Vincentz Infinite Projects [VIP MOD]

Added Future Cityset and fixed Germanic and African cottage, hamlet etc Classical to Renaissance (was missing before)

Considering putting in a middle east cityset for Middle East and African, and also give the Greco Roman to American as well. So it would look like this :

City Set / Ethnic Styles

Asian : Asian
Euro : European, Germanic
MidEast : Middle East, African
GreRom : GrecoRoman, American

also changed citylot/ground for industrial from modern to renaissance. (looked strange before with "asphalt jungle" before the car was invented.)

 
That looks good. I've been following the development of this mod & I think I'm going to have to download it & give it a try. Is there a new version coming out soon? Should I wait for it?
 
Yes, there will be a soonish version comming out. I originally wanted the next version to be "finished", but found the bug with Germanic and African cottage -> town not showing in classical, medieval and renaissance, so I might put a "midway" version out in a day or 2.

-----------------------

Last 4 corporation founding screens (might redo Cereal Mills at a later time. just snatched a pic from the net)

 

Attachments

  • last4.jpg
    last4.jpg
    168.7 KB · Views: 643
Total blindsided :cry:



on a positive sidenote : pretty good combined arms stack in 130 AD (on normal warmonger, large+ archi map) even though it must have been underway atleast 20+ tiles (turns), and he had a similar reinforcement army coming a bit later.
I noticed different places in the CFC forum that the +5% extra cost per unit type would hurt the AI, but it certainly doesnt look like it. On the contrary.

edit: mmm. hanibal losses 0.
new game...

------------------------

Sun Tzu War Academy : (Req : Meditation/Military Training / Obsolete : Flight)
+2 XP in all cities
+100% Great General
+Free promotion : Art of War (10% Withdraw, 10% Strenght, 10% less collateral)


Overpowered?

--------------------------

Also, I have 4 resource spots left untill the final limit. I want to add a few goods, as I think there are already plenty natural resources (50), but if a good suggestion comes up I might reconsider. Also need suggestions for Goods. Either early tradegoods, or modern tradegoods (or middle trade goods ;)) that had a big influence on their era. I have 1 corporation left that could be used together with the resource.

Some I thought about :

Medicine
Pottery
Clothing/Fashion/Drapes
Chemicals
Cars/Engines/Autos

-------------------------------

Im kind of blank when it comes to the following techs :

Thermodynamics
Quantum Physics
Semi Automatic Weapons


-----------------------------

Actually there are 51 "natural" map placed resources now. The last one comes very late though and has been assigned: the code and placement number for resource 51 (or just Area 51 for short) ;)


----------------------

Added Fashion (Clothing)
Added Drapery (Building gives fashion with aesthetics)
Added Medicine
Added Automobiles
Added Promotion: Fanatic (Fundamentalism, Use enemy road/-1 Sight/+50% str for sacrifice)
Its scary to use. Unless you have sight promotion or intelligence of the area, you'll walk blindly and "blow" yourself up at first contact.:suicide:
 
Uploaded VIP78.ZIP

Didnt get as far as I intended, but made a lot of other stuff instead.
Changelog is the last couple of pages in this thread ;)

Don't mind the Dummy Promotions/Units/Buildings. I made them so when I play I can add new stuff straight away instead of having to restart the game from scratch.
 
This is a pretty nice mod you have developing.

I have a query about a group of units that you've included in this mod, the Warlord Chief/Captain/Commander bunch. What are these things supposed to represent? I've seen them in a number of mods and have always been puzzled and annoyed at their existence (in Civ), not that they get built. I usually just won't play a mod if they're in it.
 
Im sorry to hear that, as it was one of my first mods. You can still poll though ;)
http://forums.civfanatics.com/showthread.php?t=324790
but the chances of removing them are less than zero.

The idea behind them was to symbolize ... warlords ... :D
You know the partisan/extremist/robber/guerrilla/privateer sort of warlord, or a warlord in a african/afghanisthan sort of "sure officially we are at peace, but that doesnt mean I cannot burn down your villages and kill a few 100/1000s of people." Maybe even a bit Radovan Karadzic'ish or a Bin Laden sort of way. That kind of warlord. And while those are "modern" warlords, the history is full of examples of warlords not abiding the law and peace treaties of its hosts nations, plundering and pillaging the country side of "friendly" nations.

The idea behind them gameplay wise, is to have something to do when you are in a "boring" period of prolonged peace, but they also work quite good as cleaners (in an ethnic cleaning sort of : sure we can have open borders, but that doesnt mean you should walk around on OUR soil, mapping our territory"). Also I kind of enjoy going "warlord hunting" sometimes with axes or crossbows. Its a great way to get a Great "general" :D

But I'm surprised to hear they are found in other mods, as afforess took them out of Rand, and RoMs latest version was kind of... bugged to death.
 
I believe the correct term for this is: DOOMED!

http://forums.civfanatics.com/showpost.php?p=10206690&postcount=3862


--------------------

Looks like the calender is f.... again... :(
This time its the Epic Warmonger thats out of sync. Will upload a new Civ4GameSpeedInfos.xml soon. sorry.

--------------------

New calendar : (For Later Start Era Games)

% of turns / Start Year / Era / Free building / Free Units (Se=Settler, W=Worker, D=Defensive, Sc=Scouts)
Code:
0%	10.000 BC	Ancient 	None		S, Sc
15%	400 BC 		Classical 	Granary		2xS, 2xD, W, Sc
25%	650 AD 		Medieval 	Forge		3xS, 3xD, 2xW, 2xSc
40%	1400 AD		Renaissance 	Market		4xS, 4xD, 2xW, 2xSc
50%	1720 AD		Industrial	Library		4xS, 4xD, 3xW, 3xSc
60%	1910 AD		Modern		Bakery		5xS, 5xD, 3xW, 3xSc
70%	2010 AD		Transhuman	Theatre		5xS, 5xD, 4xW, 3xSc
80%	2060 AD		Future		Grocer		5xS, 5xD, 5xW, 3xSc
100%	2160 AD		The End
--------------------

And how does this sound? Especially in the later eras. underlined is already ingame
Spoiler :

GUNPOWDER
Bombard 15
Arquebusier 20
Cuirasser 25
Musketman 30

NAPOLEONIC WARS
Cannon 25
Grenadier 35
Rifleman 40
Cavalry 45

WWI
Artillery 40 (Collateral Siege)
Trench Infantry 50
Machine Gun 55 (+50% vs Gun, Can only defend)
Early Tank 60 (Blitz)

WW2
Marksman 40 (+50% vs Gun, Invisible)
Anti Tank RPG Soldier 45 (+50% vs Motor)
Mobile Artillery 50 (Collateral Siege)
Tank Destroyer 60 (+50% vs Motor)
Jeep (anti infantry) 60 (+25% vs Gun)
Paratrooper 60 (Paradrop)
Infantry 65
Marine 70 (Amphibious)
Tank 80 (Blitz)

MODERN
Sam Infantry 40 (+100% vs air & heli)
Mobile Sam 50 (+100% vs air & heli)
Sniper 55 (+50% vs Gun, Invisible)
AT Infantry 60 (+50% vs Motor)
Rocket Artillery 70 (Collateral Siege, +25% vs Motor)
Special Forces 80 (Invisible)
Modern Infantry Trooper 75
Modern Paratrooper Airborn Ranger 80 (Paradrop)
Modern Marine 85 (Amphibious)
Mech Inf 90
Modern Armor Main Battle Tank 100 (Blitz)


----------------------------

Added Hi-Tech Factory (produces electronics)
Added Rubber Plant (produces synthetic rubber from rubber)
Added Automotive Industy (produces automobiles from steel and rubber or synth rubber)
Added Refinery (produces fuel from oil)
Added Gas Power Plant
Added Trench Infantry
Modified Resource Requirements, Unit Strenght and Cost for lots of units
 
looking really good cant wait to see the civic system
 
0% 10.000 BC Ancient None S, Sc

Won't the 10 "." 000 BC cause problems because it's a period instead of a comma ","?

Just curious.

JosEPh

Ps. I'm gonna play version 0.77 for a bit more. It's the mid 1800's AD and I just got Crusaire and Shaka and Catherine have both declared war on me. The Fun is starting! :)
 
looking really good cant wait to see the civic system

I havent changed the civic system for quite a while, though I'm considering in boosting the start civics, so its not just a "hurry up and change" system.

1) Won't the 10 "." 000 BC cause problems because it's a period instead of a comma ","?

Just curious.

JosEPh

2) Ps. I'm gonna play version 0.77 for a bit more. It's the mid 1800's AD and I just got Crusaire and Shaka and Catherine have both declared war on me. The Fun is starting! :)

1) I checked, double checked, triple checked the calender now. There is a very slight offbeat with Marathon since it cannot take 1/4 of 10 years before BC (2.5 years causes massive python errors if used before christ was born)

2) Then you wont get the chance to play 0.78 as I'm going to upload 0.79 today :)
It sounds like the mid 1800's AD and I just got Crusaire you were victim of the wrong calendar, but then again Russia used a wrong calendar for a very long time (The October revolution was really in November :D)

I noticed when doing unit strenght that a lot of the gunpowder units didnt make any sense in comparison to each other. I fixed that in 0.79.

-----------------

Added Naval Academy
Added Arms Manufacturer (adds Automatic Weapons)
Added Explosives Plant (adds Grenades)
 
Well guess I better get to D/L'ng 079 then. I did get 078 but havn't installed it. (079 isn't up yet?!!)

This time its the Epic Warmonger thats out of sync.
I am using the Epic Warmonger with the 077 game.

I just attributed the techs coming later to my desire to make sure I've researched every tech, to see what benefits each one gives. It has allowed the AI to keep pace with me though. Musketmen are coming soon. :D

JosEPh
 
Civic changes :

Chiefdom : now gives extra free support for 5 units.

Democracy : +100% war weariness. And if you dont have democracy and other civs has there will be a happy penalty (like emancipation).
Hello Egypt :D

Free speech : Minor unhappiness if not having F.S. and others have.

Tribalism : +1 :) from Elder Council and +1 :hammers: from Camp.

Decentralization : +50% :food: and :hammers: from traderoutes

Paganism : gets the +1 :) from monument from Imperial Cult and no war weariness

Imperial Cult : can use unlimited priests.

and a bunch of other small changes.

--------------------------

Changed Monotheism requirement from polytheism to ceremonial burial
Added Dualism requirement : Polytheism
 
Democracy : +100% war weariness. And if you don't have democracy and other civs has there will be a happy penalty (like emancipation).
Hello Egypt

Will the other civs use Democracy? That's my concern.

JosEPh
 
I might put in some nice bonus, as it has certainly become the least favorable civic.

Also I changed Caste as the unlimited merchant, scientist, artist was counterintuitive. A caste system would in fact (IMHO) do the opposite. But need to boost it somehow. with something (perhaps +1 :hammers: or +1 :food: / specialist)

Any ideas for democracy? I think the unhappiness that other has it will have a showball effect, and most AI would end up with it, so it cant be too strong, but only playtesting will tell for sure.

But I'm very happy about the progress of the mod, as it now stands to be able to be played to the end
(though I still have tons of ideas, buildings, units, promotions etc etc, to fill it out even more)
and it still need a good deal of playtesting and balancing.

At the moment Im putting the last finish (txt keys and such) and then I'll upload the first Full Playable version :D
 
Maybe a lessened number of cities or distance cost? Democracy doesn't really need a focused bonus as it comes with a penalty to others.
 
Any ideas for democracy? I think the unhappiness that other has it will have a snowball effect, and most AI would end up with it, so it cant be too strong, but only playtesting will tell for sure.

It's been my experience, so far, that Democracy is not used by the AI. Caste on the other hand is used by all. Even Serfdom is not used, as they prefer Caste. I in fact, have switched to caste over serfdom. And most of the AI will hold to the starting civics well into the game before switching to the next level of civics. Caste being the obvious exception, the AI almost beelines for it. Vassalage is probably the 2nd most used by the AI. I rarely use it though, unless I get into an early protracted war.

I personally have never understood the reasoning for 100% war weariness for Democracy. Quite frankly it doesn't fit how America and Democracy work together. We have our Hawks and Doves and it waffles back and forth with whomever has control of the Congress. 50% would be more fitting, not 100%.

And how did Mercantile get turned around? No foreign trade? The Dutch invented Mercantilism and traded all over the world. I still scratch my head over that one.

I'll look over the Civics,as a whole, and how the current game AI Civs are using them a bit more and give some feedback.

JosEPh
 
Top Bottom