Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Colonization > Civ4Col - Creation & Customization

Notices

Reply
 
Thread Tools
Old Dec 04, 2011, 02:14 AM   #1
Kink
Chieftain
 
Kink's Avatar
 
Join Date: May 2011
Posts: 15
Remove Europe?

Is there any way to delete Europe\Migration, and to change first position of nations (make them to appear not in ocean, but at land like in simple Civ IV)?
Just to make Colonization like Civ 4, but with awesome economic system.
Kink is offline   Reply With Quote
Old Dec 04, 2011, 02:38 AM   #2
raystuttgart
Civ4Col Modder
 
raystuttgart's Avatar
 
Join Date: Jan 2011
Location: Stuttgart, Germany
Posts: 3,156
Quote:
Originally Posted by Kink View Post
Is there any way to delete Europe\Migration, and to change first position of nations (make them to appear not in ocean, but at land like in simple Civ IV)?
Just to make Colonization like Civ 4, but with awesome economic system.
Generally "everything" is possible.

Kaliric has done things like that with Medieval: Conquests.

But if you want to do something like that yourself be warned:
This really requires heavy heavy modding skills (DLL, Python, ...) !
raystuttgart is offline   Reply With Quote
Old Dec 10, 2011, 01:05 PM   #3
Androrc the Orc
Emperor
 
Androrc the Orc's Avatar
 
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
Quote:
Originally Posted by Kink View Post
Is there any way to delete Europe\Migration, and to change first position of nations (make them to appear not in ocean, but at land like in simple Civ IV)?
Just to make Colonization like Civ 4, but with awesome economic system.
It is possible. The problem is that if Europe is gone, you would need another way to sell goods such as coats.
Androrc the Orc is offline   Reply With Quote
Old Dec 11, 2011, 08:58 AM   #4
orlanth
Storm God. Yarr!
 
orlanth's Avatar
 
Join Date: Nov 2001
Posts: 1,205
Quote:
Is there any way to delete Europe\Migration, and to change first position of nations (make them to appear not in ocean, but at land like in simple Civ IV)?
Just to make Colonization like Civ 4, but with awesome economic system.
That's an interesting idea. I think you can change to a land starting position easily by setting <bWaterStart>0</bWaterStart> in CivilizationInfos.xml .

Migration could be decreased or eliminated using the following in civ4unitinfos:
<iEuropeCost>-
<iEuropeCostIncrease>
<iImmigrationWeight>
<iImmigrationWeightDecay>

You would still need a way for players to access skilled colonist types, but you could make them buildable in colonies using goods if you want.

As Androrc pointed out, each civ has to have a Europe parent civ to have prices set for the various goods. If your goal is for civs to have more of an internal economy and you want to try this without heavy heavy modding skills (which I also dont have), it might be easier to leave Europe in but make it difficult (or even impossible) to get to by increasing travel time and/or removing the Access to Europe tiles. Then if you want to have colonies generate cash from goods, you could try using Buildings that have <iOverflowSellPercent>.
__________________
Colonization: 2071 - now with researchable Tech Tree! (as seen on Modcast)
Religion and Revolution mod team
200 New Terrains for Civ4 Modding: Arctic, Barren, Fertile, and many more
orlanth is offline   Reply With Quote
Old Dec 26, 2011, 02:19 AM   #5
Fullerene
Chieftain
 
Join Date: Aug 2009
Posts: 19
Making Colonization to play more like Civilization is something I'd like to see. I wonder if it's possible within the modding tools we have.
Indeed, removing Europe Screen is possible, or at least you can remove access to it. But I wonder if removing the king player is possible? In civ, nations are all independent so there obviously shouldn't be king popups about rising taxes and so on.

Some broad ideas about the possible Civilization4:Colonization:Civilization mod:

- Every city could have its own 'Europe' screen. In these screens you could sell goods like coats and sugar for the abstract citizens. Prices would be determined by population and recent history what city has bought. It would be also possible to sell goods in foreign cities, and maybe you could gather taxes from foreign traders who sell goods in your cities or something like that. Goods sold in cities would just disappear, because they are consumed by the peoples.

-There already exists somekind of invention mod with tech tree for Civ4:Col , so tech advancement is certainly possible.Maybe the founding father points could be fusioned with tech advancement. For example, when you explore water tiles , you gain navigation points which are required/help to discover seafaring technologies. Generating crosses helps to discover religious techs,building a wonder boosts engineering skills... There's lot of possibilities.

-Liberty Bells could expand borders, like they do already.

- Every unit could have a nationality and maybe a religion too.So Elder statesmen could try to convert your conquered cities to your own nationality and preachers to religion.

Well, I have lot of ideas for game like this but first we need some basic info:

1.) Is it possible to do? Does game engine allow removing king player?
2.) Do we have modders who are interested in this? I can do some programming myself, but don't expect me to write decent AI behaviour or things like that.
3.) Of course not only heavy modding skills, it requires heavy modding work. Is it worth it?
Fullerene is offline   Reply With Quote
Old Dec 26, 2011, 10:51 AM   #6
Androrc the Orc
Emperor
 
Androrc the Orc's Avatar
 
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
Quote:
Originally Posted by Fullerene View Post
1.) Is it possible to do? Does game engine allow removing king player?
Yes, it is fully possible (and easy) to remove the king player. All you need to do for that is remove the colonial civilizations' tags from the DerivativeCivilization fields in the civilizations xml. The problem is making those civilizations playable even without immigration and the Europe screen, which is also fully possible, but requires effort.

Quote:
2.) Do we have modders who are interested in this? I can do some programming myself, but don't expect me to write decent AI behaviour or things like that.
I am interested in this and many others (such as KJ Jansson) have been as well, but it takes work.

Although not exactly what you want, you may want to check out my Domestic Market modcomp, as well as KJ Jansson's 1492 Global Colonization mod development thread.

Quote:
3.) Of course not only heavy modding skills, it requires heavy modding work. Is it worth it?
I think it is worth it, but rather than try to solve all of the issues involving a global game at once, I recommend first doing a modcomp to tackle one of the issues you see in that direction.
Androrc the Orc is offline   Reply With Quote
Old Feb 04, 2012, 09:11 AM   #7
Kink
Chieftain
 
Kink's Avatar
 
Join Date: May 2011
Posts: 15
Wow, so many ideas.

Quote:
Originally Posted by Fullerene
- Every city could have its own 'Europe' screen. In these screens you could sell goods like coats and sugar for the abstract citizens. Prices would be determined by population and recent history what city has bought. It would be also possible to sell goods in foreign cities, and maybe you could gather taxes from foreign traders who sell goods in your cities or something like that. Goods sold in cities would just disappear, because they are consumed by the peoples.
It's interesting, but umm, difficult? Micromanagment is cool thing, but europe screen for each sity will cause too much micromanagment at later eras

I got idea about inner trade:
There would be special building (let's call it "Market") So, Market will have its menu, where player can choose which resources are tradeable, and which are non-tradeable. Then, "Market" will consume "tradeable" resources (amount of consumed resources will depend on number of population)

Culture:
So, someone in this topic said, that we don't need to change "liberty Bells"
Well, maybe just change an icon, and rename it to "culture"? And change category of founding fathers - "Politics" to "culture" (and "religion" to "science")

excuse my english, if smth wrong
Kink is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Colonization > Civ4Col - Creation & Customization > Remove Europe?

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



Advertisement

All times are GMT -6. The time now is 07:08 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR