Isn't it unrealistic for a city's culture to drop to zero when it is captured?
This mod addresses this "problem".
Upon capture, the city's culture is reset to one half of the original, plus a
random number whose maximum is half of the original. Of course this is if the
configurable options are not changed from their default values.
Now, instead of a city being completely written off after capture due to zero
culture, conquering civilizations must watch newly conquered cities for
rioting citizens and placate them, that is, if they don't want to lose their
newly captured cities!
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Enhanced Culture Conquest
4) Load the game.
5) Then play as normal.
-----Game Play-----
-----Notes to Modmakers-----
In the Python files I have added # < Enhanced Culture Conquest Start > and
# < Enhanced Culture Conquest End > in all of the places that I have made
changes to the original files.
-----Version Information-----
-----v1.4.x------
- Reorganized the mod and created a new readme file
- Stripped the extra mods from the Enhanced Culture Conquest mod
- Implemented the code to actually give a city founded on top of city ruins a
certain amount culture either from the previous civilization that owned the
city or culture from the player that founded the city.
- Added the configurable option allowing players to specify if cities founded
on city ruins should not be given part of the culture from the city that
created the city ruins.
- Added the configurable option allowing players to specify if the culture
given by city ruins should be the same as the player who founded the city.
If set to true then the culture given to the new city will be from the
civilization that last owned the city that created the city ruins.
- Added the configurable option allowing players to specify the number of
years that city ruins give culture.
- Added the configurable option allowing players to specify the max amount of
culture in percent city ruins give.
- Added the configurable option allowing players to specify if the founder of a
conquered city should not be allowed to be reassigned if the conqueror is not
the original founder and the losing civilization is also not the original
founder and the city's culture is at least double what it was when the
founder lost it.
- Added the configurable option allowing players to specify if culture should
be maintained after a city is captured by a civilization from another
civilization.
- Added the configurable option allowing players to specify the max amount of
culture in percent retained after a city is conquered.
- Change the code that retains culture after a city is conquered to use
setCulture instead of changeCulture. Using changeCulture gave too much culture
to the civilization that conquered the city.
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Stone-D
[TAB]For his original Culture Conquest code
[TAB]
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
[TAB][TAB]
- Testers
[TAB]Shqype
This mod addresses this "problem".
Upon capture, the city's culture is reset to one half of the original, plus a
random number whose maximum is half of the original. Of course this is if the
configurable options are not changed from their default values.
Now, instead of a city being completely written off after capture due to zero
culture, conquering civilizations must watch newly conquered cities for
rioting citizens and placate them, that is, if they don't want to lose their
newly captured cities!
Installation Instructions:
1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Enhanced Culture Conquest
4) Load the game.
5) Then play as normal.
-----Game Play-----
Spoiler :
-----Notes to Modmakers-----
In the Python files I have added # < Enhanced Culture Conquest Start > and
# < Enhanced Culture Conquest End > in all of the places that I have made
changes to the original files.
-----Version Information-----
-----v1.4.x------
- Reorganized the mod and created a new readme file
- Stripped the extra mods from the Enhanced Culture Conquest mod
- Implemented the code to actually give a city founded on top of city ruins a
certain amount culture either from the previous civilization that owned the
city or culture from the player that founded the city.
- Added the configurable option allowing players to specify if cities founded
on city ruins should not be given part of the culture from the city that
created the city ruins.
- Added the configurable option allowing players to specify if the culture
given by city ruins should be the same as the player who founded the city.
If set to true then the culture given to the new city will be from the
civilization that last owned the city that created the city ruins.
- Added the configurable option allowing players to specify the number of
years that city ruins give culture.
- Added the configurable option allowing players to specify the max amount of
culture in percent city ruins give.
- Added the configurable option allowing players to specify if the founder of a
conquered city should not be allowed to be reassigned if the conqueror is not
the original founder and the losing civilization is also not the original
founder and the city's culture is at least double what it was when the
founder lost it.
- Added the configurable option allowing players to specify if culture should
be maintained after a city is captured by a civilization from another
civilization.
- Added the configurable option allowing players to specify the max amount of
culture in percent retained after a city is conquered.
- Change the code that retains culture after a city is conquered to use
setCulture instead of changeCulture. Using changeCulture gave too much culture
to the civilization that conquered the city.
Spoiler :
-----===Credits & Thanks===-----
- Exavier
[TAB]Composite Mod - readme.txt format
- Stone-D
[TAB]For his original Culture Conquest code
[TAB]
- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!
[TAB][TAB]
- Testers
[TAB]Shqype