Davane's Daily Mod Release Thread

davane

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Da Vane's Mod Thread (Click on the * for more information on a specific mod)

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Yield Infos

The Warrior (Released 02/01/10)
Every project needs a place to start, and when it comes to Civilization IV, what better place to start than with that most basic of military units - the Warrior. This unit defines the benchmark against which all other units are defined.

The Ancient era of the game is all about discovering the basics of running and managing a civilization, and warfare is no different. There are a wide number of new unit types discovered during the Ancient era, opening up new tactics, and putting the focus on developing the right units for the job at hand. To this end, the Ancient era units should all be roughly the same Combat Strength, putting the focus more on the bonuses that the different unit types get rather than any inherent Combat Strength increases.

However. for this to work, you need a basic unit to start from, and this is the point of the Warrior unit itself. The Warrior has a Combat Strength of 3, putting it at the same strength as the Archer and Chariot. The Warrior no longer gets any bonus when defending cities. But the most important feature is that the Warrior can be upgraded to every other type of Land Unit in the game: so you can afford to build a veritable horde of Warriors, and then upgrade some to Archers, others to Chariots, some to Spearmen, and others to Axemen or Swordsmen as you gain the relevent techs to do so. Essentially what is happening here is you are giving the Warrior new weapons - be it a bow, a chariot, or a spear.

Even though the primary aim is to speed up the game play, I have not included any inherent reductions in the cost of the Warrior, so that this unit can be balanced alongside the normal game easily enough.

Update (10/01/10): The Warrior now requires the Mining technology before it can be built. This means civilizations may not initially start able to build any military units, although Mining is one of the free Techs given to players on the easier skill levels.
 
The Spearman (Released 03/01/10; Updated 04/01/10)

Following on from the design philosophy of the Warrior, we have the Spearman. I've never been particularly fond of the resource system for units in Civ IV, as this seems rather arbitary and creates dangerous plateaus in military power depending upon which resource you have (and more importantly, can keep during a war). As such, the Spearman is the first unit that has been revised so that it no longer requires any resources.

Since spearmen have been around for millenia, used even before the discovery of bronze or iron weaponry, the Spearman Unit itself is available much earlier than in standard Civ IV. Available with both Mining and Hunting, this is often tied with the Archer as the second military unit commonly available (and for games of low difficulty, getting Mining for free often makes it the first miliary unit to be discovered).

The Spearman has a Combat Strength of 3 - it is basically giving the Warrior a spear so that it has +100% strength against Mounted Units. This means a total CS of 6 against Mounted Units as default. It should be rememberd that Spearmen are primarily useful against Chariots and other mounted units that are required to charge against the enemy for effect. Horse archers do not have to charge, so can easily avoid Spearmen (but woe behold them should they decide to charge anyway), while War Elephants are known for having better resistance against Spears anyway.

The Spearman's current production cost is unchanged, and remains the same as Axemen at the moment. It can also be upgraded to an Axeman later on when the tech requirements are met, assuming you have the gold, otherwise it remains commited to the anti-Mounted unit role with it's only other upgrade of Pikeman. Everything else currently remains the same as in Civ IV.

Update (04/01/10): In a purely aesthetic tweak, the Spearman has had their techonology prerequisites changed so that the icon for the Spearman now appears under the Mining Technology, rather than the Hunting technology.

Update (10/01/10): The Spearman's tech requirements have been changed from Mining and Hunting to Masonry. This makes the unit available a little while after the Warrior becomes available, although it is possible to bypass the need for Warriors completely if you get Masonry via Mysticism.
 
The Axeman (Released 04/01/10)

The Axeman here follows a similar design principle to the Spearman, in that it is essentially a Warrior with better weapons against other melee units. Because the Axeman has a significantly reduced Combat Strength (down to 3 from 5), it's modifier against Melee Units has been increased to +100%. This means that the Axeman has an effective Combat Strength of 6 against other melee units.

Getting Axemen into the field faster has been achieved by simply removing the resource requirement from them. Now, these units are buildable as soon as you research Bronze Working, rather than requiring you to connect to Copper or Iron before you can build them.

Axemen can be upgraded to either Macemen, which are the direct evolution of axemen in their anti-Melee role, or to Swordsmen, which serve as elite anti-city melee units available in the Classical age (with Iron Working).
 
Interesting concept. Nerfing everything while allowing unit diversity sooner. (sorry, 'putting more focus on unit bonuses' it sounds better that way)

I am under the impression that the AI power rating in part uses base unit strength in its calculation that scales by era (although that's probably wrong somehow) My concern is that lowering spearman, axeman etc. base strength coupled with the lifting of resource req's would lead to all AI's building greater stack levels sooner, accelerating the dreaded slowdown effect.

That said, I think more unit freedom is a worthy goal. You've got a good method of small steps, essential for preserving balance and I'm sure ppl will let you know about any percentage exploits that crop up. May you go far.:goodjob:
 
I will wait a few daily updates of your mod before trying this, and i hope that your mod will be playable at final version on mac BTS 3.19, a least when you use not a custom .dll and use a compatible .python and .xml... So that no SDK modification at least :)

Good luck for your project :)

EDIT : just have an idea for you : why not duplicate a few units by era ?

Examples :

1) Spearman -> Bronze Spearman -> Iron Spearman -> Classic Spearman -> Early Pikeman -> Late Pikeman (generic anti-horse)

2) Polybius Legio -> Marius Legio -> Early Empire Legio -> Apogee Empire Legio -> Late Empire Legio (for Rome)

Second idea : what about reproducing evolution of armies' forces through the history ?

Take by example Legio for Rome : Apogee Empire Legio
-> would be far more best than Polybius Legio
--> perhaps a few better than Early Empire Legio
---> worse against Marius Legio
----> Rocks against Late Empire Legio

Is it a good idea ?
 
Thanks Lachlan and Asthix.

The unit copies/evolution idea has been used to good effect in certain mods, but it largely comes down to how much gameplay time is devoted to each era. I'm not specifically looking at expanding the earlier eras of the game at the expense of the other eras, just rebalancing things so that you can get epic action sooner rather than later.

That said, certain gaps would become even more evident, and need rounding out. For example, You get the Spearman, Axeman, and Archer in the Ancient Era, but you don't get their typical repacements until the Medieval Era, when the Pikeman, Maceman, Longbowman, and Crossbowman become available. This means a Classical Era Spearman, Axeman, and Archer could easily be added here to help bridge this gap.

This is also largely an artefact of the way the technology tree works as well. The Classical Era only has a few military-based technologies, which are either dead-end techs, or stop-gaps leading straight into Medieval military technologies, making it incrediably easy to spend a minimal amount of time in the Classical Era. So it is possible that other military technologies could be added to this era to help widen it a bit, and make room for the added units to expand this era.

Ultimately though, I am limiting myself to working with what we have already got with the games themselves right now, without going mad about the multitude of additional new units, technologies, civilizations, civics, and other aspects which could be added, even without expanding the game into other genres!

As for the units themselves, the "nerfing" is really a slight countering of powercreep that has entered the game. This is the result of really simplistic design concepts - the axeman isn't neccessarily inherently better than a spearman or warrior (represented by the increased combat strength of the unit) when it is already getting a bonus vs. melee units in the first place. When you get down to it, is an axeman neccessarily any better than a warrior or spearman against archers? None of these units get any inherent bonuses against archers - so they might as well be the same unit. The inverse of this is true with Archers - they get defensive bonuses on hills and cities, and their first strike ability, because they have a ranged attack, but otherwise, they might as well simply be warriors as well.

I have opted to focus the unit changes on players rather than the AI for testing purposes, because I've also yet to work on production changes (if any) and other factors which the AI would have to take into consideration. Ideally, AI balancing should be done as a whole, so for such things, I've opted to leave them unchanged for the time being.
 
The Archer (Released 05/01/10)

Archery was one of the most important technological breakthroughs for mankind during the Ancient Era, with ramifications that changed the scope of warfare for millenia, up until the advent of gunpowder and rifling.

Archery provided combatants the ability to attack their foews from a distance, allowing ranged combatants to get their attacks in first, and often settle a battle before the melee had even begun. Defenders could use the cover of city walls, and the advantages of increased elevation, making the archer a supreme defensive unit.

The Archer remains largely unchanged - it still has a Combat Strength of 3, and has the first strike ability. It retains it's +50% defence bonus in cities, and +25% bonus in hills. As such, the archer's defensive properties and role remains exactly the same.

However, the archer also has a secondary purpose which has been largely neglected except by the most desperate generals - in ancient and medieval warfare, archery volleys were often used to soften up the enemy before an attack, before retreating leaving the melee forces to mop up. To represent this, Archers now also get a +10% withdrawal chance in combat. This allows the archer to take a more offensive role. Although the chance is considerably small, when combined with their first strike capabilites, archers will typically get to inflict damage before their foes, giving them the advantage to help them survive, even when they are not able to withdraw.

The archer has the same upgrades as normal - the crossbowman and the longbowman, representing the two divergent paths that archery took before becoming virtually obsolete with the advent of gunpowder.

(Update: 06/01/10): Archers can also be upgraded to Horse Archers, in addition to Crossbowmen and Longbowman, representing a shift to flanking and mobile strikes rather than defense. I will probably be looking at giving Horse Archers (if not Mounted Units) access to the Drill Promotions.
 
Davane, these are some interesting ideas. Are you familiar with The Ancient Mediterranean Mod? They used a system which allowed many units to be built regardless of resource availability, but having certain resources gave those units automatic "promotions". So if you had access to copper, all your units would have a "Bronze" promotion-making the units stronger than other units of the same type. Having access to iron gave you a "Steel Promotion" which worked in much the same way.
It might be worth looking into the code to see how they got that to work :).

Aussie.
 
Am I familiar with TAM, one of the premier mods for representing action in the Ancient and Classical eras? The one that has been regularly listed under the mid-monthly Civ IV files for the past goodness knows how long? Of course I am, and I hope that TAM will be one of the many mods that inspires my own work. That said, the "Bronze" and "Iron" promotions are not unique to TAM - FFH also included a very much identical concept for metal resources in their mods too.

I am not too sure what, if anything, I wish to do with the strategic/military resources. I don't want units or buildings dependant upon them, both to speed up access to the various units and buildings, and to help balance factors so that having access to (or even losing) these resources can make or break a game.

The idea I am favouring is having these resources work like luxury and health resources, in that they improve cities. One thing that struck me as odd is that if your cities has access to grain or livestock, they would have increased health, but not gain any sort of increased food benefit, even though if a city is founded in a less than fertile area, extra food would normally be transported in to supplement local produce. Likewise, having access to luxury trade goods should provide not only increased happiness, but also generate increased commerce from trade. If I make these changes, then having access to metals, stone, and other strategic resources would provide additional production in your cities as well. I am inclined to look at tying these effects to specific buildings - for example, if you have a granary, you get +1 Food with Corn, Rice, and Wheat (for a total of +3 Food for each city with a granary). RoM uses a similar idea for resources, although they typically have +5% rather than +1, working to increase existing yields rather than providing alternative yields.

This takes resources completely out of the arena for combat (except for, perhaps, production purposes) and places them back under empire/city management with the other types of resources as well.

Thanks for the tips though, Aussie!
 
If you read Guns, Germs & Steel-though-it becomes readily apparent that access to resources like copper & iron had a *massive* impact on which cultures succeeded or failed. Obviously for game-play purposes, though, you don't want it to be too absolute, which is why I favor your overall approach. That said, though, copper & iron should play a role in the strength of your military & I reckon TAM had the best approach :).

Aussie.
 
I agree, but first I am focusing on what the game already provides. This will give me plenty of time to think about what (if any) military role to give to resources. Free promotions for resources would neccessitate a rebalancing that the base game simply doesn't have just yet.
 
The Chariot (Updated 19/01/10)

The Chariot represented yet another breakthrough in the ancient era that changed the scope of warfare for millenia. These were the first mounted units available, massively increasing the speed, and thus reach, of military units.

Like all the other ancient age units that have been rebalanced thus far, the Chariot also has a Combat Strength of 3. However, it's speed and mobility render the unit good for raiding, pillaging, and getting behind enemy lines. However, the Chariot's speed also had another advantage - the ability to rapidly engage archers and siege engines before they could do too much damage. As such, the Chariot gains +25% against Archery and Siege Units.

In Warlords, Chariots gained +100% against Axeman and reduced their withdrawal rate to +10%. However, in most cases, the ideal counter to Axemen (and melee units in general) were archers, not mounted units like the Chariot. Thus, this aspect has been removed, in favour of the above bonuses to Archery and Siege Units, and keeping their +20% Withdrawal chance.

It should be noted that Archery Units have the First Strike ability, and gain bonuses on Hills and Cities. The Chariot does NOT gain immunity to First Strikes however - Archers will still inflict some damage to the Chariots as part of the attack before the Chariot gets in range. However, should the Chariot survive the first strike, they will get the benefits of their bonus against Archers, and should this fail them, hopefully their Withdrawal chance will save them. Essentially, Chariots are used mainly to counter Archers in the field - otherwise, they should be looking to go around them and draw them out where their superior mobility will count.

Chariots upgrade to Horse Archers and Knights, as per vanilla, even though this option was removed in Warlords and BTS.

(Update: 19/01/10): The Chariot's bonus against Siege units has been increased from +25% to +50%. This gives them an effectove Combat Strength of 4.5 against Siege units (compared to the Catapult's base Combat Strength of 4). This improves their chances against, and increases their usefulness against Catapults.
 
Still nice ...
 
Da' Vane's Mods (07/01/10)

The Scout
Reconnaissance has always been a vital part of warfare, yet the earliest Recon unit - the Scout - has been much maligned by most players. This is primarily because of two reasons: a) Recon Units cannot attack; and b) Recon Units have very few upgrade uptions, becoming largely redundant beyond the medieval/renaissance era. The issues surrounding Recon units have been exasperated by the limited espionage options in Vanilla and Warlords - there was only a single Spy unit available with the Communism technology. Firaxis updated the espionage system immensely in BTS, a core part of which is much earlier access to Spy units in the classical age thanks to the Writing technology. While this resolves some of the espionage issues, it just increases competition with Recon units, which are now deemed even more useless than before.
The Scout's primary purpose for recon is to explore the wilderness, at a time when civilizations are just starting out and bot tribal villages and wild animals are extremely prevailant. The Scout now has the ability to attack, and have an increased Combat Strength of 2. They retain their +100% against Animals, making them versatile hunters, more than capable of handling any normal animal which they come across. Most importantly however, the Scout can easily be used to wage guerilla warfare, as they are as mobile as Mounted units, yet continue to recieve defensive bonuses. They can be useful to kidnap vulnerable Workers and Settlers during war. This will hopefully solve the first problem of scouts not being useful during war, and urge others to build these units, while improving teams that start with a Scout start (previously, Scout-start teams were seen as having a handicap because the Scout could not attack).
As for the unit redundancy issue, this has been resolved by increasing the range of units which Scouts can upgrade to. Not only do they upgrade to Explorers, they can also be upgraded to Spies (representing a shift to Stealth and Espionage), Archers (a more thematical upgrade from their role as hunters), and Chariots (focusing on their high mobility and hit and run attacks). This means that you can upgrade your Scouts with the rest of your military, so they no longer become redundant.
Update (12/02/10): Scouts now start with the Sentry promotion.
Update (28/04/10): Scouts now ignore terrain costs.
 
The Galley (Updated 25/01/10)

The Ancient era also saw the first naval units, with the arrival of the Galley. This was a simple oared sailing vessal designed to carry troops across coastal waters, allowing for early amphibious assaults. With the advantage of such coastal landings quickly realized, galleys also become the backbone of early coastal defense forces, designed to protect from enemy naval units.

The Galley unit itself is quite simple. It's strength has been increased to 3, so it matches the basis for other military units in the game, and it now requires the Archery technology as well as Sailing. Of more significance, however, is the fact that the upgrade options for galleys have been vastly expanded - In addition to Galleons and Frigates (with Astronomy), Galleys now upgrade to Caravels (with Optics) and Ironclads (with Steam Power and Steel). This enables these other naval types to come into play earlier if you already have some naval units.

In Warlords, early naval options were expanded with the addition of the Trireme, another Ancient age Naval Unit. Thus for Warlords and BTS, the upgrade options for Galleys have been changed from the Vanilla options to take this extra unit into account. Galleys can be upgraded into Triremes, rather than Frigates and Ironclads, as well as the Caravel and Galleon upgrade options listed above.

(Note that for the sake of copyright issues, I have no intention of adding units from Warlords or BTS into mods for earlier versions, even if this is quite easy to do. Likewise, additions and inspirations from mods will not be ported backwards, whether from an official mod or a fan mod, even if they are quite easy to do so.)

(Update: 25/01/10): The Galley no longer requires the Archery technology to build.
 
The Work Boat (Released 09/01/10)

Long before mankind took warfare to the seas, they had been harvesting the ocean's bounty for sustainance and resources with the aid of simple naval vessals designed for work rather than combat.

The workboat has a Combat Strength of 1, and is now classed as a Naval Unit, allowing workboats to gain promotions like other naval units. However, they can only defend. This makes them slightly tougher, but given that the weakest Naval Unit is currently the Galley with a Combat Strength of 3, it's a negligable difference at this time.

Update (23/03/10): Work Boats now build improvements like Workers. This means that instead of being sacrificed to build an improvement instantly, the Workboat can now build Fishing Boats, Whaling Boats, and Off-Shore Platforms over time (comparable to building Mines, Farms, and Wells, respectively). The Work Boat's production cost has been increased to be comparable to that of a Worker (30 in a normal game).
 
The Worker (Released 10/01/10)

Civilizations quickly realised the worth of the bounty of the land, and learnt to harness it with various improvements to increase their yields. The ancient age marks an era of discovery about the usefulness of such improvements, and the importance of the the Worker unit in building them.

The Worker Unit is classed as a Melee Unit (for now), and is able to gain the same promotions as other Melee Units. They have the weakest Combat Strength of 1, and can only Defend. This is aimed at giving them some minor defense against wild animals, barbarians, and other civilizations looking to kidnap them.

Workers require The Wheel technology before they can be built. The reason for this is two-fold: 1) Workers start off being able to build roads, and therefore are immediately useful upon their completion regardless of other technologies civilizations have available, and 2) It gives civilizations that start with The Wheel an immediately useful unit or structure to build in their initial cities.

Workers no longer use excess food to be built. This removes the debate upon whether a city should wait until it has gained some population before building a worker, and reduces the time before a civilization can start improving their land. The build time of the worker has not been changed however, and the Expansive trait no longer increases their build rate. This is primarily because the production value for Workers will be balanced at a later date. In addition, those players who use City Governors to manage their worked tiles should find that they no longer switch tiles when building Workers.

Update (23/02/10): The Worker is now classed as a Civilian unit.
 
Nice work ! Keep developing it :)

EDIT : Download and converting to Mac BTS 3.19...

EDIT 2 : was not necessary to convert to Mac BTS 3.19, Mac compatible in fact ;)

I played a few and i find that the game is more nervous in Quick Speed on Earth 3 re-uploaded...

EDIT 3 : interested by including this thing ? --> http://forums.civfanatics.com/showthread.php?t=347443

Could pass on Mac and nice adds...

EDIT 4 : What about adding BUG MOD 4.2 ?

Can pass on Mac too

EDIT 5 : What about enabling Defensive Pacts and Vassalling from the start ?
 
Bumping for the honor ;)
 
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