Mod scenario ideas thread

Maybe number of soldiers from graph would be better? I'm pretty sure that version dependent on number of cities would be better. More cities=>more units PER CITY you need. And maybe a bonus for 3 most powerful military civs?
I think that Rome with every historical provinces, with 2 legions per city (or 1 legion+ 2 archers or a mix), no real danger in 1AD should be completely immune to collapse (it's about 25 legions that have nothing to do! It's more than needed to crush the army of the rest of the World combined!). Though, keeping such an army should eventually (with stability penalties) cost a lot more than every other maintenance.
But if we put this into an exact equation? (Because it would be hard to code something undefined. :rolleyes:) This would then be valid for all Civs and for all eras.

Is 3 military units per city sufficient to never collapse? What about the actual stability rating then? Doesn't it matter if stability is -40 or -80? Do only ground units count? Siege units?
 
Min. no. of soldiers: (No.ofCities*gameturn*100+averageno.ofsoldiers)/2
I'm afraid it can be too easy to never collapse with above equation but it needs testing. But it's important to make maintenance costs stability-dependent. That's why I don't want to make army requirement too harsh.
Average number of soldiers? Not the actual number? What units will count?

Stability still has no bearing on this?

How (exactly) do you propose that maintenance costs are made to be stability-dependent? :confused:
 
I'd suggest an Israel scenario, but IDK how that would even work. Also, it would kinda be a mess trying to fit in another civ with Arabia and Turkey already there =/
 
Average per civ.
I think this would involve going through every active Civ, going through all their units to weed out non-combat units. It might prove to be somewhat cumbersome but I'd have to time it before ruling anything out.

If it's possible to connect maintenance with stability there is no need to add stability here.
I'd have to lookup how maintenance can be changed, but surely the change should also be reflected in the Financial Adviser? This moves your proposed modmod into several modules...

Ok, this isn't gonna be as easy as I first thought... :p
 
I haven't looked at the actual code, but it should be possible to port this more or less intact to RFC. If anyone is prepared to do the conversion, that is... :p

I was more looking to see what could be done within the limits of PyScenario, but thanks for the tip! (I haven't tested RFC:E and didn't even realize there was a Crusades feature. :rolleyes:)
I see that PyScenario is much more focusing on single events regarding units and town, to help adding events and creating units or cities (I see it ideal for a end-or-rome scenario with a full grown roman empire and lots of barbarian spawning to destruct the pax romana)



continuing with edit...

It's quite difficoult to code the crusade in a nice way.
Using the PyScenario, maybe we could have:

Check the trigger for crusade event at 1095AD, 1147AD, 1187AD, 1202AD, the dates of the 4 most important crusades.
Other time points (for other 5 crusades): 1217, 1228, 1248, 1270, 1271... but these never even aimed at the holy town.

Search for Jerusalem, check if it's in islamic hands, and create crusaders (military units).

However in this flow there are many failure points like the fact that Jerusalem may be not the Christian holy town, and that we don't know to whom to give the control of the crusaders.

An other way, with more code that is not part of PyScenario:
Check every X turns for Christian holy city
If it's controlled by a Civ which state religion is not Christian then
search for the Christian Civ with the greatest power (not score, but power)
if its religious civic is theocracy, immediately trigger the crusade
else if the civ is human, ask the player if he want to start the crusade
else (the civ AI) 70% to start the crusade if "state religion", 50% with any other civic

Crusade:
Automatically trigger war between the civ controlling holy city and the crusaders' civ.
Create units belonging the to crusaders' civ near the holy town to conquer

Additionally give a % modified by religious civic for each Christian civ to join the "fun". :)


Honestly, a crusade event is not the simple.
I would like a really general mechanism that can trigger religious wars
 
Just code the Germans, Spanish and French so that they send galleys/galleons with knights to Jerusalem (Al-Quds) if they are at war with Arabia within a certain timeframe.

France and Spain start at war with Arabia at least 75% of the time.


Also it would be cool if you code England to send some Redcoats to Egypt in 1882.
 
Just code the Germans, Spanish and French so that they send galleys/galleons with knights to Jerusalem (Al-Quds) if they are at war with Arabia within a certain timeframe.

France and Spain start at war with Arabia at least 75% of the time.
But not always.
At the same time, not in all games all European powers are Christian, and in many cases Jerusalem gets razed.
The mod should be coded in a way that will always work (including to don't trigger if the necessary conditions are not met).

Else: the first Christian Civ that gets in contact with the Arabs gain a crusader events (similar to conquistadors event) . :)


Also it would be cool if you code England to send some Redcoats to Egypt in 1882.
hmmm... could be interesting to simulate colonization (with creation of military units spawning of towns, flipping, and other similar stuff... all at the right timeframe).
 
I never saw England conquer Egypt. They only occassionally ask for an Egyptian city in a congress.

Same for India, they never conquer Delhi and Pataliputra. They only found 1 or 2 cities on the coast in the 600 AD start.
 
What I was planing on doing actually involved using the AD 600 scenario, so the holy city would already be set, just as the the Apostolic Palace would be built. Because otherwise there wouldn't be a Byzantine Empire, and so on.

A generic religious wars feature is a subject for another mod-mod. :D Personally I believe it should be coded as part of the AP features.

Thanks for the dates, by the way, they will come handy! There will be different spawns and no one is actually required to try capture Jerusalem.

If some Condition or Action isn't available in PyScenario I will add what I need, obviously. :rolleyes: And if it isn't something that should be a part of the application in general, I'll just add a custom method in another module and import it. (I figured out a way of doing this. :king:)

This also goes for everyone else - if you opt to use PyScenario for your scripting I will of course try to get you anything you need! :goodjob: Its the least I can do since its only a beta-version and anyone using the application is in effect a beta-tester.
 
I'd suggest an Israel scenario, but IDK how that would even work. Also, it would kinda be a mess trying to fit in another civ with Arabia and Turkey already there =/
You mean add the biblical Kingdom of Israel into RFC? And it would then respawn as modern Israel?

Personally I'd rather add the Hittites. :p But unfortunately I don't know how to add new Civs.

hmmm... could be interesting to simulate colonization (with creation of military units spawning of towns, flipping, and other similar stuff... all at the right timeframe).
Yeah, this is something that someone could really sink their teeth into! :D

Nody, no one is stopping you on taking on another project... :p But you should know that once you add one single thing into CivIV you will be hooked and all your energy will be spent on modding instead of playing. :lol: Because there is always more to add... One... more... spawn... :p
 
Nody, no one is stopping you on taking on another project... :p But you should know that once you add one single thing into CivIV you will be hooked and all your energy will be spent on modding instead of playing. :lol: Because there is always more to add... One... more... spawn... :p
hahahahahaha... this is very tempting! :)
At the moment (due to work) I've little time for it, but maybe I'll take some time during the vacations :)
 
hahahahahaha... this is very tempting! :)
At the moment (due to work) I've little time for it, but maybe I'll take some time during the vacations :)
The modding part is the fun part, but its the testing that will get to you. :rolleyes:

Because if you don't test your changes before trying to play, then you will feel like tweaking it - or fixing it if its broke - when playing. And this will ruin you game as you're forced to restart over and over again.So always test every single change first.

The problem, then, is that once you've tested your mod/scenario - to death - you can't stand playing it any more yourself. :p
 
I would like to create a 20th century scenario, and have it so that a few key events happen:
World War One: Defensive pacts will be in place at the start, but it's possible AI may not go to war as quickly as they need too, for which an event would be great.
World War Two: Events to create the appropriate defensive pacts, and an event to trigger it under the same circumstances as World War One.
Cold War: Events to create Defensive Pacts and perhaps to stir a little trouble (Cuba?).
Independence: The great European Empires will lose their Colonies based on set dates, where possible I would like the colonies to respawn into proper civs.
Politics: Events to push the most important political alignments (America and Western Europe Free Market, Russia Germany China State Property, Germany Italy Japan (Spain?) Police State)
 
The modding part is the fun part, but its the testing that will get to you. :rolleyes:
Yes, I know. :(
The main problem for me is not coding, I do have a long professional experience for it (mostly C++), but testing a Mod requires a huge investment in time that I don't have.

In terms of style I'm pretty much into XP bar only the pair programming (that I usually replace with extensive code reviews).

Anyway, now there is no hope to even start.
I'm Seoul working with criminally insane customers, with daily a schedule that is against the bill of human rights. :)
Free time is only dedicated to basic hygiene and date some local girl. ;)

Only when I'll be back in my homebase (Oslo) and to a more humane lifestyle I may get time for modding.
 
I would like to create a 20th century scenario, and have it so that a few key events happen:
(...)
When would this scenario start? AD 1900?
 
@Baldyr
That would be amazing if you could help me do these changes. At first I thought I would only make these changes for myself, but with your help I could make a mod, and of course I would give you full credit!:D

These are the specific changes I want to make:

1. Remove Persia from the Ottoman War map, I want to make sure that all of Persia looks undesirable for the Ottomans to expand into

2. Can you make Baghdad spawn in 762, in the spot right between the Tigris and Euphrates river.
- Also if you could have them flip to the Arabs, that would be good

3. Have the Persian respawn in 1501 (or the closest date to that), and have there name be changed to, "The Safavid Dynasty". I've already requested a LH, so if we could combine the LH to the Persian spawn, that would be excellent.

And so far thats it, for now. But once again, if you could help me with all the coding, that would be excellent! Thanks a ton:)
Oh, without promising too much I should be able to take care of Baghdad spawning and flipping - probably also Persia respawning. Because these thing can be done with PyScenario. I don't actually know how to change the dynamic name for a Civ, but maybe you could look into this yourself? (You could ask for help on the modding forum.)

Also, you would probably have an equal chance than me to edit the war map. Have a look in the AIWars.py file and look for the Turkish entry. Try to locate some geographical reference points (like Anatolia) and calculate where the Persian area is (roughly). Then change the values for those map tiles.

If you can't figure it out I could probably take a look at it at a later point. I'll get back to you about the PyScenario part of this mod-mod. Hopefully we can include other stuff, also. (Like try to fit in the new leader.) But tonight I'm off to a concert. :king:

(I'm gonna tackle the Crusades mod-scenario thing soon, also.)

edit: Shouldn't Baghdad spawn as Arabian, by the way? (What Civ should it otherwise belong to? And when should it flip?)
 
Oh, did I forget something here? Was it your custom stability rule thing? :confused:
 
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