Modder's Documentation

Hydro, look at these birdies:
http://en.wikipedia.org/wiki/Dromornithidae

They are not exacly terror birds but they lives in Australia in times when Aborigenes arrive.

Also:

Source: http://austhrutime.com/daemon_duck.htm

Oh very nice. I was not aware of those, but it makes sense when the Moas (New Zealand) and Elephant Birds (Madagascar) were around.

EDIT: Looks like Dromornis stirton is in the Late Miocene - Early Pliocene. We need something in the Quaternary. Such as the Holocene (Modern Times) or Pleistocene (Ice Age Times).

Genyornis says Late Pleistocene so its within the range. But don't look much different from a Moa (or Elephant Bird). Definitely not the terror-bird look. :(
 
WoC is a way of writing XML for Civ IV.

Background

Originally the XML had to be in what we call the core files which makes it difficult for more that one modder to work on a mod. Modules were introduced. In the module you had to have the whole object and it replaced base object defined in the core files.

This does not support optional content nor does it allow two options to be on at the same time. It may require players to physically move modules in and out of their mod.

Basics of how it works

WoC works similar to the industry standard mechanism for updating a master file. In this case the Master is the core files and the transactions are the modules. This makes life easier for the modder because they only need the object key and the values they want changed in their module. It also enables to different modules to work on different parts of the same object and have their changes combined.

(Note: It is possible with this method that the Master record is in one of the modules with transactions to it in other modules. IE Just like any other update mechanism.)

There are two "bugs" or "design features" that cause some confusion to modders using WoC
  • you can't set a value back to it's default value
  • group elements add to the group they don't replace it.

The way WoC gets around this is with the bForceOverwrite tag set to 1. With this you replace the current core with what is in this definition.

With all these transactions it becomes important to have away of ordering them and turning on or off optional components. This is where the Modular Loading Controls, or MLF comes in. These files, one in each folder, indicate which module (sub folder) to load in which order. You can set up a number of different orders to suit your needs and switch between them. This allows players to edit a small number of files rather than move files. (Note: C2C does not use the MLF ability of different load sets well if at all.)

In addition WoC allows you to turn off content in one module depending on the existence of game objects making it possible to keep things working across modules. This is done using the AndDependencyTypes tags. All the objects in this list must exist for this transaction to be processed.

Rise of Mankind/A New Dawn extensions

RoM/AND extended WoC slightly by adding adding Game Option tags which turn objects on and off depending on options set in the Custom Game screen.
 
Can someone give a very brief rundown on how to modify the Civilopedia. I want to try and see if I can clean up the game concepts page as it's missing a ton of information and there's no good way to look it up in game, if it's not too much trouble.

Edit: Thanks I'll try and get started later tonight.
 
Concepts have two parts:-
- a file with the index which contains the link to the heading and the text
- normal text files defining the heading and concepts text.

For example in the index
Code:
		<NewConceptInfo>
			<Type>CONCEPT_REALISTIC_CULTURES_SPREAD</Type>
			<Description>TXT_KEY_CONCEPT_REALISTIC_CULTURES_SPREAD_TEXT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_REALISTIC_CULTURES_SPREAD_PEDIA</Civilopedia>
		</NewConceptInfo>
and the text
Code:
	<TEXT>
		<Tag>TXT_KEY_CONCEPT_REALISTIC_CULTURES_SPREAD_TEXT</Tag>
		<English>Realistic Culture Spread</English>
		<French>Propagation Culturelle Réaliste</French>
		<German>Realistische Kulturausbreitung</German>
		<Italian>Diffusione realistica della cultura</Italian>
		<Spanish>Difusión cultural realista</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CONCEPT_REALISTIC_CULTURES_SPREAD_PEDIA</Tag>
		<English>[H1]Realistic Culture Spread[\H1][NEWLINE]Realistic Culture Spread creates a more natural style of cultural spread from your cities. Culture spreads more slowly over rivers, higher terrain like hills and peaks, heavily wooded areas, and ocean tiles. Because this more natural spread also has the effect of limiting your cultural borders, three new intermediate culture levels have been added for this game option only, to expand your borders farther. The amount of actual culture to reach [COLOR_YELLOW]Legendary Culture[COLOR_REVERT] is not altered.[NEWLINE][NEWLINE][BOLD]Culture Levels[\BOLD][NEWLINE][NEWLINE][COLOR_HIGHLIGHT_TEXT]Poor[NEWLINE]Fledgling[NEWLINE]Developing[NEWLINE]Prominent[NEWLINE]Refined[NEWLINE]Elegant[NEWLINE]Influential[NEWLINE]Impressive[NEWLINE]Legendary[NEWLINE][COLOR_REVERT][PARAGRAPH:2]</English>

Index
There are two files which contain the index of concepts both can be found in the folder XML/BasicInfo
- for concepts C2C inherited use the index file CIV4BasicInfos.XML.
- for concepts new in C2C use the index file CIV4NewConceptInfos.XML.​

The order is not important in this file as the pedia sorts them into alphabetic order based on the value of the heading.​

Concept Heading
Can be in any normal text file anywhere in the mod. The tag has the structure CONCEPT_name.​

Concept Text
Can be in any normal text file anywhere in the mod. The tag has the structure CONCEPT_name_PEDIA.​
 
Here's an updated mathematical progression for establishing base build costs for units and buildings by tech grid x of the most stringent tech prereq for the object.

Build Costs
Column Cost
0 5
1 10
2 15
3 20
4 25
5 30
6 35
7 41
8 47
9 53
10 59
11 65
12 72
13 79
14 86
15 93
16 100
17 108
18 116
19 124
20 132
21 140
22 149
23 158
24 167
25 176
26 185
27 195
28 205
29 215
30 225
31 237
32 249
33 261
34 273
35 285
36 300
37 315
38 330
39 345
40 360
41 380
42 400
43 420
44 440
45 465
46 490
47 515
48 540
49 570
50 600
51 630
52 660
53 700
54 740
55 780
56 820
57 870
58 920
59 970
60 1020
61 1085
62 1150
63 1225
64 1300
65 1400
66 1500
67 1625
68 1750
69 1900
70 2050
71 2225
72 2400
73 2600
74 2800
75 3025
76 3250
77 3500
78 3750
79 4025
80 4300
81 4600
82 4900
83 5225
84 5550
85 5900
86 6250
87 6625
88 7000
89 7400
90 7800
91 8250
92 8700
93 9200
94 9700
95 10250
96 10800
97 11400
98 12000
99 12650
100 13300
101 14000
102 14700
103 15475
104 16250
105 17100
106 17950
107 18875
108 19800
109 20800
110 21800
111 22900
112 24100
113 25400
114 26800
115 28300
116 29900
117 31600
118 33400
119 35400
120 37600
121 40000
122 42600
123 45400
124 48400
125 51700
126 55300
127 59200
128 63400
129 68000
130 73000
131 78500
132 84500
133 91100
134 98300
135 106100
[quote="ls612 (and still pertinent)']
This is for normal buildings and units.

NOTE: Do not use these numbers blindly for the Galactic Era or Multi-Maps. That will require more tweaking which I'll get to when we cross that bridge.

  • National Wonders cost 4 times what a normal building would cost for that tech
  • World Wonders cost 8 times what a normal building would cost for that tech
  • Projects cost 12 times what a normal building would cost for that tech
[/QUOTE]
The reason for the update was that there were some noted errors in the previous progression chart when going through it for use - additionally, the previous chart did not extend back to the beginning of the tech tree. The manner in which these numbers were derived was based on a more (but not completely) accurate method of smoothly gradiating degrees of increasing values that should help to diminish some of the 'spurts' we've seen in various eras where sometimes it's very lengthy to build something and other times very quick. Obviously building modifiers will need to take on some kind of standards that grow in line with these but it's a work in progress as always.

One manner in which this was applied to units on the current naval review process was to modify the tech derived value from this chart by a percentage based on the type of unit upgrade chain the unit belonged to. So this really is, as ls612 points out, just a zeroing point guideline rather than an absolute law.

At some point, almost all buildings and units will need to be adjusted to fit to this progression better. Modern/Transhuman end up being much higher under this table than the last.
 
I have updated the first post. The old one had a paragraph at the end about the relative costs of National and Great Wonders and Projects.
 
I know Hydro has one as well but this may be valuable to the team as a whole and can be used as a repository for other tech based evaluations. I will eventually include a page that covers the research values, and one that covers the build cost guidelines as established again a few posts ago here.

Note: I figured I'd try this setting that you must use this link to be able to edit with. Never used this feature of googledocs so I figured I'd give it a go. Please don't mess with unless you're updating real changes (and at when you do update, make sure to update here too!)

C2C - Techs
 
Here's an updated mathematical progression for establishing base build costs for units and buildings by tech grid x of the most stringent tech prereq for the object.

Build Costs
Column Cost
0 5
1 10
2 15
3 20
4 25
5 30
6 35
7 41
8 47
9 53
10 59
11 65
12 72
13 79
14 86
15 93
16 100
17 108
18 116
19 124
20 132
21 140
22 149
23 158
24 167
25 176
26 185
27 195
28 205
29 215
30 225
31 237
32 249
33 261
34 273
35 285
36 300
37 315
38 330
39 345
40 360

The problem is that ls612 left the early ones with my old system so they would stay balanced. Which ment that the balance starts around X30. According to my notes ...

X1 to X24 is the old system
X25 = 30
X26 = 40
X27 = 50
X28 = 60
X29 = 70
X30/31 = 80
X32/33 = 90
X34/35 = 100
X36/37x = 105
X38/39 = 110
X40/41 = 120
X42/43 = 130
X44/45 = 130
X46/47 = 140
X48/49 = 150
X50 = 160
X51 = 180
X52 = 190
X53 = 200
X54 = 220
X55 = 230
X56 = 250
X57 = 260
X58 = 280
X59 = 300
and so on ...
X132 = 41800
 
But what is the old system?

The old system was me manually balancing out things "by feel" which ranged between simple buildings like Berry Bushes and Stick Gatherer being around 5 while main buildings were around 10 and near the end of the prehistoric era things went up into the 20's

In short ....

Old (Current)
- Berry Bush = 5
- Stick Gatherer = 5
- Clay Pit = 10
- Chief's Hut = 60

TB's New System
- Berry Bush = 10
- Stick Gatherer = 15
- Clay Pit = 35
- Chief's Hut = 93
 
The old system was me manually balancing out things "by feel" which ranged between simple buildings like Berry Bushes and Stick Gatherer being around 5 while main buildings were around 10 and near the end of the prehistoric era things went up into the 20's

In short ....

Old (Current)
- Berry Bush = 5
- Stick Gatherer = 5
- Clay Pit = 10
- Chief's Hut = 60

TB's New System
- Berry Bush = 10
- Stick Gatherer = 15
- Clay Pit = 35
- Chief's Hut = 93

I'm not suggesting that we go through all build costs again. Even just looking at this comparison there's enough comparability that it shouldn't mean having to make adjustments. Again, this is just a guideline. The usefulness, size, intensity of the endeavor etc... all those things should be taken into some consideration. These numbers just serve as a zeroing point to start with to add further considerations onto.

Where we SHOULD be looking to make adjustments to align better with this new chart would be the midgame stuff. The differences are a bit stronger there. But it doesn't have to happen overnight.
 
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