Un Autre Monde: Growth And Happiness

Rajul

Warlord
Joined
May 16, 2013
Messages
102
Location
France



On Steam:http://steamcommunity.com/sharedfiles/filedetails/?id=321883291
On CivFanatics:http://forums.civfanatics.com/downloads.php?do=file&id=23294


This mod requires the Brave New World Expansion and the Polynesian Scenario. It won't be compatible with any other mods that alter the dll or those UI elements: city screen, top panel, trade screen, policies panel, techtree.

English and French versions.


Un autre monde (« another world ») is a serialized mod, and Growth and Happiness is the second release of it, following Before And After Science. Growth and Happiness includes all the features of Before And After Science (please look at the description of this mod to see all the changes it introduced).



A New Start:

In Growth And Happiness, you will start with two settlers and cities have a bigger initial territory. Those changes were introduced to shape the map faster, but also open to new strategies. As Happiness can be challenging in the first turns, a new building, the Communal Hall has been introduced. It gives +2 happiness, but can't be built after Writing has been researched.

Governances and Revolutions

Governance is the first important mechanism I would like to talk about. In Growth And Happiness, you can choose your Governance type, such as a Republic, a Monachy or an Empire... Governances are not a new "Omnibus" like Policies or Religions, which means that they only affect your Happiness output according to the shape of your empire. For example tall nations will tend to adopt Republic or Monarchy as their Governance, while wide ones may adopt League or Empire. Parameters taken into account are population, number of cities, their types, the distance to the capital... At the start of the game you are locked into despotism, and new forms of governances will be available from the Classical Era. Changing your governance will lead to a period of anarchy (unless you are leaving behind Despotism).

There are however moments when your governance will change without your consent... That is the new revolution system: generating unhappiness, being at war or unlocking social policies increase your Revolution threat. When this number reaches 100%, a Revolution will break out and the angry mobs will force you into a new governance... that can actually be better but more probably far worse than the previous one. Since the Revolution threat decreases naturally at a very slow pace, you can choose to put down the rebels to fastening the process; it will however cut your receipts by 20%.

With unhapinness penalties being reduced, going now into the negative is now more of a risk than of a sheer penalty.

City Claims

This new mechanism completes the previous ones. Your cities (except puppet ones) have now claims, similar to the city-states quests. Completing them gives yous +1 Happiness (to a max of +2), not doing so +1 Unhappiness (to a max of +4). Note that your cities tend to ask you things that seem counterproductive. Don't completely ignore them though!

Seizing!

Seizing is a mechanism that allows you to steal tiles to your opponents. Basically, acquisition of tiles by culture is no longer limited to neutral territories. It will happen if a city has a bigger culture production than its neighbour; however to avoid complete mess (and ragequit ;) ), there are several restrictions to what tiles can be seized (see features list) and you can actually use them to protect your territory.

Also, if tile seizing becomes a national issue, you can solve it with proper Diplomacy : a Recognize Borders deal has been added, and it can be traded either with a DOF or in a peace treaty.

And beware of Washington!

Diplomacy and AI

In addition to the Recognize Borders treaty, AI will now actively ask for defensive pact, which is quite a significant change. They will do it if they are threatened by someone and believe that you can deal with this threat. Also, honouring a Defensive Pact no longer counts towards Warmongering penalties.

In addition AI have received some improvements (see features list).

In Passing

Growth and Happiness comes with three new buildings, including the Postal Service and the Subway, allowing you to increase the working distance of your cities (Code being heavily inspired from WorkingCityDistance of Whoward69)!



Features List:
Spoiler :


General Setting and Start:

- Worlds 10% bigger;
- Start with 2 settlers;
- Cities now start with 8 additionnal tiles.


Happiness:
- Governance system implemented;
- Revolution system implemented;
- City Claim system implemented (only for human players);
- Combat penalty for Unhappiness halved;
- Growth penalty for Unhappiness is now 5% per point of Unhappiness (a.k.a no auto-regulation of happiness issues);
- No production penalty for Unhappiness (a.k.a "no infinite time for building a coliseum and move on").


Growth:
-Conquering a city now gives 1/5 of its population to the rest of your empire ("deportation" system);
- Improved "We Love the King's Day" to 50%.
- Added a checkbox on governance panel to prevent growth in every city;
- Added a checkbox on governance panel to prevent deportation;

Expansion:
-Seizing system implemented. Tiles that can't be seized: mountains, luxury and strategic resources (unless trait), specialist imporovements, roads, forts, tiles around a citadel, tiles over a mountain, a sea or a river, tiles adjacent to a city.
-Added a checkbox on City screen to prevent the city to seize opponent's territotries;
-Added a checkbox on the governance panel to prevent seizing in every city;
- No penalties on science for the number of cities;
- Religious Settlements Belief is now 25%.

Diplomacy:
- Added a New Deal, Recognize Borders. (no seizing from each other);
- AI will now ask for Recognize Borders treaties;
- AI will now ask for Defensive Pact;
- Honouring a Defensive Pact should no longer count towards Warmongering penalties;

AI:
- Should no longer be reticent to go at war if it puts them in negative GPT but with substitutive trade partners;
- Tade exchange have less impact on AI approaches;
- Now recognizing some tech as priorities to research no matter their flavors;
- Should research "old" techs with more priority;
- If flavouring Science, AI should now consider linking techs of the same category;
- AI only pay 10% of their receipts to put down rebels (AI cheat)

Buildings:
- Added the Communal Hall at Agriculture: +2 Happiness; can no longer be built after Writing is researched;
- Added the Postal service at Printing Press: allows citizens to work an additionnal ring of tiles; (Code heavily inspired from WorkingCityDistance of Whoward69)
- Added the Subway at Railroads: requires the postal service, gives the same effect.

Other:
- Trade units are no longer automatically destroyed when war is declared;
- Washington UA now allows the seizing of strategic and luxury resources.
- Angkor Wat now provides +8 Culture.





Thank you for playing my mods. If you notice something that looks like a bug, please report it. Also if (when) you notice a blatant proof of my poor engrish langage skills, please tell me so!



Extra Credits:
Whoward69, code for the postal service and subway being heavily inspired from WorkingCityDistance.
 

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Looks very cool! So, if I have the full expansion pack (BNW, G&K, everything else) will this mod be a "no go?"

Also, your English is quite good :)
 
Looks very cool! So, if I have the full expansion pack (BNW, G&K, everything else) will this mod be a "no go?"

Also, your English is quite good :)

Thanks! If you have the full expansion pack, the mod should work fine.
 
Thanks for working on a Revolutions concept and sharing it with us! Love dynamic games that rise and fall. Look forward to trying it. How do you think the AI plays it? :)
 
Thanks for working on a Revolutions concept and sharing it with us! Love dynamic games that rise and fall. Look forward to trying it. How do you think the AI plays it? :)

The Revolution concept does not really give a rise and fall vibe currently. If a revolution breaks out, the big price you pay are the turns of anarchy that will slow you down more than it will trash you. However if the mobs force you into a very bad governance,with a lot of unhappiness, there is a chance for rebels to spawn out or cities to secede, before you can change back the governance into something more appropriate.

As for the AI, if they have the money to put down the rebels, they should do fine. Now if an AI can't afford this AND is constantly at war or generates some unhappiness, it will face many revolutions which will cripple its economy. From what I have seen so far, revolutions hit harder AIs that are already struggling. I need feedback now to know if I should tweak the mechanism.:)
 
Seems amazing. Is it compatible with the Community patch? And others like CSD, Howard's mods etc?
 
Seems amazing. Is it compatible with the Community patch? And others like CSD, Howard's mods etc?

Community Patch and Howard's mods are using their own DLL, which means that unfortunately it can't be played with Un Autre Monde. CSD has a version (v14?) with no DLL file which should be compatible with UAM.
 
I have put the file in my mods folder but it does not want to unpack? What could be the problem?
 
This looks tremendously amazing. Thank you for spending your time to deliver this pleasure to us.

I really loved Revolution mechanic in Civ4 mods, and I was really sad that you cannot seize tiles from AI like in Civ 4 no matter what. Could you please share the mechanics which are used when seizing tiles please? Is there an easy way to allow every civ to seize any tile?
 
A V2 is up:
- Defensive pacts have now a trade value and will trigger more cleverly;
- Various tweaks including for revolution threats;
- fixed a bug with maya that was preventing them to have an expanded starting territory;
- fixed some broken city claims;
- typos and bad engrish;
 
A new version should be released tomorrow afternoon or this weekend. It will deepen the concept of revolution, introducing a proper state of revolution and revolutionary heroes.
Since it will probably break saved games, try to finish your saved games before!
 
Will this mod work if I use Exploration continued expanded?
 
Will this mod work if I use Exploration continued expanded?

No. THe exploration mod requires the community patch which uses a custom dll source file. You can't play with two mods that are using a specific dll file.

But you should try Un Autre Monde though! :)
 
Version 3 is up!

This new version introduces a new state of revolution and revolutionary heroes.


Revolution:
-When a revolution breaks out, you no longer go in anarchy but in "revolution": revolution gives you a penalty of 50% on science, culture, gold production; you don't get any tourism for its duration (5 turns now on normal speed).
-In a revolution, your units get a promotion, "Spirit of the Revolution" that gives them +15% strength in friendly territory;
- Golden Age now helps you to reduce your revolution risk.

Revolutionary Hero:
-The revolutionary hero is a new great person that will mainly appear when a revolution bursts out. You can use it as a general for your troop, but he also has a special ability, "generate uprising".
-"Generate uprising" is a mission you can perform on enemy's territory: it will consume the hero and create an army of rebels somewhere on its land.
- The AI has been programmed to generate uprising, but I need more time to see if it works correctly.


Also I have fixed some inconsistencies in the calculation of happiness.

-----

(I'm currently working on the third iteration of UAM, which will mainly focus on AI improvement. See you soon!;))
 
This is a radical new approach, like a social oriented MOD. I like it and try it right now.
Does it run properly with the ver. 1.0.3.144 and .279 as well ?
And tell me why the Attached Thumbnails are in French? Need the same in EN ? Maybe more comprehensive for most of us ? or both ? :cool:
 
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