IndieRevolution Gameplay Mechanics- inc. Advisor System, Distribution, Immigration

lemmy101

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Apr 10, 2006
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I thought I'd finally put this out there for a bit of an alpha test. :) WARNING ALPHA TEST ALERT. SOME ROUGH EDGES DETECTED.

IndieRevolution Gameplay Mechanics

Download Link: http://theindiestone.com/lemmyandbinky.com/IndieRevolutionsAlpha_02b.rar

The focus of this mod is to provide new gameplay mechanics to the Civ 4 core game that feel like natural extensions of the base game to either make more interesting gameplay opportunities or to reflect parts of the real world that aren't represented in-game currently.

This mod will not look to adding tons of new techs, units and wonders (unless they are required to allow for the new mechanics) but instead provide new game-play mechanics that can sit alongside things like Great People, Civics, Espionage, Wonders and Random Events. I'll leave the big mega-mods to other people who have the skills and commitment to handle such a huge thing, and who are free to implement the features of this mod if they so wish. :) The big features at the moment are:

Advisor System, which provides notable people from history as advisors that provide unique bonuses which sit alongside features like Civics, Great People and Wonders.
Immigration System that allows for citizens to move between cities and civs,
Distribution System Allowing for the distribution of food and production between cities in varying ways accessed via new civic options.

IndieRevolutions also features great mods from elsewhere in the community that fit in it, such as Revolutions and Better BTS AI, that provide subtle but powerful additions to the core game.

New Concepts

Advisors

Spoiler :
advisors.jpg

60 advisors (not all present in alpha) that are unlocked on different criteria, from techs to build achievements such as building 5 libraries . You can choose two of these as your chief advisors for their unique bonuses.

The potential advisors are a diverse mix of artists, scientists, inventors, political, religious and military figures and authors, each with strengths and weaknesses.

Only one player can use an advisor at a time, and the first Civ to meet the requirements for the advisor will have the advisor settle in one of their cities and become available for selection.

Spies can bribe unused advisors to move to their civs once their civ has the requirements for that advisor.
Spoiler :
bribe.gif


Also capturing the city they live in will work just as well. There is a chance also (though not in the alpha) that unused advisors may emigrate via the immigration system.

Furthermore, the advisor requirements are permanent, for example some Civic options or religions may be unavailable while you have an advisor who doesn't like them, or requires another. likewise, a way to bring down Sun Tzu in a rival civ could be to sabotage barracks with spies in their cities until they have less than the requirements to use him, at which point he would step down and your rival would have to switch. Have another spy ready to bribe him as soon as he steps down and you have a way of stealing Sun Tzu and have him train up your armies in the art of war instead! Teehee!

Razing a city will KILL any advisor living in it. The ultimate way to annoy your enemy. Do you have the lack of conscience required to raze the home city of Stephen Hawking? Only time will tell!

You can only change advisor every 5 turns, and they cause a turn of anarchy like any other switch, unless you are a spiritual civ.

To get to the advisor screen, click the, ahem, duplicated Revolution button to the left of the domestic advisor. Proper icon coming soon ;)

To change advisors, click the big portrait of the one you want to change, and then on the one you want to change to.

ALPHA NOTE: THE FOLLOWING IS DISABLED IN THIS BUILD
When Universal Suffrage / Representation civics are in effect, every X turns (20 or so maybe?) You get to pick two candidates for your advisors, and the game picks another two. Your civ vote on who they want in office, and the winners become your advisors whether you like it or not. The happier your civ are, the more likely they will vote your way. You can build campaign offices in cities to claim 25% of the vote for your nominated candidates in those cities, to help keep your choices in office. Spies will be able to swing votes against you, and you can, if you wish, risk rigging the election. at extreme unhappiness / revolution risk if you get caught.

To further increase votes for your candidates, there are a modest selection of pledges you can tick on the nomination screen. Things like: I pledge to raise the culture rate by 20% for 10 turns, or I pledge to end the war against the French Empire. If you don't fulfil these pledges though you will meet extreme unhappiness in your civ and increased revolution risk.

Immigration

When a city grows unhappy or unhealthy, you're losing a war badly, or you're too whip-happy, there is a base chance per turn that affected population will consider emigrating. If this happens, you will receive a pop-up warning you and giving you the reasons, and you have an indeterminate amount of turns to address the problem before they go, if you manage this, they will abandon the move, if not, then they'll move from your city. It could be anywhere from 1 population to half a cities population (but this would have to be super severe, I've never even seen close in tests)

They will then choose a city to move to, that's weighted on a ton of factors from happiness, healthiness, target civ's wars, civics, culture, distance, and lots of other stuff.

If the city they choose is in your own civ then they'll simply relocate there, but chances are it'll be elsewhere in the world.

When they go, however, there is a chance that they will spread any religions that are in the city they leave (more likely for state religion) and also, they will add some culture of your civ to the city they move to. By the end of the game most successful cities will likely be multicultural, containing a minority of most civs in the game.

So there are positives and negatives for both immigration and emigration, if you are badly losing a war you may see lots of your population flee to neighbouring civs at peace as refugees. On the plus side, they will likely spread culture and religion a fair bit for you.

The new civic category, Borders, allow for different strategies for capitalising on the positives, and defence against the down sides.

Border patrols
- Default

Controlled borders
-75% Immigration to Civ
+10% Great People
+10% Commerce in all cities
-10% Culture in all cities

Useful if you want to avoid the majority of culture / religion spread from immigrants, but still want your people to emigrate to spread culture / religion to other cities. You have a culture penalty though since less people are coming in and spicing things up.

Isolationism
No multi-turn trade agreements possible with other civs
No international trade routes
+200% espionage
No foreign religion spread into lands
+3 happy citizens in biggest cities
-20% science
+10% production
No emmigration from civ
No immigration to civ

For the North Korea style of play. Gives a huge espionage bonus at the cost of science (from lack of collaboration in the scientific community) as well as no trade routes possible, and completely halts all immigration and emigration to and from your civ. Happiness due to ease of propaganda, and while it doesn't stop religion spread inside your civ, will stop all religion entering your borders.

Also, now that unhappiness and unhealthiness can cause much more rapid population loss for cities, spies poisining water and fermenting unhappiness are much more of a worry for other civs.

Freedom of travel

Any rival civs can enter lands freely without Open Borders.
+10% science
+10% commerce
+20% culture
+2 trade routes per city
x2 foreign religion spread
x2 immigration to civ
x2 emmigration from civ
0.5 unhappiness for each immigrant in city

the bonuses to science, commerce and culture from having truly open borders, as well as potential problems from immigration/emigration are balanced by 1 unhappiness for each 2 immigrants in your cities.

Resource Distribution

A new category of civics that allow for the redistribution of food and production between cities networked to the capital.

Municipality - Default starting civic. Everything works as normal, each city governer (or the player) is responsible for managing their own food / production yields and they are purely local to the city.

Plutocracy - Food is distributed between cities connected to the capital based on commerce. Each city will claim a percentage of the total surplus based on that city's percentage of the total commerce within those cities. Rich cities will get an abundance of food, leaving small and poor cities stagnant as they ruthlessly take any surpluses from them.

Humanitarian - In the event of starvation at any city connected to the capital, food will automatically be transported from other connected cities with surplus food, to take it from starvation to stagnant.

Subsidization - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is handed out giving the smallest cities priority. Cities with over average size get no surplus food, and ones below get inversely proportionate to their size. As such, over time this helps to even out the cities sizes across your empire.

Socialism - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is split up evenly so each city has an equal growth.

Utopianism - Similar to Socialism, but as well as food all the base production yield from tiles and specialists within the connected cities will be pooled and distributed evenly. This is pre-forge and other multipliers, so cities will need to build a forge etc to multiply the production they are getting given from others.

A screen cap of two cities under Utopianism connected by a road, both netting 9 food surplus and 16 hammers a turn. Note the 'receives' and 'gives' to the left of the food / production bar:

Spoiler :
civ1.jpg

civ2.jpg


The potential for running a specialist economy where the specialists can easily move from city to city. Providing additional food to a city surrounded by towns on plain tiles. New super city specialisation where you could have a city with nothing but mines exporting its production and a city with nothing but farms feeding that mining city. It's all automatic so just by taking citizens off tiles you will automatically pull in food / hammers from other cities to balance it out (depending on civic) giving a lot of flexibility to your civ.

But also a lot of dangers, such as over-growing cities beyond their food production capabilities making it difficult to change from the civic, or stagnating border cities, or diffusing your production too much. Though I could definitely do with some suggestions for more things to make choosing between the civics (or whether to use them at all) a real quandary.

Also implemented, but disabled in this version, is trading surplus food / production with other civs! Coming soon!

re: Wonders

The Sphinx has been added (taken from the awesome Thomas' War) with a new effect, which gives the civ all the Redistribution civics for controlling food / production distribution in your civ.

The Great Wall has been made the same hammers as the Pyramids and Sphinx, and now also provides all the Borders civics.

Specific values are still WIP, this still probably isn't terribly balanced, but any feedback would be much appreciated!


Planned features for the future include:

Religion Replacement, will be an all new replacement for the religion system (which I hope to carry over to Civ 5) the main difference is that religions are created by the player, as opposed to being strictly real-world religions, though each of the real world religions will be creatable using this system. Basically it revolves around a new religion screen very similar to the civics screen called Religious Doctrine. Like civics, you will unlock new choices for your religious doctrine when new techs become available. Unlike civics, you can only choose these once and you're stuck with them forever. Some are a good way to get an early lead on your rivals, but have severe penalties later in the game (especially if you try and abandon them as your state religion) others will come later in the tech tree and provide later game bonuses. As well as this, atheism will be a new religion which will be automatically founded in the civ that first gets advisor Charles Darwin settle in one of their cities. Atheism then spreads as would a religion, which provides benefits to science but can seriously damage a religious leader's civ if they do not control it. More info here.

Dynasty System, to allow players to lead powerful families of rulers through the ages, providing family related unique bonuses that can be modified by marriage and a loose kind of selective breeding, allowing for royal marriages with princesses, as well as player instigated revolutions (using the Revolutions mod) to get fresh blood on the throne. Along with other mechanics to enhance diplomacy and better represent the evolving nature of leadership of civs.

Organized Crime System, simulating sub-cultures of crime and terrorism within cities, that act like 'mini-civs' of sorts, with their own leaders, AI and control of cities that may extend between actual civs. These can either be exploited or combated by the player depending on their strategy and morals. New resources will allow for criminal drug and human trafficking, creating a secondary trade network. Extending the health mechanic will be the effects of drug addiction and crime which will cost the player if they don't control it.

Internal Law System, utilising all the elements of the above systems, giving the player even more control of the type of government they run. They can legalise or criminalise different things from drug use to alcohol, cigarettes and all manner of other things that provide both negative and positive effects in your society. It's from here criminal organizations may breed. As well as this, specific laws such as right to protest, number of children, use of artificial contraception, free health care and other choices that are given depending on your main civic choices.

Advanced Treaties System - Adds a range of different treaties that can be formed between civs, from alliances or 'special relationships', research pacts, cultural exchanges, trade deals, nuclear disarmament, trade embargos, environmental deals and so forth.

All features will be selectable from the custom game screen, allowing players to mix and match which features they want.

Credits

Meeeeeee..........

New icons by the woverly awesome MashPotato.

Includes other modpacks:

RevolutionMP by the awesome Jdog5000 and Glider1 based on the Revolution mod by yet again awesome Jdog5000 and another awesome Dom Pedro II

Mastery Victory by Sevo the awesome (can't find a link, bah :( )

BUG 4.3 by EmperorFool and the Awesomettes

Better BTS AI by OH NO NOT HIM AGAIN it's the apparently triple awesome Jdog5000 and the rest of the Better BTS AI team

Sphinx Wonder by Tsentom1 of Awesomonia

Multiplayer Compatible (for the most part) may have occasional OOS due to remaining RevMP multiplayer issues requiring one player reconnect, and also a small chance of an OOS as soon as the game is launches (happens about 1 in 5 games, still looking into cause) but is otherwise adequately playable in MP :)

Release History:

Alpha 0.2b

* Fixed bug where sections of the WIP election system were still enabled, causing advisors to be broken on democratic civics and occasional hang.
* Fixed Wellington's prerequisite units and cheap units from musketmen to be riflemen as their other prereq, cavalry, had already obsoleted musketmen making him a bit broken. :)

Alpha'ey things to bear in mind:

  • It's currently a bit rough around the edges. Chances are there are bugs, some icons are not in there yet, and Civopedia entries aren't in there for the most part, but everything that needs explaining usually has the information in the relevant place (civics screen, advisor screen etc)
  • A few of the advisor effects are not active at the moment despite the advisor effect panel listing them. Mainly rival attitude modifiers and religion spread. I think that's it.
  • No customizable options at present. Everything is turned on and at default values.
  • Some black boxing is going on. A few magic numbers and hidden formulas mean some specific information is not clearly available. Immigration / Emigration in particular has little UI feedback to rely on apart from unhappiness / unhealthiness of a city, though you will get the pop-up warning. Some feedback on commerce may be inaccurate as it may not take modifiers in the mod into account, I don't really know yet and will need to look into it.
  • Still WIP. Some advisors not in, food / production trading and elections disabled for now.
  • There are likely to be big balance issues. That is one of the reasons for this release. What's waaay too powerful? What's waaaay to weak? You decide! :p
  • I'm aware that there seems to be strong bias toward males in the advisor panel which was unintentional and just a result of the names that popped up in my wiki travels, this will be addressed as some of the advisors in the screenshot have since been removed and some awesome femme's will be added lest I be a big stinky sexist.

Please don't take anything in the mod as final, and apologies for any bugs. it's really waaay before I planned on releasing a first build but I'm eager for some feedback, and also think all my posts in the Redistribution Thread about it 'coming soon' for the past few weeks need some kind of follow through. ;) feedback and suggestions welcome. Will release the SDK source soon, I promise. I just need to tidy up a bit. ;)
 
I'll be watching this mod very closely. Looks like a prime source to pillage new features from. :mischief:
 
Go for it man! You are already on the RevDCM team of developers for the great work on MP and when civ5 comes out, I pray that you can reintroduce religion and espionage :)... Jdog has already effectively hinted that he will not code any more in python for civ5 and go straight to the heart of C++, and I know this is where you live too.
Cheers
 
:D yeah I think this mod will definitely make the leap to Civ5, and damn, getting to redesign religion from the ground up will be fun. Beauty with mods is there's less pressure to make everything identical like Firaxis was under.

I don't blame Jdog, apart from the screens (which seem to need to be in python) I've avoided doing anything in python if at all possible. HATE IT :D
 
this mod looks great, love the advisor screen... I was expecting that scientist to come back from civ 3 that pops up many info of what's going on, but this is different.
 
Very interesting and new concepts for Civ 4! This advisor system sounds like the system in Colonization - something I always wanted to see in BtS as well. :) I'll have to test your mod ;)
 
It's excellent to see how this mod has come along!
I'm enjoying the advisor system--currently have a nice mix of Africanus and Leonardo going which helps with the war effort ;)
 
I tried this last night. In single player it's excellent, really like the new advisors and the ideas behind the new civics.

Also tried it multiplayer, me and my friend directip. Sadly this wasn't so successful. Got a good few turns in, maybe 50, then my friend got a random event that seemed to cause an oos. We reconnected but after that it was oos every couple of turns,we couldn't continue which was a shame.

Great mod though, looks like it has loads of promise, can't wait for further development.
 
That's odd because I get OOS's on base unmodded BTS all the time with random events. Needed to turn them off since day dot so more surprised you've not had OOS's prior to this more than the fact you got them with this to be honest...

Were one of you running XP/Vista and one running Win 7? or one of you 64bit and one of you 32bit? That seems to be the root of the problem (though i've got an idea for a fix during my debugging on RevolutionMP I've not had chance to test out yet ) I've read that enabling XP compatibility mode on the Win 7 / 64bit machine will help sort it out but not tested this myself, we usually just turn random events off. (There'll still be the possibility of OOS's but very occasional and fixable with a rejoin)

Odd if you're only getting the problem with this mod though. A fresh install of BTS 3.19 had this exact OOS problem you describe for our MP games if Random Events were turned on and there's numerous mentions of it throughout this forum as a known bug with the game. e.g. http://forums.civfanatics.com/showthread.php?t=349483&highlight=random+events+oos

Though I guess it's possible that the mod is exacerbating the problem with increased random checks and tipping the scales in your games... and 50 turns does sound early, and of course if neither of you are on problem OS's then it may be a completely different issue :D let me know the circumstances of the problem and I'll put a warning on the OP about it and look into a fix.

Thanks for the feedback and really happy you enjoyed the mod single player. :)
 
Oooh, that IS odd. We play both base BTS 3.19 and Thomas War regularly 2-4 player (plus AI) direct IP with random events on and rarely if ever get OOS. That's why I mentioned it, I wasn't aware it was a known bug as it just works for us.

But yeah, one of us was on Win7 (probably 64bit) and I was on 32bit Vista. We're playing again tonight, I'll try the compatibility mode thing and let you know how it goes.

As I said though, great fun single player. It's my first experience with the revolutions stuff, and also my first time being royally beaten by my own Civ. I think I might need to take a couple of steps down the difficulty levels until I get the hang of it :)
 
In case I should point out I have *no idea* if that will work and we usually turn Random Events off. That's the only way I'll make any promises that it will improve, so don't be mad if you end up with repeatable OOS's again as I've not seen it work for mtself... but going off what I read it will work...

Another thing to bear in mind if the Win7 player is using the Steam version they have a bootstrapped EXE (i.e. when run, the EXE extracts another EXE into memory which is the proper BTS EXE) so you may need to get hold of the non Steam EXE off the other player (it's no DRM anyway so no huge deal) and put that in the same directory with an alternate filename and use compatibility mode on that. Otherwise I'm betting it would have no effect. This is also the only way it seems to be possible to debug the DLL of BTS with the Steam version.
 
Yeah, I'm going to try the compatibility thing more to see if it works than with any expectations, if not we'll just turn off the random events. I do quite like them though, so it'd be good news all round if it works.

We're not using the steam version, so shouldn't have any problems.
 
Very cool stuff lemmy101! :goodjob:
 
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