Hey guys,
While working on a new extended gamespeed mod (that I hope to release soon as well), I realized that certain rewards were horribly overpowered in that context. Of course, the rewards are hardcoded and you can't add new ones, so I rewrote the whole thing. It piggybacks on the existing system so that it doesn't affect map scripts that place ancient ruins and the Archaeology system should still reveal antiquity sites on/near previously explored ruins. The system includes new rewards and enables the ones that Firaxis left unused.
Adds the following new rewards:
- Food growth in the capital city (alternative to population growth used in higher difficulty games)
- Production boost in the capital city (adds hammers to the current building construction; does not apply to training units)
- Research boost (alternative to free technology used in higher difficulty games)
- Faith boost (alternative to pantheon/prophet reward, useful for specifying the faith amount)
- Reveal other ancient ruins (every other ancient ruin on the map has the probability of being revealed specified in RevealProb)
Enables the following previously unused rewards:
- Trigger a trap that spawns barbarian brutes around the ruins (more will appear in higher difficulty games; not triggered by scout units)
- Low gold and high gold (used to differentiate amount given based on difficulty)
- Spawn a friendly scout or warrior
- Grant the unit experience (used in place of unit upgrade in higher difficulty games)
- Heal the unit if damaged
- Reveal the nearest random resource (luxury and strategic only)
As well, the Culture, Experience, Gold (all), Food, Science, Faith, and Production rewards are modified by the current difficulty and gamespeed. Lower difficulty settings and slower gamespeeds yield higher amounts. The HandicapModifier setting for each reward type in AncientRuinsRewards.xml is multiplied by 7-(0=Settler, 7=Deity). The GameSpeedModifier refers to the setting in GameSpeeds.xml used to scale the reward, multiplying it by the setting/100.
Determination of the reward given is different from the base game. Every ancient ruin has the same chance of giving any available reward for normal units. However, Ancient Ruins explored by a unit with the Pathfinder promotion will have a random list of available rewards.
The original GoodyHuts and HandicapInfo_Goodies data is replaced by AncientRuinsRewards and HandicapInfo_Rewards. The latter is structured differently from its predecessor and should be easier to configure.
Tested and appears to be fully compatible with Vanilla, G&K and BNW.
Suggestions for new rewards welcome.
Steam Workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=431922378
Note: The below files are still pending moderation.
CivFanatics Download Database (.civ5mod):
http://forums.civfanatics.com/downloads.php?do=file&id=23901
CivFanatics Download Database (unpacked):
http://forums.civfanatics.com/downloads.php?do=file&id=23902
While working on a new extended gamespeed mod (that I hope to release soon as well), I realized that certain rewards were horribly overpowered in that context. Of course, the rewards are hardcoded and you can't add new ones, so I rewrote the whole thing. It piggybacks on the existing system so that it doesn't affect map scripts that place ancient ruins and the Archaeology system should still reveal antiquity sites on/near previously explored ruins. The system includes new rewards and enables the ones that Firaxis left unused.
Adds the following new rewards:
- Food growth in the capital city (alternative to population growth used in higher difficulty games)
- Production boost in the capital city (adds hammers to the current building construction; does not apply to training units)
- Research boost (alternative to free technology used in higher difficulty games)
- Faith boost (alternative to pantheon/prophet reward, useful for specifying the faith amount)
- Reveal other ancient ruins (every other ancient ruin on the map has the probability of being revealed specified in RevealProb)
Enables the following previously unused rewards:
- Trigger a trap that spawns barbarian brutes around the ruins (more will appear in higher difficulty games; not triggered by scout units)
- Low gold and high gold (used to differentiate amount given based on difficulty)
- Spawn a friendly scout or warrior
- Grant the unit experience (used in place of unit upgrade in higher difficulty games)
- Heal the unit if damaged
- Reveal the nearest random resource (luxury and strategic only)
As well, the Culture, Experience, Gold (all), Food, Science, Faith, and Production rewards are modified by the current difficulty and gamespeed. Lower difficulty settings and slower gamespeeds yield higher amounts. The HandicapModifier setting for each reward type in AncientRuinsRewards.xml is multiplied by 7-(0=Settler, 7=Deity). The GameSpeedModifier refers to the setting in GameSpeeds.xml used to scale the reward, multiplying it by the setting/100.
Determination of the reward given is different from the base game. Every ancient ruin has the same chance of giving any available reward for normal units. However, Ancient Ruins explored by a unit with the Pathfinder promotion will have a random list of available rewards.
The original GoodyHuts and HandicapInfo_Goodies data is replaced by AncientRuinsRewards and HandicapInfo_Rewards. The latter is structured differently from its predecessor and should be easier to configure.
Tested and appears to be fully compatible with Vanilla, G&K and BNW.
Suggestions for new rewards welcome.
Steam Workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=431922378
Note: The below files are still pending moderation.
CivFanatics Download Database (.civ5mod):
http://forums.civfanatics.com/downloads.php?do=file&id=23901
CivFanatics Download Database (unpacked):
http://forums.civfanatics.com/downloads.php?do=file&id=23902