World History Mod development thread

Actually my suggestion was quite serious. The Idea being that in becoming the Papal leader (or whatever it's called) you would A) Receive a lot of money and B) Garner alot of Influence in other Catholic Civs. like, enough to demand techs, and start wars, and other cool stuff. so to balance that, there would be a limit to the number of cities you can have. The limit could either be hard-coded (say max 2 cities, or something), or you could have civs declare war on you because they feel you're too powerful with lots of cities, or becoming too ambitious.
 
I agree with Moopoo. I think 2 things can be added to the Papal States (if you are running the Unique Power thing like in RFC, I've included that):

The Papal States
Leader: Pope Stephen II
Unique Power: Power of the Papacy - Whoever controls the Papal States gets control of the Pope's powers.
Restrictions:
1) Must be controlled by AI
2) Can only control 3 cities: Rome, Bologna, and Oistellfidar
3) Is locked into Papacy Civic

The Papal States were actually somewhat large, stretching from the the central Tyrhennian coast to the entire central Adriatic coast, stopped only by Venice. During the 1300s, the Avignon Popes (in France) ruled, so thus the Papal States collapsed. They were revived in 1357. It reached its greatest extent (that described above) just before the Napoleonic Wars, before collapsing due to the threat of Napoleon.

Edit: Thanks for the reply Kevin! I managed to solve the problem, and I have already gotten the rough coastlines of the area drawn, and the land filled in with basic Grassland. My map stretches from Istanbul (NW corner) to western Afghanistan, and from the south Caspian Sea to the Saudi-Yemen border.
 
If a nation collapses and is resurrected, can it have a different ruler? If so, when the Papal States are first created, in 751 from the Holy Roman Empire, make the leader Pope Stephen II. When they collapse around 1300, merge them into France, and when they are resurrected in 1357...I'm thinking Pope Pius XI.
 
Half-Religion? How would that work? Well, it's sounds alright, but maybe you should get a holy city if your able to keep your HR alive for a long time or something.

Ideally.
Okay, then, I have an idea. Once you get a holy city it becomes a real religion that you can spread around the world. And another way to get a holy city is if your the last civ with your HR, either as your state religion or are just the last civ with it at all. :D
Just an idea, keep up the good work! :D :D :D
 
@Kevinman:

Yeah. For the most part, the game is pretty good about units. My history book is pretty basic, and most of my knowledge of ancient navies comes from Classical-centric texts; I'll try to study India, China, and Arabia to get more.

@Lord_joakim:

I agree with you on this.

Quadreme (2 STR, 1 MVM) :
- Can bombard city defenses (-5% per turn)
- +10% Strength against Trireme (but costs about 1.3 times more)

Edited for balance.
 
Would it be possible to have a unit promotion that would allow road and fort production (engineer corps)?

If so we can have our Roman UU starting with it :)
 
Antilogic actually discussed whether Prats should only be able to build roads and only have 7 Strength, and included it in his Minimal Mod.
 
I agree with EvilTheMonkey. A promotion regarding an Engineer Corps could come with Military Science. Something like....

Engineer Corps:
- Prerequisites: Combat III
- Leads to: None
- allows Unit to build Roads, Forts
- allows Unit to become Worker/switch back

Kinda iffy on the last part.
 
Hello, again :D
Just a few things
One, I see you have Congo and not Kongo, and I think that your Congo is the modern nation and not the Kongo Kingdom. I think you should add the Kongo Kingdom or change the Congo into Kongo/Congo. Kongo was first spelled with a 'K' not a 'C', 'K' was the Kingdom of Kongo and 'C' was after they fell. Just my two cents. (I don't like wikipedia much, but oh well) http://en.wikipedia.org/wiki/Kingdom_of_Kongo#Early_history

I also saw that you don't have the Wolof(http://en.wikipedia.org/wiki/Jolof_Empire) or Benin(http://en.wikipedia.org/wiki/Kingdom_of_Benin , don't use that flag) Empires up, I was wondering if you were gonna add them, ( I see the list is still being worked on )

And on the Wonder Topic.
I have two you can add
The Temple of Abu Simbel (http://en.wikipedia.org/wiki/Abu_Simbel)
The Karnak Temple (http://en.wikipedia.org/wiki/Karnak)

Well, thats all :D Keep up the good works.
 
I agree with EvilTheMonkey. A promotion regarding an Engineer Corps could come with Military Science. Something like....

Engineer Corps:
- Prerequisites: Combat III
- Leads to: None
- allows Unit to build Roads, Forts

Kinda iffy on the last part.

Edited for balance :)
 
@Kevin (primarily)

Have you seen this mod comp: http://forums.civfanatics.com/showthread.php?t=268624

From the discusion of it, it looks easily modifyable and we could use it to represent any pre-city culture.

With some tinkering it might even be adapted to something like my early suggestion of the resource gathering camp (zero radius/population city in effect). EDIT: that idea is half-way down page 1 for referance

@Gooblah and lord_joakim

That's mostly how I saw combat eng working with two caviats:
1. have Combat II as the prereq (it shouldn't too hard to get IMO)
2. allow it with construction (or with Fieldcraft, a new tech I'm putting in my suggested tech tree: requires Construction and Organised Warfare - another new tech).
 
Just wondering: by unique tech trees, do you plan on having a different Tech Advisor for each Civilization, or do you plan on having a massive tech screen 20x large than that of Fall From Heaven? I'll start to brainstorm for New Eras, and see if they're implemented in XML or Python.

Anyways, I've in the middle of a pretty modern (sources are past AD 2000, with the exception of historical texts for research) World History course. Granted, its in High School, so not too great, but my teacher is good. Anyways, the way he sees it, there are 3 'waves' in society:

1st Wave: Agricultural Wave. No real organization. People are spread out, and use subsistence agriculture for survival. Little contact with other people outside of a village or clan results in lower disease rates and war, but less advancement. Advances in agriculture to allow more food lets some people stop farming, and work on metallurgy or science or developing a writing system. Formation of a society with a stable government, a social hierarchy and a sufficient tech level leads to the...

2nd Wave: Industrial Wave. Government organized. High populations focusing on production over commerce leads to population densities many times that of a 1st Wave society. Disease becomes rampant. Imperialism and war become much more common, and their results are much more devastating. Science and religion jockey for power, but atheism in the government is on the rise. Eventually, anger at poor working conditions in the middle class leads to revolution, usually in the form of a movement 'for the people'. Communism, socialism, fascism, etc all get a large following. Finally, a focus on science and education in the government, combined with a globalizing economy will lead to the...

3rd Wave: Information Wave: Globalization increases; nations are linked economically and politically. Major socioeconomic blocs arise to fulfill the need for shared information and wealth. Capitalism and Social Democracy become the leading economic theories, and nations not participating in either find themselves at risk of collapsing due to an inability or unwillingness to participate in the global economy. Individuals can now link to each other without the necessity of nationality. The Internet is formed.
 
@ETM: can you fix the link or at least tell us what the mod is :D We're left with nothing to look at. Based on the post after, were you talking about the Mongol Camp mod?

Would it be possible to have a unit promotion that would allow road and fort production (engineer corps)?

If so we can have our Roman UU starting with it
yes/agreed

@Grishnash, if there is any cohesion/transition between Kongo and Congo, it will be a dynamic (changing) civ. Haven't read Kongo's history yet- been really busy, but I will, in the meantime let me know if this is an OK temporary solution.

Benin will be included, I forgot to put it on the list.
Wolof is new to me, and it looks like it could be included, though it is getting pretty crowded there.

@Gooblah- concerning the promotion, what aproximate (if you have to give a really vague guess here) year would military science be discovered? This is a planned tech but I haven't done any reading and therefore I don't know when it would be in use. Just making sure it will be there, as ETM said, in time for the Roman UU. EDIT: nvm, duh, I can just have it start with it.

I think it would probably have to be several different tech advisors (if not one for each civ), I didn't know there was a way around that. But heck, the tech tree will probably end up being 20x larger than that of FFH, in this mod's final form (note: I don't know how big FFH's tree is, but I'm guessing it's large?).

It also looks like we'll be going with a civic for the papacy. I'll update this topic when the mod's working- this will be one of the first history/coding things I work on.

Does anyone disagree with the 3 cities (Rome, Bologna, and Oistellfidar) idea? That could potentially work, provided the cities aren't too close together.

And thanks for sharing your knowledge on eras. I plan on reflecting all of those details in forced (historic) events, random events and in the many smaller eras.

I'm going to have a lot of resources in this thread by the time it's done :)

@Moopoo- I gathered it would be serious, that was verbal diarrhea. Anyways, now that I think of it more, it wouldn't work for me in that I wouldn't want the civ to lose cities, just be limited. Therefore, I do not think that I would let any civ be the papal leader, but instead allow each civ to have a certain amount of influence on the pope (like Europa Universalis 3? I don't play that game, so I may be wrong). Again, I'll have to figure out how that would work.
~~~~~

On a (prioritized) troubleshooting note: I have managed to comment a whole bunch of stuff based on Rhyes.cpp without any sloppy errors (well I had a slew of them but I fixed them). Now, I am left with 12/14 new linker errors.

Here is the junk:

Linking...
Creating library C:\Documents and Settings\Timmy's Lost Soul\Desktop\CvGameCoreDLL/CvGameCoreDLL.lib and object C:\Documents and Settings\Timmy's Lost Soul\Desktop\CvGameCoreDLL/CvGameCoreDLL.exp
CvCityAI.obj : error LNK2019: unresolved external symbol "public: int __thiscall CvPlayer::verifySettlersHalt(int)" (?verifySettlersHalt@CvPlayer@@QAEHH@Z) referenced in function "public: virtual enum UnitTypes __thiscall CvCityAI::AI_bestUnit(bool,enum AdvisorTypes,enum UnitAITypes *)" (?AI_bestUnit@CvCityAI@@UAE?AW4UnitTypes@@_NW4AdvisorTypes@@PAW4UnitAITypes@@@Z)
CvGame.obj : error LNK2019: unresolved external symbol "public: void __cdecl CvGame::logMsg(char *,...)" (?logMsg@CvGame@@QAAXPADZZ) referenced in function "public: void __thiscall CvGame::setAIAutoPlayCatapult(int)" (?setAIAutoPlayCatapult@CvGame@@QAEXH@Z)
CvGame.obj : error LNK2001: unresolved external symbol "int * turnPlayed" (?turnPlayed@@3PAHA)
CvPlayer.obj : error LNK2001: unresolved external symbol "int * turnPlayed" (?turnPlayed@@3PAHA)
CvUnitAI.obj : error LNK2019: unresolved external symbol "protected: bool __thiscall CvUnitAI::AI_found_map(int)" (?AI_found_map@CvUnitAI@@IAE_NH@Z) referenced in function "protected: void __thiscall CvUnitAI::AI_settleMove(void)" (?AI_settleMove@CvUnitAI@@IAEXXZ)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setName@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z) referenced in function "public: void __thiscall CyPlayer::setName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setName@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setCivName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivName@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@00@Z) referenced in function "public: void __thiscall CyPlayer::setCivName(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >,class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivName@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@00@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setCivDescription(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivDescription@CvPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z) referenced in function "public: void __thiscall CyPlayer::setCivDescription(class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >)" (?setCivDescription@CyPlayer@@QAEXV?$basic_string@GU?$char_traits@G@std@@V?$allocator@G@2@@std@@@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: int __thiscall CvPlayer::getSettlersMaps(int,int)" (?getSettlersMaps@CvPlayer@@QAEHHH@Z) referenced in function "public: int __thiscall CyPlayer::getSettlersMaps(int,int)" (?getSettlersMaps@CyPlayer@@QAEHHH@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvPlayer::setLeader(int)" (?setLeader@CvPlayer@@QAEXH@Z) referenced in function "public: void __thiscall CyPlayer::setLeader(int)" (?setLeader@CyPlayer@@QAEXH@Z)
CyPlayer.obj : error LNK2019: unresolved external symbol "public: enum LeaderHeadTypes __thiscall CvPlayer::getLeader(void)" (?getLeader@CvPlayer@@QAE?AW4LeaderHeadTypes@@XZ) referenced in function "public: int __thiscall CyPlayer::getLeader(void)" (?getLeader@CyPlayer@@QAEHXZ)
CyGame.obj : error LNK2019: unresolved external symbol "public: bool __thiscall CvGame::changePlayer(int,int,int,int,bool,bool)" (?changePlayer@CvGame@@QAE_NHHHH_N0@Z) referenced in function "public: bool __thiscall CyGame::changePlayer(int,int,int,int,bool,bool)" (?changePlayer@CyGame@@QAE_NHHHH_N0@Z)
CyGame.obj : error LNK2019: unresolved external symbol "public: void __thiscall CvGame::convertUnits(int)" (?convertUnits@CvGame@@QAEXH@Z) referenced in function "public: void __thiscall CyGame::convertUnits(int)" (?convertUnits@CyGame@@QAEXH@Z)
../Beyond the Sword/Assets/CvGameCoreDLL.dll : fatal error LNK1120: 12 unresolved externals

Build log was saved at "file://c:\Documents and Settings\Timmy's Lost Soul\Desktop\Bladll\CvGameCoreDLL\Final Release\BuildLog.htm"
CvGameCoreDLL - 14 error(s), 0 warning(s)

Anyone have any ideas? The first time I got linker errors it was because of Codeblocks, so I switched to VB. The second time, it was because I needed to include the Rhyes.cpp file EDIT: and Rhyes.h, which is the only file RFC added to the DLL. My configurations should be good. I am at a loss of finding a fix to the new linking errors.
 
Kevin, I have played EU3, so if it gives you ideas, I'll explain how the Papal system works in that for you. Basically, the Pope doesn't actually exist in game, but rather there are 10 (I think) cardinals which are effectively the power behind the Pope. These can be controlled by various countries who either randomly get in when there's a new openning, or who can try to influence cardinals through bribes. Whoever has the most cardinals is the Papal Controller, and gets an appropriate bonus.
 
Military Science was studied extensively in Germany, Russia, and France prior to WWI, and studied throughout the world after the close of the Great War. It really picked up during the period between WWI and WWII, since everyone was trying to figure out where to place armies to stall enemies, etc, and the education system was focused on prepping young men for war.

Here's a link for a screenshot of the FFH Tech Advisor.
 
:bump:

Did some more brainstorming over the weekend. I looked at your Construction/Settlement bar, and got a few ideas:

1) Settler Levels. An initial Settler, a Colonist, the Pioneer, etc. Not as great as...

2) Population Drift: Something that I think would be freakin' awesome. If the economy is slowing in a Civilization, people will pack up and head to another Civilization's cities (like the American Unique Power in RFC). Similarly, if there was an unsettled area near a resource (commerce or Production), drift there would occur. It would begin with a 1% chance added to a base 1% every turn the tile was unimproved or a city wasn't there. The game should favor Gold, Gems, Silver, Fur, Iron, Copper, Coal, and Horses over other resources. So basically, every turn a resource 4 tiles away from the nearest city is left unimproved, then the chances a new city will spawn there increases. Based on the resources nearby and the tech level, the city spawn could be accompanied by a research increase on a certain tech, a whole new tech, money, or buildings automatically present in the city. This mechanic could force players to settle resources quickly in order to make sure that the city becomes specialized in the way they want.
 
:bump:

Did some more brainstorming over the weekend. I looked at your Construction/Settlement bar, and got a few ideas:

1) Settler Levels. An initial Settler, a Colonist, the Pioneer, etc. Not as great as...

2) Population Drift: Something that I think would be freakin' awesome. If the economy is slowing in a Civilization, people will pack up and head to another Civilization's cities (like the American Unique Power in RFC). Similarly, if there was an unsettled area near a resource (commerce or Production), drift there would occur. It would begin with a 1% chance added to a base 1% every turn the tile was unimproved or a city wasn't there. The game should favor Gold, Gems, Silver, Fur, Iron, Copper, Coal, and Horses over other resources. So basically, every turn a resource 4 tiles away from the nearest city is left unimproved, then the chances a new city will spawn there increases. Based on the resources nearby and the tech level, the city spawn could be accompanied by a research increase on a certain tech, a whole new tech, money, or buildings automatically present in the city. This mechanic could force players to settle resources quickly in order to make sure that the city becomes specialized in the way they want.

It's a good idea, but the list should be changed to food resources if changed. It's why people moved in ancient times, at least - because there was not enough food.

Deer would be a good example. You have to hunt it down. Therefore, your people will wander to the area with Deer.

Anyways, this shouldn't happen too often.
 
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