[Modmod] CB-Mod for RaR

Commander Bello

Say No 2 Net Validations
Joined
Sep 3, 2003
Messages
3,858
Location
near Koblenz, Germany
Important! New version 0.7.046 available!​

Caution! This modmod is work in progress and will be subject to changes.


Nevertheless, it is stable so far and can be played without hiccups.

What is this?
This is a modmod for the "Religion and Revolution" modification (version 2.0). As this is work in progress, the documentation is still unfinished (or in other words: mostly missing), so the main source of information for the current moment will be this thread.

Current version (as of 04-JUN-2014):
This is version 0.7.046


Design:
It has been designed for the use of extralarge FaireWheather-maps with a distance of 8 for the "Europe"-ocean fields, but should work with any other map and size as well. Nevertheless, as movement rates have been increased, on very small maps this may not work very well. If so, please don't hesitate to comment, but don't expect changes in this area. As I said: designed for extra-large maps.


Basic information about changes (new changes in red):
Healing
Healing units now costs food to display the drain on the population caused by wars and unfavourable events.
This food is taken from the city with the highest food storage at that point, but at least 10 food are left to avoid starvation. If no food (or not enough food) is available, healing will not take place or at least will be slowed down.

Exploration
Scouts finding gold or treasures, may it be in a hut or in a village will have to split their group to send some of their men back with the gold or the treasure.
Therefore, a scout will suffer 10% of the gold value as hit to his health, and up to 90% depending on the value of the treasure (which in turn has been made stronger so it can march back to your settlements. Notice though, that under the current settings, the treasure will still be very weak in covered terrain).
The above mentioned new rules for healing will apply to the scout, too.

Trading
European goods (manufactured goods) now will give you a small profit when sold in the domestic markets. This allows for two-way trading and to satisfy locals demands, when you are not able to produce the demanded goods by yourself.

Starting army
When founding your first settlement, the King will provide you with a small army consisting of 2 Conquistadors (was: Veterans), 3 cannons and 5 light cannons.
This shall allow for protection of the first settlements or for a limited early war.

Starting locations
Players can start in the west as well.
Previously, all you had to do was to grab some scouts and hurry to the west. Due to the AI's lack of understanding exploration, after a short time you were just ahead of them and could happily explore goody huts and villages. This now is different, as other colonies may have been there already.

Movement
You will notice that ocean fields now require 2 movement points, but coastal fields still only require 1 movement point. This is to reflect the importance of coastal transportation in former times (and to make large bays more useful).

Peaks can only be entered by units in the profession "Pioneer". No other unit can enter peaks as long as there isn't a road. This includes natives, special units like Native Mercenaries, Rangers and so on.
Exception: as treasures happen to be placed on peaks, a peak with a treasure can be entered to gain that treasure.

This allows for bottleneck situations and makes exploration much more interesting.

Land units have their movement rate increased from 1 to 2 (3 for mounted units), but the movement costs of bad terrain (marsh, desert and everything covered with forests or jungle) have been increased, too.

Combat
Combat values for land units have been changed. On the other hand, defense modificators of terrain, features and fortifications have been changed, too. Expect cannons and mounted units to be very weak in forests and make use of knowing this.

Combat will only last for 7 (internal) rounds. If no unit has been killed in the meantime, both units will survive and get some experience from the combat.

Promotions have been changed, too. The woodsman promotions now work for forests AND jungles, as I always found it confusing that one who is experienced in the woods completely fails in the jungle.

Ships
Ships now have slightly changed requirements. Most obvious should be the increased requirement for ropes (equals the requirement for sail) and for guns (this is a preparation for later changes in the combat system). The costs of ships (when bought in Europe) have been changed, too. They now reflect the costs of all materials needed to build them (roughly).
Combat values of ships have been changed, too.

Privateers now are invisible to any unit except vessels which can attack. This is to reflect that privateers only revealed their nature to trading ships they wanted to attack. On the other hand, ships which can attack (especially dedicated warships) are able to stop and investigate other ships - so they can identify a privateer.

Immigration
Take notice that sales now contribute to crosses (sales in Europe, sales of treasures in Europe and sales at the domestic markets). This is to reflect the attraction of a booming economy to immigrants. Nevertheless, sales do not contribute to crosses for founding fathers.


More information about the changes can be found below.

Changes:
Spoiler :

Code:
******************************************
**  Version 0.7.046        ***************
**  changed functionality  ***************
******************************************

***********************
** Version 0.7.046   **
** XML changes:      **
***********************
0.7.026:
YIELD Cattle removed for oxcart
Cargo reduced for trek to make train more desirable
Hammers reduced to 20
0.7.027:
Price increase for veteran changed to 10%
0.7.028:
Cost and price increase for Line Infantry (Regiment of Foot) reduced 
to avoid problems with military assistance routine in the SDK
0.7.029:
Costs changed for wagon train (less hammers) and trek (increased)
Costs decreased for stagecoach
0.7.030:
Event CB3_Veterans now gives two Line Infantry (original name: Regiment of Foot) to the player
0.7.031:
Allowed barley farmer to all natives for trading purposes
0.7.032:
Replaced goody "native slave" by "converted native" as it is unlikely for a slave to willingly become a slave again
0.7.036:
Adjusted XML files to Kailric's NSEW-mod
0.7.039:
Changed PriceChangeThreshold for trade goods to allow for more trade with natives
0.7.043: 
Event CB3_Veterans now gives two Conquistadors (was Veterans, then  Line Infantry)
0.7.045:
Small text corrections (German texts)
0.7.046:
additional names for privateers (preparation for future enhancements)

***********************
** Version 0.7.046   **
** DLL changes:      **
***********************
0.7.033:
corrected 0.7.012; making domestic sales contribute to bells stored
0.7.034:
King will never demand tribute ("kiss pinky") prior to turn 25
0.7.035:
Prices for goods in cities (domestic market) are +1 from European prices to make imports meaningful
0.7.036:
Included parts of Kailric's NSEW mod for allowing to determine where European nations start (west or east coast)
0.7.037:
Disenabling some "randomization" in starting locations which seems to be not very meaningful
0.7.038:
Attempt to replace randomization with a shorter routine
0.7.040:
Peaks also passable if there are goodies
0.7.041:
Preparation for religious cities
0.7.042:
Healing units now costs food 
0.7.044:
Scouts suffer damage (have to split their group) when finding gold or treasures

******************************************
**  Version 0.7.025        ***************
**  changed functionality  ***************
******************************************

***********************
** Version 0.7.025  **
** XML changes:      **
***********************
0.7.017b:
Pirate Frigate now is invisible and can see privateers and pirate frigates
0.7.018:
African prices for fur and coffee changed (decreased)
Rangers get free promotions Ranger1 and Ranger2 to make better
0.7.025:
Reduced food from plains and farmland

***********************
** Version 0.7.025   **
** DLL changes:      **
***********************
0.7.019:
Bribing (making use of smuggling ship) only takes place if bribing rate is 
lower than king's taxes 
0.7.020:
doUpdateCacheOnTurn() deactivated as it doesn't do anything
0.7.021: 
Small code optimization for CvDeal::verify()
0.7.022:
Small code optimization for CvPlot::calculateNatureYield()
0.7.023:
less XP for unresolved battles
0.7.024:
Small code change in CvPlayerAI::AI_doCounter()

******************************************
**  Version 0.7.017        ***************
**  changed functionality  ***************
******************************************

***********************
** Version 0.7.017   **
** XML changes:      **
***********************
0.7.017:
Missing event and achievement infos and minor corrections to others
Achievement "First cannon" switched off (as it doesn't make sense anymore)

***********************
** Version 0.7.017   **
** Python changes:   **
***********************
0.7.016:
changed default page for Domestic Advisor screen from GENERAL_STATE to 
TOTAL_PRODUCTION_STATE, as that one I call the most often


*****************************************************************************
******************************************
**  Version 0.7.015        ***************
**  changed functionality               **
******************************************

***********************
** Version 0.7.015   **
** XML changes:      **
***********************
0.7.014 Some additions/corrections in text files
0.7.015 Event Cattle_thief_1: quantity lost reduced to -50, attitude to +1
0.7.015 Event Cattle_thief_2: quantity lost reduced to -50

***********************
** Version 0.7.015   **
** DLL changes:      **
***********************
0.7.013:
Code change (triggered by this discussion: 
http://forums.civfanatics.com/showpost.php?p=12937077&postcount=1198)
CvPlayer::verifyCivics() no longer called each turn for each player

*****************************************************************************

******************************************
** Version 0.7.012 (new functionality): **
******************************************

***********************
** Version 0.7.012   **
** XML changes:      **
***********************
Bonus Tobacco changed from appearing on grass to appearing on savannah

***********************
** Version 0.7.012   **
** Python changes:   **
***********************
Victory screen no longer displays natives under section "Industrialization"
******************************************



******************************************
** Version 0.7.011b (error correction): **
******************************************
contains new Civ4UnitInfos.xml
corrected missing entry in Civ4UnitInfos.xml
changed (increased a bit) combat values for landbound wild animals
******************************************



******************************************
** Version 0.7.011 (new functionality): **
******************************************

***********************
** Version 0.7.011   **
** XML changes:      **
***********************
Various balancing changes:
[list]
[*] More food from city tile
[*] Coasts give 1 food
[*] Yields changed
[*] Costs for (some) land units changed
[*] Missionary now from academy
[*] Combat values changed
[*] Defense modifiers changed (attack modifiers, where necessary)
[*] Promotions added (invisible promotions for combat balancing)
[*] Order of promotions changed
[*] Speed (land units) changed
[*] Requirements, speed and costs for ships changed
[*] Movement costs (land) changed
[*] Movement costs (ocean) changed
[/list]
***********************
** Version 0.7.011   **
** DLL changes:      **
***********************
[list]
[*] [B][U]0.7.001[/U][/B]:
[*] Peaks can only be entered by units in the profession "Pioneer". All other units, including wild animals, can't as long as there isn't a road.

[*] [B][U]0.7.002[/U][/B]:
[*] Combat limited to 7 rounds. Units participating in an unresolved combat will gain some experience points, however.

[*] [B][U]0.7.003[/U][/B]:
[*] Privateers are made invisible to all ships and vessels without the ability to attack and now are enabled to capture other privateers.

[*] [B][U]0.7.004[/U][/B]:
[*] reserved for privateers capturing ships during peacetime

[*] [B][U]0.7.005[/U][/B]: 
[*] Fleeing units no longer can be put on peaks (and being "trapped" there)

[*] [B][U]0.7.006[/U][/B]:
[*] minor code change

[*] [B][U]0.7.007[/U][/B]:
[*] Sales at the domestic markets contribute to crosses to reflect the attraction of immigrants by booming economy.
[*] 10% of the sales value, but at least 1 will be added to the current number of crosses

[*] [B][U]0.7.008[/U][/B]:
[*] Sales in Europe contribute to crosses to reflect the attraction of immigrants by booming economy.
[*] 2% of the sales value, but a minimum of 1 will be added to the current number of crosses (normal sale)
[*] 4% of the sales value of a treasure, but a minimum of 10 will be added to the current number of crosses (treasure sale)

[*] [B][U]0.7.009[/U][/B]:
[*] logic for rangers has been slightly changed. Should now require a bit less computing time. Minor code changes.

[*] [B][U]0.7.010[/U][/B]:
[*] preparation
[*] Logic for conquistadors to be changed according to the changes for the rangers

[*] [B][U]0.7.011[/U][/B]:
[*] Minor code change for city unrest 
[/list]



Procedure
  • Download "Religion and Revolution"
  • Make a copy of the folder "Religion_and_Revolution"
  • Name this copy "9006 Rar2.0_CBM0.7.046" (or any other name, but then you will have to manually transport the files)
  • Download this modmod
  • Extract it (for instance to the desktop). The resulting folder should have the name "9006 Rar2.0_CBM0.7.046" (just like your copy of the RaR-folder)
  • Copy this folder (the one you have just extracted) into your mods directory (where the other folder is located)
  • When asked to incorporate folders and overwrite files, always click "Yes"
  • Rename the folder (the one in the mods directory) now according to your liking, for instance to "CBM 0.7.046"
  • Start Civ4:Col
  • On the front screen, click on "Advanced"
  • On the next screen, click on "Load a mod"
  • Select "CBM 0.7.046" (or whatever name you gave the new folder)
  • Play and explore this modmod


Comments, error reports and questions:
All of these are more than welcome!
Without it I will not be able to improve this modmod, as testing takes time.
Furthermore, new ideas are always good as they may open one's view for things which have just escaped one's attention.

Credits:
Credits go to the "Religion and Revolution" team for creating their mod and all who contributed to it. For more information, see the credits section in the "Religion and Revolution" area.
Additionally, credits go to the "The Authentical Colonization" team for creating their mod, which was a very well designed, maintained and documented base for "Religion and Revolution". Furthermore, the "TAC"-team has provided me with help and support in former times, without which I wouldn't have come so far as to do the small things I did in this modmod.

Whoever feels that I have not mentioned him or her, but should have done so, please contact me.

Version history:
Previous versions:
76 downloads
Spoiler :
Version 0.7.011 removed after 10 downloads
Version 0.7.011b removed after 2 downloads
Version 0.7.012 removed after 16 downloads
Version 0.7.015 removed after 4 downloads
Version 0.7.017 removed after 9 downloads
Patch A for version 017 removed after 8 downloads
Version 0.7.025 removed after 45 downloads
 

Attachments

  • 9006 Rar2.0_CBM0.7.046.7z
    1.8 MB · Views: 523
26-Jun-2014:
As agnat86 noticed in this posting ( :goodjob: ), in case of getting more crosses than you need for the next immigrant to show up at the docks (may it be by an event, or by selling goods or treasures), you shouldn't try to hurry the immigrant, as this
a) will not work (I am currently thinking if this shall be changed or not) and
b) it will cause infinite "harbor sound" during the rest of the game (bug).

01-Dec-2013:
There was a bug in the Civ4BonusInfos.xml, causing bonus ressource Tobacco to appear on grassland instead of savannah. This now has been corrected.

30-Nov-2013:
There was a bug in the Civ4UnitInfos.xml, which made it impossible to buy units in either, Port Royal or Africa. With the new version 0.7.011b this now should work correctly.

************************************
Documentation missing
In version 017 there is still an error causing Tobacco bonus to spawn on grassland (farmland), when covered by forests.
Natives may produce hemper in their settlements, but won't sell it
 
I have many plans to enhance gameplay, which I would like to introduce to you for discussion.

1. Crosses:
This is something which bugs me since long.
Currently, crosses do just two things - they grant you access to the religious founding fathers and they give you immigration. The latter is where I see the problem.

First, this concept seems to be very much based on the experience of the English colonies (Mayflower and so on). Second, especially under the current ruleset (inherited from RaR) it leads to something very strange: You will have a rather high immigration rate in the beginning since the crosses requirement for new immigrants is low. Then, in the middlegame you almost have no immigration anymore, as the threshold has grown but your colony is busy with creating more vital buildings and units than churches and priests.
For instance, if a priest produces 6 crosses per turn and the threshold for a new immigrant is 600 crosses, it will take 100 turns to get this new immigrant. If you make the priest become a farmer providing 4 food, you will get a new colonist in 100 turns, too. But as cleric he will even consume the excess food from the farmer making his performance even weaker.

In short: except for crosses production to get new founding fathers, priests and churches don't make much sense anymore after the early game.

My (very vague) plans so far are to let crosses contribute to education and productivity, too. This could be done by providing 1 education yield/1 hammer per each 6 crosses (numbers are just examples).
 
Added notification about corrupted "farmland" (errors section) and added statement about playability in the first posting.
Notification about corrupted "farmland" description removed as this now has been corrected.
 
I am a bit unhappy with the Rangers, as I have to admit.

Currently, the King offers you occasionally a Ranger, if you have more inland cities (meaning: not being located at the coast) than Rangers.
While this setting may be kept, I am thinking about making it dependant on the number of Hunters, too. Reasoning would be that a Hunter per definition should have the skills which are necessary for the Ranger.
So, let's say you have 4 inland cities, 4 Rangers and 3 Hunters. In that case you could get up to 3 additional rangers.

What do you guys think about this?
 
Q: Is your modmod compatible to Schmiddie's modmod for RaR 1.8?
A: I have no idea. I haven't had the time to play Schmiddie's modmod up to now. As there are many XML changes in my modmod, chances are good that both aren't compatible.

I have not tested it, but it will not be compatible since both mods change the same XML-files of the main-mod.
 
I have not tested it, but it will not be compatible since both mods change the same XML-files of the main-mod.
Thanks for clarifying this! :goodjob:
 
Version 0.7.011b (error correction) available (see initial posting).
Now buying units in Port Royal and Africa is possible again. Furthermore, combat strenghts of landbound wild animals have been increased a bit.
 
I have released the new version 0.7.012 (see initial posting)

Changes:
Bonus Tobacco now appears on savannah, no longer on grass.

In the victory screen, under section "Industrialization", natives no longer are displayed (forced you to scroll down when playing with many nations and natives). Natives are not going for the industrialization victory condition.
Spoiler :
 

Attachments

  • CBM0.7.012a.jpg
    CBM0.7.012a.jpg
    62.4 KB · Views: 3,264
Natives are not going for the industrialization victory condition.

They are not going for any victory.
So they could be ignored for other victory conditions as well.
 
They are not going for any victory.
So they could be ignored for other victory conditions as well.
I know. :)

This was just to inform the player that no vital information would be lost.
 
For me it works flawlessly? I could download the archive and extract it, getting the data I expected to get?
 
I observe that I am constantly following just one approach:
I build a chapel immediately to get immigrants as soon as possible. Then I put the first colonist into the chapel and upgrade to church to get even more immigrants.

After the church has been built, I switch to producing bells to get founding father Marquette to get the second scout and the speed improvement for scouts.

This works for standard RaR, too (except that there Marquette is even more important as you don't get a scout in the beginning).

So I am thinking about making the chapel dependant on the villagehall and switching Marquette and Malinche.
And while I'm there, I will switch off the culture production of empty chapels, churches and schools (and any other 1st level buildings - for higher level buildings like academies, cathedrals and so on I am not sure yet).

What do you guys think about this?
 
Can someone check the download, please and attach the files here again in a new post? I think the download does not work resp. there are no files attached in the first post.
 
I observe that I am constantly following just one approach:
I build a chapel immediately to get immigrants as soon as possible. Then I put the first colonist into the chapel and upgrade to church to get even more immigrants.

After the church has been built, I switch to producing bells to get founding father Marquette to get the second scout and the speed improvement for scouts.

So I am thinking about making the chapel dependant on the villagehall and switching Marquette and Malinche.
And while I'm there, I will switch off the culture production of empty chapels, churches and schools (and any other 1st level buildings - for higher level buildings like academies, cathedrals and so on I am not sure yet).
What do you guys think about this?
I guess it's upto your tastes but personally I almost never go for the initial chapel.
The reason is that it takes me a while to buy the second ship and my first ship almost always has immigrants to carry in the beginning.
I also seem to always get a Seasoned scout early and even if i don't they're not much of a priority for me as I don't mind sending a random servant\criminal off as a scout, so again it's a playing style. I'd rather it stay as it is since there's an early incentive to get a scout. (since scout's value deteriorates over time) Also, getting Malinche (2 natives + revealed burials) super early might be OP at the start esp. in bigger maps where searching for burials\treasure is time consuming.
I wouldn't switch off the culture production since it's likely people may just want to "visit" the chapel after a hard day's work even when no one's preaching, but then again that's just my taste :)
 
I guess it's upto your tastes but personally I almost never go for the initial chapel.
The reason is that it takes me a while to buy the second ship and my first ship almost always has immigrants to carry in the beginning.
I also seem to always get a Seasoned scout early and even if i don't they're not much of a priority for me as I don't mind sending a random servant\criminal off as a scout, so again it's a playing style. I'd rather it stay as it is since there's an early incentive to get a scout. (since scout's value deteriorates over time) Also, getting Malinche (2 natives + revealed burials) super early might be OP at the start esp. in bigger maps where searching for burials\treasure is time consuming.
I wouldn't switch off the culture production since it's likely people may just want to "visit" the chapel after a hard day's work even when no one's preaching, but then again that's just my taste :)
Thanks for your comments! :goodjob:

It's always good to get other opinions as they help to broaden one's own view.

I have to admit that my view of course is very much influenced by the mapsize I am playing with (over-gigantic FairWeather mapscript).
Especially in the beginning, there isn't any easier way to get new colonists as having a chapel, as I think. And more colonists => more settlements => more ressources => more trade => more income
And not to forget, the chance to get the TerraX-quests (the one with the 2 pioneers).

But anyway, as long as different playstyles are possible and have almost equal chances to prove being successful, everything seems to be alright.

Nevertheless, all others of course are invited to share their points of view, too. :goodjob:
 
New version 0.7.015 available (see initial posting)
 
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