[BtS] Farmers

The Navy Seal

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This MOD COMP adds a new improvement (Irrigation) and changes the current Farm improvement. Now instead of you being able to build farms when you have developed Agriculture you are able to Irrigate a plot. After 25 turns the Irrigation turns into a farm. The only thing different between the Farm and Irrigation is that Farms have a small chance (1 in a 1,000) of discovering a food resource (Wheat, Rice, and Corn). But you can't just discover Corn, Wheat, or Rice, You have to have Wheat in order to discover Wheat the same goes with Corn, and Rice. Enjoy! :thumbsup: BtS Compatable!:king:

Download Here

Credits:
The Navy Seal for putting it together, and coming up with some of the Ideas.
Zebra 9 For the Python.
And Civfanatics for the idea. :thumbsup:
 
Good Job! Downloading now. Maybe increasing the chance of discovering a food resource though...(1 in 500?)
 
Ya this is very interesting. Thank you.

I wish there was a way of having the plant and animal domestication process though, and trading seeds or animals so some other civs could plant the seeds or raise the animals. But that would have to be totally rebalanced.
 
While the farm is on the 'irrigation' stage, does it generates any food?
 
I think I asked you about this sometime ago, but like Johnny Smith said I wanted to be able to seed or domesticate resources after you have acquired them.
 
Good Job! Downloading now. Maybe increasing the chance of discovering a food resource though...(1 in 500?)
Well I tested played a couple times and I found in the late game they really start popping out.
I wish there was a way of having the plant and animal domestication process though, and trading seeds or animals so some other civs could plant the seeds or raise the animals. But that would have to be totally rebalanced.
I was thinking about doing that but like you said the whole game would have to be rebalanced.
While the farm is on the 'irrigation' stage, does it generates any food?
Yes it generates the same as the farm does in the normal game but it doesn't give any chance of discovering a resource.
Sounds like a great idea Where do I put the unpacked files ?
In, My documents/ My games/ BtS/ Mods/ paste it their them start the game then go to advanced load a mod then select "Farmers".
Another question. What if I irrigate a Wheat or Corn resource field ?
It still gives you access to the bonus.
 
Good Job! Downloading now. Maybe increasing the chance of discovering a food resource though...(1 in 500?)
Well I tested played a couple times and I found in the late game they really start popping out.

I know it would be more complicated, but could you incorporate the year into it?

Possible formula (let y= the year's absolute value: 3000 for 3000BC and 1000 for 1000AD): 1/((y/2)+500) could be the chance. This would limit things at the beginning or end of the game for balance reasons, and give the best chance in the mid-game, where crop-spreading happened the most anyway. It would also ensure the chance is never better than 1/500 or worse than 1/2500 (assuming Time Victory is enabled). 500 is also just a guess based on TheLastOne's suggestions, it could be tweaked a bit.

EDIT: Game speed (maybe even map size) would also have to be incorporated for balance reasons.
 
You do realize that there is already a function in CIV4ImprovementInfos.xml that allows for the possibility for a random discovery don't you? It's the same thing that controls the random appearance of resource in Mines, the <iDiscoverRand>0</iDiscoverRand> line. You just need to add a value. Mines have one of 10000, which I presume means a 1 in 10000 chance. It really wasn't necessary to go to all the trouble of creating a new event for that.
 
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