[MODCOMP] Culture Over Trade Routes

TheLopez

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Culture Over Trade Routes v0.2BtS
By: TheLopez

Last Update: 09/07/10

Version: v0.2BtS
Patch Compatibility: Beyond the Sword v3.19
MP Compatible: ?
Download Mod v0.2BtS

Description:
Trade routes between cities of two different civilizations transmit their
cultures to each other. The higher the culture a city has the more it will
transmit to its trade route partner.

Installation Instructions:

1) Unzip this into the "bts_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Culture Over Trade Routes
4) Load the game.
5) Then play as normal.


-----Game Play-----

- Trade routes between cities of two different civilizations transmit their
cultures to each other.


-----Notes to Modmakers-----


In the SDK files I have added // < Culture Over Trade Routes Start > and
# < Culture Over Trade Routes End > in all of the places that I have made
changes to the original files.

All I ask is that you give me credit.

As part of the changes to the SDK files I have also exposed several new methods
to python, they are:
bool isHostCityLosesCultureDuringTransfer() const;
void setHostCityLosesCultureDuringTransfer(bool bNewValue);
bool isSameCultureTransfer() const;
void setSameCultureTransfer(bool bNewValue);
bool isHomeCityCultureChallengeAlienCulture() const;
void setHomeCityCultureChallengeAlienCulture(bool bNewValue);
bool isReportCultureTransferMessages() const;
void setReportCultureTransferMessages(bool bNewValue);

The python included in this mod is only used to set the configurable options
exposed through the SDK. If you don't want to use it just delete the entire
Python directory. Just make sure to set the options up the way you want them
using the methods above.

-----Version Information-----
-----v0.2BtS------

- Added configurable option that allows specifying if when transmitting culture
from one city to another city the host city loses a bit of its culture

- Added configurable option that allows specifying if cities from the same
owner can transmit culture to one another if they have trade routes between
themselves (good for shoring up and balancing out culture between cities)

- Added configurable option that allows specifying if a target city of a trade
route can challenge incoming culture.

- Added configuration option that allows specifying if culture transfer
messages should be shown or not.

- Added python option configuration infrastructure


Spoiler :

-----v0.1BtS------

- Setup the Culture Over Trade Routes infrastructure

- Updated the City code to allow culture transmission over trade routes

-----===Credits & Thanks===-----

- Exavier - Composite Mod - readme.txt format

- Aussie_Lurker - For proposing the infectious culture idea for this mod.
 
Does that mean, that the city also loses culture, or will they only gain culture?

Interesting idea :).

No but that is an interesting idea. I might add that and have it turned off by default. Also, in the my original mod I had the option for the target city to challenge the incoming culture. So the alien culture would necessarily always make it to the foreign city. I might add that back in too
 
Interesting concept :)

Does this also transfer culture to a city of the same civ?
Thus receives a newly found city with a trade route to a city of that civ gets some culture?
What is the transferrate? 1:commerce: --> 1:culture:?
Would be nice if this rate could be adjustable via XML by some variable.
Anyway thanks for this modcomp :goodjob:
 
Interesting concept :)

Does this also transfer culture to a city of the same civ? Thus receives a newly found city with a trade route to a city of that civ gets some culture?
No, I put a check that it doesn't, though it could if I removed the check. What I might do is make it a configurable value

What is the transferrate? 1:commerce: --> 1:culture:?
Would be nice if this rate could be adjustable via XML by some variable.
Anyway thanks for this modcomp :goodjob:

The transfer rate is a small percentage of the host city where the trade route originates. So the higher the culture of the host city the more culture that is transferred.

The original mod had more configurable features. I just separated this mod comp out of my cultural influences mod, put it in the SDK instead of in python and released it. Once I get some more time this week I'll add more features to it.

I have about 5-6 mod comps I am currently working on at the same time. I am trying to build up my code base so I have something to work off of when Civ5 comes out.
 
Updated to v0.2BtS
 
Defenitely gonna try this out, but first I face the daunting task of upgrading my mod from BetterBTS0.82 to 1.01

PS. Maybe also give a variable for the upper limit (in %) for culture transfer.
I.e. culture transfer can not exceed 50% (or whatever) between two different civs otherwise you could get undesired "cultural annexation" of rival cities.
 
Defenitely gonna try this out, but first I face the daunting task of upgrading my mod from BetterBTS0.82 to 1.01

PS. Maybe also give a variable for the upper limit (in %) for culture transfer.
I.e. culture transfer can not exceed 50% (or whatever) between two different civs otherwise you could get undesired "cultural annexation" of rival cities.

What is undesirable to you might be desired by others... one of the things about this mod is that it forces you to be careful with trade routes and how much culture you have in your cities. As for the configurable option, i'll think about it.
 
Hey Lopez, great work you done.

PS. Maybe also give a variable for the upper limit (in %) for culture transfer.
Its a good to add this as an optional feature.

Is it possible( for me) to tweak the mod a bit, in the following way?
The culture send over trade would depend directly from the city culture rate( instead of culture overall), and a portion of it, modified by the commerce of the trade, would go to the destination city, while the city culture rate loses the culture being transfered.
ie: a city have 50cult/t and trade route of 5 com/t. With a standard 1%/com, that city would transfer 5 cult points in that turn to the other city, having only 45 cult/t left.

Of course the 1%/com rate is a bit big, but this should be a configurable variable. This is great of balancing cultures in your own empire and also making open borders empires more cultural mixed.

So my question was, is it easy for me to tweak this in your code?
 
Yep, as long as you know how to do C++ it should be trivial for you to do it.
 
Great stuff you do here, TheLopez. This is one of many mods comps of your that I wish to incorporate into my mod.

I was wondering if this component could be tweaked so that in addition to culture between transferred, espionage points are as well. Specifically, I was thinking something like, the higher the culture being transferred over, the more espionage (or beakers) also being sent over. I would make this into a trait to simulate that leader's ability to learn from other, more impressive cultures.

I figure something like that might be possible by changing/adding which commerce value is called up. Does this sound like it could work?
 
Great stuff you do here, TheLopez. This is one of many mods comps of your that I wish to incorporate into my mod.

I was wondering if this component could be tweaked so that in addition to culture between transferred, espionage points are as well. Specifically, I was thinking something like, the higher the culture being transferred over, the more espionage (or beakers) also being sent over. I would make this into a trait to simulate that leader's ability to learn from other, more impressive cultures.

I figure something like that might be possible by changing/adding which commerce value is called up. Does this sound like it could work?

Yes, it should work. But right now I don't have the time to do it. If you have C++ skill you might want to try it yourself. I am currently busy with the city resource stockpiling code.
 
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