IndieRevolution Gameplay Mechanics- inc. Advisor System, Distribution, Immigration

Thanks kati!

Updated version! Updated DL link in OP.

Alpha 0.2b

* Fixed bug where sections of the WIP election system were still enabled, causing advisors to be broken on democratic civics and occasional hang.
* Fixed Wellington's prerequisite units and cheap units from musketmen to be riflemen as their other prereq, cavalry, had already obsoleted musketmen making him a bit broken. :)

We're still currently in a 4 player game using the mod which ended with the hang fixed in this release, so I'm unable to add new advisors until that game is complete as any change in advisor numbers break the save game compatibility. So all fixes will be balance fixes to the existing advisors or bug fixes until this game is complete. :)
 
Here is a bit of information on a planned feature of the mod which will be implemented as soon as the advisor system is finished off. Yes, it's a completely new Religion system!

An all new replacement for the religion system (which I hope to carry over to Civ 5) the main difference is that religions are created by the player, as opposed to being strictly real-world religions, though each of the real world religions will be creatable using this system. The religion civic options will be removed and replaced with this system. Though all the effects from the religious civics will be available in some form in the new one.

Basically it revolves around a new religion screen very similar to the civics screen called Religious Doctrine.

Like civics, you will unlock new choices for your religious doctrine when new techs become available. Unlike civics, you can only choose these once and you're stuck with them for the rest of the game (though perhaps some wonder / advisor bonuses may allow single changes in rare circumstances). Some are a good way to get an early lead on your rivals, but have severe penalties later in the game (especially if you try and abandon them as your state religion) others will come later in the tech tree and provide later game bonuses but since you will have to reserve picking that category until they become available will mean you're falling behind earlier in the game. Some affect civs that have that religion in their cities, but not as their state religion negatively, causing unhappiness, unrest and other effects, making them a valuable tool for spreading and hampering rival civs. Some act like corporations, syphoning money, yields or resources from cities it has spread to, some have espionage benefits, and so on.

This will make the use of religion and the choices available a lot deeper. Your religion could be tailored to war, being able to create 'crusader' units (any unit type) that both spread religion and gain bonuses against the heathens, others built around philosophy, providing scientific benefits but being extremely unprepared for conflict. Others may be focused on economy, making citizens happier, more subdued or more productive, keeping citizens in line and quelling discontent.

You will find religion has a lot more potential to force your hand, with the religious leaders having varying levels of control over governmental affairs depending on the religious doctrine options.

As well as this, Atheism will be a new 'religion' which will be automatically founded in the civ that first gets advisor Charles Darwin settle in one of their cities. Atheism then spreads as would a religion, which provides benefits to science but can seriously damage a religious leader's civ if they do not manage to control it. Some religious doctrines will be accepting of atheism, and for some it will rip the civ apart with unrest, others will simply reject it.

Another major change will be that religion will be specific to population, not a city wide thing. If a city has 12 population and you found a religion in that city, only a few of the population will be of this faith. This will grow, and when other religions attempt to spread there, it will only happen if there are either populations who haven't yet adopted a faith (religious doctrine will determine how likely new population are indoctrinated into the state religion, or left to make their own decisions), or how open the existing religion in that city is to conversions. Some of the more fundamentalist choices would mean it was practically impossible to spread your religion there. This will basically replace the Theocracy civic choice. But then if you can get immigrants to move to that city, it is a way to spread your religion there. However when the whip is used to rush build, it will always choose non state religion population and immigrants first (though the latter could potentially cause diplomatic penalties in the rival civ) since the religion is tied to the population and not the city, this means it is feasible to remove religions from cities through more morally dubious means of population control.
 
Have you gotten the AI to work reasonably well with the Yield Trading and Advisor system? I plan on playing your mod in a MP game soonish...
 
It works the civics and advisors 'reasonably well'. :) Still a long way to go to make it use them 'smartly' though but they do use them all. The yield trading between civs on the other hand is more of a pain in the arse I've put that element of the mod on hold for a while while I focus on the other elements of the mod.
 
I'm very very impressed with your new concepts, and specially with the way how you made them feasible and playable.

Advisors: good
Immigration: good
Redistribution: good
Religion Tailoring: good
All other planned features: good

If you really manage to build all this up and Afforess merge it to AND, CIV 5 will have to wait at least 2 expansions to deserve a place in my PC. :goodjob:
 
The new religion system is sounding great; I like the idea of religion having more of an effect than just grouping people, but those effects being of the player's choosing :)

Since you're on the lookout for more female advisors, just thought I'd throw out some names (though some are a little redundant with each other or with already-existing advisors):

Arts
Lady Murasaki
George Eliot
Pythia
Gertrude Stein
Emily Dickinson
Political/Social
Harriet Tubman
Lady Godiva (though perhaps too myth-y ;) )
Kate Sheppard
Science
Ada Lovelace
Emilie du Chatelet
Julia Childs ;)
 
The new religion system is sounding great; I like the idea of religion having more of an effect than just grouping people, but those effects being of the player's choosing :)

Since you're on the lookout for more female advisors, just thought I'd throw out some names (though some are a little redundant with each other or with already-existing advisors):

Arts
Lady Murasaki
George Eliot
Pythia
Gertrude Stein
Emily Dickinson
Political/Social
Harriet Tubman
Lady Godiva (though perhaps too myth-y ;) )
Kate Sheppard
Science
Ada Lovelace
Emilie du Chatelet
Julia Childs ;)

You left out Lady GA GA , :lol:
 
Of course:

http://theindiestone.com/lemmyandbinky.com/IndieRevolutionsCode.rar

Plonk. :) There's the source for you and anyone else who's interested. Not finished, obv, but all working. Some hardcoded naughtiness still but the source itself should be pretty easy to read. I *think I've got all the comment blocks in to aid merging, but I'll probably have missed some.

Will be back on the case soon with this. :) worky project's beta's deadline keeps getting extended 'hurray we have more time!' has started to turn into 'oh I just want to call this DONE!!!' ;D
 
That new religion system sounds amazing; can't wait to play around with it. Have you considered possibly having religions die out if they are not being actively spread/developed by the player? One thing that bugs me about the vanilla system is that religions never die out and spread so arbitrarily.

Cheers,
ripple01
 
lemmy101, would it be possible (if that is doable) to get some of the parts of your mod as modules? (To facilitate adding them to other mods?)

Btw, how is it coming along? Any updates?
 
Looks like some great ideas. Advisors sounds like a great spin on the Founding Father system and would give more personality the great people system.

I'm a little unsure about many of the "all cities" bonuses. I think that might make the Advisors a little too overpowering. Might be better to limit their influence to the city they settle in, excepting the health bonuses.
 
Sup guys,

Will certainly check this out. Hopefully Lemmy will still keep this going once RL stops being a major issue. ;)

Peace!
 
Excuse my perhaps simple question: After loading the mod and starting a new game I don't see the event part of the scree anymore, for example after moving to a barbarian hut. Is this a problem only of my game? This doesn't happen with any other mods.
 
Back
Top Bottom