Platy's Peculiar Pleasant Posh Python

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.

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
 
I see neither as necessary.
Temporary minor status simply prevents them from diplomatic things, but every turn you have to do monitoring to see if they are worthy to upgrade into a full civ.
Don't see a point of it for the cost of monitoring.

As for the different styles, it is just trying to say style A gets more military units, style B gets more buildings.
But he hardcoded everything such that your mod must have granary, library, lighthouse etc or it fails
 
Edit:
New Civ formed from barbs now retain all techs gained as barb.
 
You're right about the styles, and I didn't noticed much of them, to be honest.
But the temporary minor makes the emerging of the barbciv a bit more fluid, so, first, they get a few units and later get their full attacking force, so an nearby player could possibly build up appropriate defense (so my point is the two stages rather than the civs being minor).
 
Besides better performance by saving the need of monitoring the minor barbs, my view is different.

By the time barbs form a civ, the real civs would have been more massive with more units.
Setting it as minor makes it at war with all civs, resulting in destruction soon.
Exception is terra map where nobody can touch them.
 
Palace Upgrade

Features
Achieving certain feats grant a chance for upgrades to the Palace



1) Construction of World Wonders, Projects or Units
15%

2) Great People Born (Including Great Generals)
10%

3) Founding of Religions and Corporations
10%

4) Golden Age Triggered
20%

5) Cities Captured via Conquest
5%

6) Tech Research
1%

7) Combat Won
0.1% Per Unit Level

8) City Growth
0.1% Per Population

9) City Expansion
Adjusted based on Legendary Culture where LC => 100%
Applicable only for Cities Never Lost, because Cities that just recover from Occupation will also trigger this, thus to avoid exploit

You can choose the same bonus as many times as you like.
Naturally, it is possible to trigger twice under certain situations, such as building Taj Mahal qualifies for World Wonder, then Golden Age.
 
Faith Mod:
Allows user to choose Faith Benefit rather than random.

Happy Golden Age + Health Care:
Fix Negative Display in Main Interface
 

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Plentiful Resources

Features:
Grants Bonuses to New Units Built with Extra Copies of Resources

Code:
self.bXP		= True	# Activate XP Bonus
self.iExtraXP		= 10	# X% XP Bonus for every Extra Resource
self.bPromotion		= False	# Activate Free Promotion
self.iFreePromotion	= 3	# Free Promotion for every Extra X Resource

First Part grants 10% XP for every extra.
Second Part grants free promotion for every 3 extra. (Deactivated)
Second Part is adjusted based on World Size.

For AND resources:
Stealth Bomber: Oil and Aluminium
1 Oil and 2 Aluminium => 1 Extra

For OR resources:
Spearman: Copper or Iron
1 Copper and 2 Iron => 2 Extra



Thus, the XP part makes sure that every extra resource is useful.
The promotion part is to make it abit more interesting but having both activated looks OP, so I deactivated it.

Of course, this mod comp does not allow you to trade for more of these resources when you already have one, but at least it gives some meaning to extra resources.
 
Partisans

Features:
Spawns Partisans around Cities when Conquered
Original Mod by GIR

Changes:

1) Partisan Unit is best Conscript Unit rather than fixed type. Thus, not too strong early game, or totally useless late game.

2) Number of Partisans based on City Population and Nationality % of Original Owner rather than Conquerer

3) Partisans will always spawn in Highest Defense Plot, Inner Radius preferable, rather than "higher chance"

4) No longer possible to spawn more partisans than city population

5) Weak VS Strong Power Bonus removed

6) Beside 3 Extra Partisans for Nationality, Added 1 Extra Partisan for Hereditary Rule just to demostrate how to add more to the list

7) Instead of a whole list of techs giving more promotions, simplified to 1 Free Promotion Per 2 Era Advances (Since the Partisan Unit is much stronger now anyway, no need so many free promos)

8) Free Guerilla I on Hills and Free Woodsman I on Forest/Jungle no longer given to units which cannot acquire them.

9) BTS Partisan Event no longer triggered, else double partisans...

10) Available right from start now, rather than after Rifling, since Partisan Unit no longer fixed, although chances are there won't be any due to population

11) Fix bug in choice of enemy units to damage.

Code:
self.iBasePartisan	= 4	## 1 Partisan for every X Population
self.iDamage		= 8	## X% Damage to Conquering Unit Per Partisan
self.lTraitBonus	= [("TRAIT_PROTECTIVE", 1)]	## X Extra Partisans for having Trait Y
self.lCivicBonus	= [("CIVIC_HEREDITARY_RULE", 1), ("CIVIC_NATIONHOOD", 3)]	## X Extra Partisans for having Civic Y
self.lFeaturePromotion	= [("FEATURE_JUNGLE", "PROMOTION_WOODSMAN1"), ("FEATURE_FOREST", "PROMOTION_WOODSMAN1")]	## Free Promotions for Features
self.lHillPromotion	= [("PROMOTION_GUERILLA1")]	## Free Promotions for Hills
self.iEraPromotion	= 2	## Free Promotion per X Era Advance



1) Free March because it is Mech Infantry
2) Free Combat I from Aggressive Trait
3) Free City Garrison I and Drill I from Protective Trait
4) Free Guerilla I on Hills
5) Free Woodsman I on Jungle
6) 3 Random Promotions at Future Era
 
Whoops wrong thread.
 
Wrong thread, Tapatalk is messing up
 
Forgetful Modder

Your friendly XML Tag Tool updated with pretty much everything under the sun.
It now includes Domain, Yield, Culture Level, GameSpeed and so on...
Some of the less common ones like Climate, WorldSize are commented off in the codes, but you can activate them if you like.

Replaced Graphical Only Column with Text Tag Column

Added into Ultrapack
 

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World Tech

Features:
Set a Global Limit to certain Techs
Since I created Natural Wonders as World Features, Artifacts as World Promotions, why not World Techs :D





With this restriction, you can grant certain benefits to only first X teams that research the tech, such as access to certain units, bonus to worker speed etc
 
Ultrapack

Tech Advisor Screen now displays Help Text with a "?" Icon if there is any, although I never seen one before.
 

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Tech Events

Features:
Researching Techs trigger Events to grant special benefits.





With events you can pretty much set vast benefits to Techs unable to be granted via pure XML, such as Inflation, free units, free promotions, golden age etc

Simplified and reuploaded
 
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