platyping
Sleeping Dragon
Influence Driven War
Features:
1) Winning a Combat influences Culture in BFC of both winner and loser plots.
2) Last Defender killed in City has a Chance to draft a new defender automatically.
Original SDK Mod by moctezuma
Actually, coding this is pretty easy, since both effects have been done previously in my wonders and promotions.
Thus, it is just balancing numbers and rules.
Culture Change Rules
1) Affected by GameSpeed
2) Affected by Unit Level rather than Unit XP (New)
3) Affected by Led by Warlord
4) Affected by Current Era (New)
5) Affected by Plot Distance
6) No longer affected by "No Defender" (Old)
7) Interception, Capturing of Workers, Planes, Ships, Withdrawals do not trigger this
Auto Conscript Rules
1) Conscript gains conscript XP (New)
2) Population Needed based on unit type rather than always one (New)
3) Takes into account Min Conscript Population (New)
4) Conscript Anger still kept at 50%
5) Conscript Chance is based on Culture Level and Nationality % rather than old formula (New)
(Legendary Culture with 100% Nationality ==> 100%)
6) No longer possible when City in Disorder (New)
7) Conscripts Start at Full Health but get a Promotion (-10% Combat)
8) Promotion disappears after 1 Combat
Pillage Portion, I didn't bother to add it.
Features:
1) Winning a Combat influences Culture in BFC of both winner and loser plots.
2) Last Defender killed in City has a Chance to draft a new defender automatically.
Original SDK Mod by moctezuma
Actually, coding this is pretty easy, since both effects have been done previously in my wonders and promotions.
Thus, it is just balancing numbers and rules.
Culture Change Rules
1) Affected by GameSpeed
2) Affected by Unit Level rather than Unit XP (New)
3) Affected by Led by Warlord
4) Affected by Current Era (New)
5) Affected by Plot Distance
6) No longer affected by "No Defender" (Old)
7) Interception, Capturing of Workers, Planes, Ships, Withdrawals do not trigger this
Auto Conscript Rules
1) Conscript gains conscript XP (New)
2) Population Needed based on unit type rather than always one (New)
3) Takes into account Min Conscript Population (New)
4) Conscript Anger still kept at 50%
5) Conscript Chance is based on Culture Level and Nationality % rather than old formula (New)
(Legendary Culture with 100% Nationality ==> 100%)
6) No longer possible when City in Disorder (New)
7) Conscripts Start at Full Health but get a Promotion (-10% Combat)
8) Promotion disappears after 1 Combat
Pillage Portion, I didn't bother to add it.
Code:
self.iBase = 4 ## Base Value directly on Winner Plot and Loser Plot
self.iLevelBonus = 10 ## X% Bonus for every level increase
self.iEraBonus = 25 ## X% Bonus for every era advance
self.iLeaderBonus = 30 ## X% Bonus for led by warlords
self.iAngerPercent = 50 ## X% Auto Conscript Anger Length