Natural Wonders Mod Comp

platyping

Sleeping Dragon
Joined
Oct 22, 2010
Messages
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Location
Emerald Dreams
Natural Wonders

Features:
Add 22 Natural Wonders into the Game.
Natural Wonders are scattered throughout the map randomly.
Not all Natural Wonders will spawn in a same game.
They spawn only after second city built in whole game to avoid regeneration of maps issue.

Chance to Spawn:
10% * (CyMap().getWorldSize() +1)

Benefits of Natural Wonders:
1) Increased plot yield
2) + X Gold for First team to Discover
3) +1 Global Happiness for each of them
4) Special Natural Wonder specific building to one city

Wonder List:
Uluru, Victoria Falls, Sugarloaf Mountain, Devil's Rock, Mt. Sinai
Nukuoro, Klyuchevskaya Sopka, Pravcicka Brana, Pamukkale, Aurora
Sharks Bay, Krakatoa, Basalt Organ, Lake Baikal, Great Barrier Reef
Barringer Crater, Ngoronogo Crater, Mt Fuji, Everest, Kilimanjaro
Dead Sea, Auyantepui

Credits:
Art: HROCHland, Dacubz145, Voyhkah, Hydromancer, Ferocca
Initial Thread

Includes:
1) Platypedia 3.0
Spoiler :





 
Updates:



Modified Feature Civilopedia page to include a section to display pedia entry.
Since they are "Wonders", they at least deserve that.

P.S.
Did not find a wiki page for basalt organ, so dunno what to write for that.
If anyone knows more about that natural wonder, let me know :D
 
Thanks :D

Updates

1) Modularized.

2) Replaced Landscape Arch with Pravcicka Brana.
Since this model is made by hrochland, I prefer to use the original name of the model it was intended for.
Movies, button, etc remade

3) Added pedia text for Basalt Organ.

4) Added Mount Sinai.


Actually this was just a generic desert mountain made by hrochland.
Since it was lying around in the database, might as well do something with it.
Chose Mt. Sinai since it fits the bill.
If you have a better fitting one, let me know :D
 
Updates

1) Natural Wonders now spawn after 2nd city built in whole game instead of 1st city.
Because you can still regenerate map if you are the first player and built city...
If you do not ever use regenerate map function, you can shift whole chunk to onGameStart.

2) Added Modified Sevopedia Feature page to display pedia entry, similar to the modified Civilopedia version.

3) Great Barrier Reef





A special Natural Wonder with additional codes required.
A) It will always spawn as a 2 tile NW.
B) It will grant benefits only once unlike Civ V where seeing a 2 tile GBR grants benefits twice.

Artwork from Hydromancer.
 
Thanks :D

I realised it looks pretty dumb for the Natural Wonder Movie to display the "effects" just like normal Wonders.

So I design 2 new versions:

1) Totally Blank with just the Movie


2) Movie with Pedia Entry


Of course, those text will only be displayed after the whole movie is done, just like wonders, unless those are static movies.
Which one looks better? :D
 
Wow, great you made it a python-only mod :)
I also really like the separate page for the sevopedia.

I was busy lately with the SDK/python version and just wanted to add the 7 natural wonders of the world (representing the 'official' list of natural wonders), therefore I made some models by editing existing nifs from the downloads here.
I've got one wonder in stock for you that I made from the 'Temple of Air' from the downloads section (by Walter Hawkwood): Aurora Borealis/Northern Lights.
Do tell me if you are interested in that one. It is animated too.
[It could be made better however if someone knows how to add copy and paste graphics from another nif into 'my nif', I found the green nuclear dust from the game itself to be great to mix with what I made, then it will really look like the Northern Lights, but I tried and it didn't work this copy-pasting. Would be great if someone could do that in case you want this wonder in]

The only of these 7 wonders I could not create from nif-editing was Mount Everest. I hope someone can make that for this mod? Would be great:)
 
Hmm, no need to ask me, I welcome all free graphics usable as natural wonders :D

Only troublesome thing about Aurora is whether to fix it near the North ...
 
Hmm, no need to ask me, I welcome all free graphics usable as natural wonders :D

Only troublesome thing about Aurora is whether to fix it near the North ...

If you call it 'Aurora' instead of 'Aurora Borealis' then it refers to the lights both seen at the north- and south pole. It's true that the lights on the North Pole are on the list of natural wonders and the southern lights are not, but it's actually just the same thing ;)

Anyway, here it is :) I hope somebody can add the green light effect but it's good now too if I do say so myself :)

Oh in attachment you'll se 2 nifs; one of them is without the green light effects, and one with - although it never showed up to me in-game (the green lights are not invisible), you are able to see it in nifskope. Maybe someone knows why you can see it there and not in game. Anyway, that's aurora2.nif, aurora.nif works if you don't forget to turn on the animations in the XML:)
 

Attachments

  • Aurora.7z
    92.6 KB · Views: 156
Updates

Balance
1) Reduced Chance of Spawning from 15% per World Size to 12%.
Since there are more Natural Wonders now...

2) First Player Benefit changed from Golden Age to simply X Gold, adjusted by Game Speed.
Standard Speed will be 50 Gold.
Actually I wanna remove it altogether, the +1 Global Happiness seems good enough.

Changes
3) Commented off Great Barrier codes for Spawning.
They are not required so long as GBR is the first NW.
In other words, do NOT shift its position in the Feature file.
If you stubbornly want to shift its position, then uncomment those codes.

4) Natural Wonder Movies
Display Pedia entry instead of effects

5) Aurora



 
I was looking around for a SDK/python mod that makes it possible for features to yield culture (when worked but preferably just when it's in the Big Fat Cross of the city, like with health from forests), but I could not find it. Is it a lot to ask if it's possible to make such a thing? Or do you know there's a mod (component) out there anyway that does that so that I'll merge it myself?
 
there is hacky ways to do it, ie create a iCulture xml attribute and then each turn check the number of tiles the city is working with extra culture and append onto the city. But it's kinda evil. Besides I am currently unable to do such a thing :( sorry!

Asaf released a 4th yield mod a while back and that would have the correct framework, but you would need to sort that out to work with culture. I wouldn't be experienced enough to do that anyway :p
 
If:

1) All you care is that it is in the BFC, possible provided the feature do not spawn randomly or disappear
2) you care whether the tile is worked, tedious like what Jamie said
3) you care about plot ownership status, not possible unless check done on all tiles every turn.

In short, SDK easier unless (1)
 
I'd be happy with 1), I actually don't want 2) at all and 3) would be the best, but option 1) really is good enough (because I can write in the added concept page that a wonder provides culture within a cities BFC no matter the owner).

This is also a suggesting if you wouldn't like that for this mod; culture generated by those wonders. I personally am looking for this because in my opinion a commerce bonus (like it has now) + 10 culture is powerful enough for a wonder you don't have to build :) But it's your mod, so just a suggestion of course:lol:
 
The free specialist code portion actually does something similar.
It provides a free random specialist so long as a city is built directly adjacent to a natural wonder.
I didn't widen it to bfc because I didn't want more than 1 city to benefit from the same wonder.

Instead of a free specialist, it can of course be changed to provide culture instead.
Unfortunately, the only means possible is a dummy building or a dummy specialist.
 
The free specialist code portion actually does something similar.
It provides a free random specialist so long as a city is built directly adjacent to a natural wonder.
I didn't widen it to bfc because I didn't want more than 1 city to benefit from the same wonder.

Instead of a free specialist, it can of course be changed to provide culture instead.
Unfortunately, the only means possible is a dummy building or a dummy specialist.

I think that's a great way to achieve option 3), and a dummy building/specialist is not a problem if it's possible to make it totally invisible in-game, the 'pedia, etc.
Is it possible to do that, make the dummy truly totally invisible?
 
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