 terrains missing from Col 2, Savannah, Prairie and Swamp; that would allow you to make yield distribution between terrains more diversified.

I've been working on that for some time now, I have some issue to solve with the WB but mapscript (and fairyweather) works fine. I'll have new terrains and features ready for next update!

Ekmek
Jul 30, 2009, 11:53 AM
Look at the first post, there's a ModMod for AoDII v1.10 or try Age of Further Discovery...



when I click on the link in the spoiler that says:
"Mixed for AoDII and Colonies of the New World"

it just takes me to the AoD2 forum and i don't see a modmod there. :confused:

really what i want to do is just add more yields and have hem show on the city screen. was it just a matter of making yields modular? or did it require fixing the screen and sdk work too?

Nixeh
Jul 30, 2009, 12:00 PM
Is there the ability to be able to add in extra diplomacy options at all?

Trade Routes: Would opene up your trade routes with the other civ
Live Map: Shows what you see in real time

I just think Permanent alliance lumps in too many things into one option and it would be better if it was split.

Plan to have a gander through the XML's to see if this is possible. Dont suppose you know at all?

Aymerick
Aug 05, 2009, 08:21 AM
when I click on the link in the spoiler that says:
"Mixed for AoDII and Colonies of the New World"

it just takes me to the AoD2 forum and i don't see a modmod there. :confused:

Sorry the file was uploaded on filefront but the link was missing... Check the first post it's there now...

really what i want to do is just add more yields and have hem show on the city screen. was it just a matter of making yields modular? or did it require fixing the screen and sdk work too?

I was supposed to make a full tutorial and I will... But here are some comments so you can see how I've done it...:


XML:
Depending on the order you want the Yields to appear in the City and Europe screen, split your CIV4YieldInfos.xml between the Assets/XML/Terrain folder and your Module Folder.
Gamefonts:
You need to add your new Gamefonts in the same order as your Yields in XML & Module...
SDK:
Look for my "MORE_YIELD_TYPES" comment in those files, you need to add the YieldTypes enum and AI to the list:
- CvEnums.h
- CyEnumsInterface.cpp
- CvCityAI.cpp
- CvPlayerAI.cpp
Python:
You need to adjust the Interface so that the new number of yield shows up correctly in the City and Europe screen as well as in the Domestic Advisor menu.
- CvEuropeScreen.py - Divide the "self.XResolution" in "YieldAreaWidth" by the total number of yields
- CvMainInterface.py - Adjust the "RESOURCE_TABLE_COLUMN_WIDTH"
- CvDomesticAdvisor.py - Look in my file, lot's of changes...

Aymerick
Aug 05, 2009, 10:19 AM
Is there the ability to be able to add in extra diplomacy options at all?

Trade Routes: Would opene up your trade routes with the other civ
Live Map: Shows what you see in real time

I just think Permanent alliance lumps in too many things into one option and it would be better if it was split.

Plan to have a gander through the XML's to see if this is possible. Dont suppose you know at all?

Hey Nixeh,

Check out the [Mod Development] Diplomacy Insults (http://forums.civfanatics.com/showthread.php?t=328124) thread, Kailric is working on Diplomacy enhancement. You should make those suggestion there...

Chibiabos
Aug 07, 2009, 08:19 PM
I'm actually having a little trouble finding the value in Indigo or Coffee, it seems about the same as any other raw material -- that is, very cheap. There's really not much value in collecting and selling it, or am I missing something? I get that Indigo will refine into something, but it seems to me that coffee, while interesting, isn't really useful. Natives won't buy it, Europe doesn't pay much for it to make it worthwhile.

Also I think I mentioned this in another thread, the native sell price of Gold is rather high ... in fact, it is unprofitable to buy from them. I "wish list propose" the notion of a new building that can translate gold and silver into actual gold: a coin mint!

kaibayashi
Aug 08, 2009, 05:46 AM
I'm actually having a little trouble finding the value in Indigo or Coffee, it seems about the same as any other raw material -- that is, very cheap. There's really not much value in collecting and selling it, or am I missing something? I get that Indigo will refine into something, but it seems to me that coffee, while interesting, isn't really useful. Natives won't buy it, Europe doesn't pay much for it to make it worthwhile.

Also I think I mentioned this in another thread, the native sell price of Gold is rather high ... in fact, it is unprofitable to buy from them. I "wish list propose" the notion of a new building that can translate gold and silver into actual gold: a coin mint!

The only use ive found for coffee is that in the early game it is easy to build settlements that will quite quickly stock up a fair amount without you actually doing anything, and u can just sell it for a little earl cash boost. Just helps moving things a long while i get your real economy started.

Aymerick
Aug 08, 2009, 07:39 AM
I'm actually having a little trouble finding the value in Indigo or Coffee, it seems about the same as any other raw material -- that is, very cheap. There's really not much value in collecting and selling it, or am I missing something? I get that Indigo will refine into something, but it seems to me that coffee, while interesting, isn't really useful. Natives won't buy it, Europe doesn't pay much for it to make it worthwhile.

Historically, plantation economies relied on the masse production and export of raw resources (cash crops) as a source of income. Those resources may be cheap by themself but the value comes from selling large amounts. Anyway that was the idea behind this mod, and also to diversify the resources so you don't have the same production in many colonies...

Also I think I mentioned this in another thread, the native sell price of Gold is rather high ... in fact, it is unprofitable to buy from them. I "wish list propose" the notion of a new building that can translate gold and silver into actual gold: a coin mint!

I will adjust the native Gold prices! I'm glad to have some feedback on gameplay as I haven't focus on that, so thanks! :D

As for the "coin mint", I was thinking more in line of a Jeweller profession and buildings. But I need to find a way for him to use both Gold and Silver! Unless I make a Goldsmith AND a Silversmith... I'm not sure what would be best... What do you think?

TC01
Aug 08, 2009, 11:27 AM
I think that you should make the YieldConsumed tag:

<YieldConsumed>YIELD_COTTON</YieldConsumed>

a list instead of a string.

Then in the SDK you can instead of drawing, say, 4 Cotton, 2 of each. (You might want to limit it to even numbers you can safely divide by the amount being consumed...)

All of this is theoretical- I don't know how or where this code works. Based on what little I know of the SDK I'd guess you'd have to edit the CvCity.cpp file (after changing CvInfos, anyway), though.

Chibiabos
Aug 08, 2009, 11:50 AM
Well, if you need more jewelry, how about pearls from tropical-lattitude coasts (especially islands) as a bonus yield on clam resources? Actually if you restricted them to tropical island coastlines, that could make those little islands worth trying to colonize.

Nixeh
Aug 09, 2009, 08:44 AM
Is this mod compatible with age of discovery 2 v1.11?

Aymerick
Aug 09, 2009, 09:35 AM
Is this mod compatible with age of discovery 2 v1.11?

Not yet... I'm working on a update for Plantation Economy and Age of Further Discovery as we speak...

Ekmek
Aug 09, 2009, 02:30 PM
Dale is fixing a few bugs so you may want to wait on some parts of it

comtedemeighan
May 05, 2011, 02:37 AM
Anybody have a copy of this mod? It says the file has been removed from the download site.

KJ Jansson
May 05, 2011, 11:16 AM
Anybody have a copy of this mod? It says the file has been removed from the download site.

Here (https://rapidshare.com/files/460757210/PlantationEconomy_v0.09b_v.rar) download link for PlantationEconomy_v0.09b_PortugalCiv. AFAIK this is the last version of the PlantationEconomy mod.

danomite
Oct 24, 2011, 04:19 PM
Any chance of an update for Age of Discovery II v1.12? It seems to work with the .10 version on top of .12, but I just want to make sure its not undoing any fixes.