Next War + Gods of Old = Mechs O Potamia

Alkyon

Warlord
Joined
Aug 12, 2007
Messages
210
Ok, sorry for taking so long for all of you who were looking forward to this (a sum total of maybe 5 people), but here is the first version of the Mechs O' Potamia.

Changes from the original Gods of Old mod:

-Random events from the base game have been added

-Units, Promotions and Technologies from the Next War mod have been added

-Technology Prerequisites have been changed for several SS parts to allow players to experience the Next War technologies before game is ended by Space Race Victory. SS parts changes:
SS Engine requires Cold Fusion (was Fusion)
SS Cockpit requires Cybernetics (was Fiber Optics)
SS Docking Bay requires Shielding (was Satellites)
SS Life Support requires Hydroponics (was Ecology)
SS Stasis Chamber requires Cloning (was Genetics)

-Modified Temple of Enki to give the food bonus that the Enki Religion promised and failed to give. Modified the Civilopedia entries accordingly.

-Noticed that the Mall and Supermarket buildings did not give the +1 food bonus they were supposed to, this has been fixed.

-Added Advanced Start

Changes still in the works:

-Allowing Great Prophets to settle as super specialists when player's religion is either Inanna or None. Currently players with no state religion or are following Inanna have little use for Prophets and they tend to pile up.

-Adding an unhappiness modifier when multiple religions are in a city. Currently, players have no incentive to purge non-state religions from their cities.

File: http://forums.civfanatics.com/uploads/123422/Mechs_O_Potamia.rar

Any ideas for further fixes are welcome, as well is any help with completing this mod. Also, I can only take some of the credit for this mod as Ansible did most of the changes (adding the Next War content).

Ansible's Next War-Extended mod:
http://forums.civfanatics.com/showthread.php?p=5831728#post5831728
 
Thanks, but unfortunately I can't claim the name. It was thought of by someone else when a bunch of people were orignally thinking about making this mod, but no one came through so I thought I might as well make the mod myself.
 
Ditto, great name!
 
Alright, it took a while, honestly it was mostly just me being distracted or lazy, but I got most of the important stuff done for the Mechs O' Potamia mod. I'm still having troubles with a few things, such as figuring out how to change the abilities of the Great Prophet, and any help would be welcome.
 
I was there when the name was tossed out in the BtS forum, and I was here when this mod was started, but every time this thread gets bumped back into view, the title makes me smile.
 
As silly as it is for me to say it, I will.

Hurray! Someone finally recognizes that as cool as the name is, I didn't think of it! I honestly wish I was that creative when it came to names.
 
Persian envoy:
- "Barbarians! Tremble before the might of our Persian Immortals! You shoot them once, they come back twice!"

The O'Potamian Leader:
- "You call us barbarians? Alas,
we might not have the Alphabet,
but we've got our lovely MECHs!!!

THIS IS MECHS O'POTAMIA!!!" - he kicks the envoy into Euphrates.
 
-Adding an unhappiness modifier when multiple religions are in a city. Currently, players have no incentive to purge non-state religions from their cities.

Hmm, do Gods of Old's shrines not give money for every city that has the religion, like in the normal game? If they do, that would be incentive right there not to want an opponent's religion in your city, as he is guaranteed to have build the shrine (duh).

Not being able to build temples from several religions might result in happieness problems in some games.

About fixes, here it was mentioned the AI apparently refuses to found one of the religions, will it do that now?

I have this wet dream of a BUG and Mechs O Potamia merge so I wouldn't have to play the latter without all those handy additions ... :mischief:
 
The Holy City shrines don't give money with the Gods Of Old mod, instead you found a religion by actually building its shrine. When you have a city with your state religion in it the religion will give you money, culture, and science, the amount depends on the religion. As long as you have a state religion, only the state religion will give you the religion bonus, but you can build the buildings for all of the religions. This means that you can have, for example, temples for both Nanna and Utu in a city, reducing the maintenance by 20% in addition to your courthouse. If you're playing either Zulu or Holy Roman Empire, you can reduce your maintenance in a city by 90% (Ikandu (20%) + Courthouse (50%) + temples (10% each)) or even 95% (Rathaus (75%) + temples (10% each)), or some other overpowered combination that I haven't thought of. These bonuses get even more out of hand if you have free religion as you get ALL of the passive religion bonuses (cash/culture/science) for each religion in a city with only the minor downside of not being able to use your abundance Great Prophets for Golden Ages and Tech advances, which isn't a real downside at all if your previous state religion was Inanna, which can't use their Great Prophets at all anyways.

Don't get me started on how the Cristo Redentor could be further used to abuse the situation (Drop a tsunami there, a meteor there, blight that tile there, and cause an earthquake there for good measure, all on one turn).

There needs to be some sort of modifier of some sort in cities that have multiple religions in them to prevent players from abusing this. A happiness modifier was just the simplest fix I could think of, and it makes sense because followers of different gods probably won't get alone too well.

As for the AI refusing to found the sun god, Utu, I've never noticed that problem. I've had Utu spread to my cities plenty of times when I didn't found it. Maybe an AI would have founded it, but then adopted a different religion when it spread from a neighboring Civ.

Oh, and I have no troubles if you want to include this in the BUG project. I posted this up here so that people could play the mod and have fun.
 
You (and Ansible, apparently) are now officially my best friend(s).

More constructively... more units, says I! Also, Assault Mech, Dreadnought, and Clone unit types should be able to benefit from the promotions in Gods of Old, assuming that they're tied to unit type.

Finally, unless I'm really unlucky, the random events don't appear to be working.
 
Huh, random events not working? They work just fine on my computer. Are you playing a custom game? I remember in the base BtS game, you could disable random events, I don't know if this option is available in MoP because it is basically the GoO mod with the NW tech/units added and a few changes made, and the GoO originally didn't have random events. I had to copy the event XMLs into the "events" folder and then edit them because the religion named changed. The Holy Mountain quest is now available to Ki, Nanna and Utu (formerly Christianity, Judaism, and Islam) and another quest (harbormaster I think) is available for Enlil, Enki, and Inanna (formerly Hinduism, Taoism and Confucionism I beleive). An doesn't have a religion as there are 7 religions and the quests activate for only 6.

Anyways, I'm glad you like you liked the mod! I've been waiting for someone to finally tell me if they liked it.

Oh, and something random since you liked my mod: You can use Utu's blight ability to terraform frozen lands into Grasslands. Very nice for that spot that has 1 silver and 3 fur, but is on Ice.
 
Okay, I finally got a random event - I guess I was just unlucky.

-Modified Temple of Enki to give the food bonus that the Enki Religion promised and failed to give. Modified the Civilopedia entries accordingly.

I think the food bonus the Enki religion says it gives refers to the +1 food on water tiles provided by their cathedral.
 
From the original Gods of Old Civilopedia: "In Gods of Old, Enki's fertility and naval prowess carry on, providing an extra food to every city where his is the state religion as well as increased movement to naval units."

The Civilopedia entry specifically mentions 1 extra food to the city, and yet the religion fails to deliver that. I was unable to change religion's output through the XML files, so I gave the bonus to the temple.
 
Added the ability to use the Advanced Start option on Mechs O' Potamia. It's not much (actually, I just changed a single 0 to a 1), but I thought some people might like it.

Honestly, this mod is not a huge priority due to classes and such, so it might take a while before I figure out how to mod the Python to edit the religions and Prophets.
 
probably used the search. I dig up stuff this old (or older) in the units forum from time to time myself :) Even the modcomp forums.
 
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