[mod-mod] Civilization Wonders

HadesScorn

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Civilization Wonders

My first attempt at a mod-mod, getting some practice for a larger attempt. Essentially, I wanted to create some unique wonders to enhance each civilization that fit their theme and follow the design philosophy of “if everything is overpowered nothing is”. A work in progress, looking for feedback to balance the existing wonders and create additional ones.

Each wonder requires a mid-level tech and several resources and buildings to enable. It provides a civ-wide bonus.

Need help on learning the following:
-Increasing the yield on Desert Global Tiles
UPDATE: -Granting a universal boost to a type of building. This is the one feature I still *need* to get it functional without coding in another building for each civ.
UPDATE: -Need either a way to code Kylorin's Legacy to grant channeling to every unit built, or if it is impossible, a suitable replacement...maybe some free decent level 2 spells? Feedback?
UPDATE: Getting an xml error message when attempting to clone the <FreePromotion> line IOT enable multiple promotions. Is there a way to do this?
UPDATE: Need ideas for Elohim and Sidar.


Need ideas for the following:
-Balancing
-Sidar, Elohim
-All FF races

Attached: Checklist. Huzzah!
 

Attachments

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Amurites
Theme: Mages
Wonder: Kylorin's Legacy
Tech: Sorcery
Resources: Fire Mana, Metamagic Mana, Mind Mana, Death Mana, Law Mana
Buildings: Mage Guild
GPP: +4 Great Scientist

Kylorin's Legacy causes all melee and archer units built in the city containing Kylorin's Legacy to receive Channeling 2, allowing them to learn level 2 spells after Gonnovan has been built. Mage Guilds produce +1 research. Requiring mana from each sphere, Kylorin's Legacy represents the magical heritage of the Amurites expanding as more and more mages are born with each generation.

Balseraph
Theme: Slavery
Wonder: Cirque de Esclavage
Tech: Drama
Resources: Dye, Cotton, Gems
Buildings: Elf Cage, Dwarf Cage, Human Cage, Orc Cage
GPP: +4 Great Bard

Cirque de Esclavage grants a universal +2 Happy for the Balseraphs, and every carnival generates +1 gold. Cirque de Esclavage represents Perpentach's love of sentient performers acting out his dramas.

Bannor
Theme: Militant Law
Wonder: Martyr's Wall
Tech: Military Strategy
Resources: Bronze, Iron, Marble
Buildings: Training Yard, Archery Yard, Stables
GPP: +4 Great Commander

Martyr's Wall grants +100% military unit production in the city where it is built, along with each training yard generating +1 culture. The Martyr's Wall represents a time when the Bannor finally memorialized their countless dead with a gigantic wall, each name since their escape from Hell being inscribed by an artisan.

Calabim
Theme: Vampiric Overlords
Wonder: Feasting Hall
Tech: Feudalism
Resources: Gold, Gems, Dyes
Buildings: Inn, Breeding Pit
GPP: +4 Great Merchant

The Feasting hall stores an additional 30% of food, allowing the chosen city to effortlessly feed the growth of high-level vampires in a short period of time [with all food storage buildings, the city stores 90% of food after growth]. Every breeding pit generates an additional +1 food. The Feasting Hall is a large structure where the oldest Vampires go to flaunt their wealth and human slaves before feasting on some of the most succulent souls Erebus has ever produces.

Clan of Embers
Theme: Orcish Horde
Wonder: Orc Moot
Tech: Military Strategy
Resources: Cow, Sheep, Pigs
Buildings: Warrens, Training Yard
GPP: +4 Great Commander

The Orc Moot provides free promotions to every unit built in the chosen city, even if the required technology has not been discovered. Mobility I, Shock I and Commando. Additionally, every warren generates +2 hammers. The Orc Moot represents the Clan finally using the traditional meeting of the Clans to train their young for combat, and to plan for their next conquest.

Doviello
Theme: Wolf Pack
Wonder: Call of the Wilderness
Tech: Animal Handling
Resources: Cow, Iron, Corn
Buildings: Command Post
GPP: +4 Great Commander

The Call of the Wilderness allows the chosen city to produce Heroic Wolf Packs. These start with Hero, a base strength of 6, and have access to weapons promos. National limit of 4. Additionally, it grants every city a UB &#8220;Wolf Totem&#8221; which generates +1 culture, allowing faster fat cross spread. Call of the Wilderness represents when the Doviello trained a breed of wolfs that could understand basic verbal commands and began outfitting them with armor and sheathing their fangs in metal.

Elohim
Theme: Defenders of Erebus
Wonder: ???
Tech: Priesthood
Resources: ???
Buildings: ???

TBD

Grigori
Theme: Agnostic Neutrality
Wonder: The Middle Path
Tech: Philosophy
Resources: 20 AC
Buildings: Adventurer's Guild
GPP: +4 Adventurer

The Middle Path grants an additional +2 universal happiness as Cassiel's philosophy spreads with the force of a standard religion. Additionally, each monument grants +2 production as the works of man inspire him to greater efforts in the fight for neutrality. The Middle Path represents an increasing adoption of Cassiel's message as citizens see the approaching Armageddon.

Hippus
Theme: Horselords
Wonder: Breeder's Guild
Tech: Stirrups
Resources: Horses, Iron
Buildings: Stables, Training Yard
GPP: +4 Great Commander

The Breeder's Guild grants +5 XP for each mounted unit produced in the chosen city, along with every stable granting +1 gold. The Breeder's Guild represents the application of selective breeding to increase the performance of the Hippus Horse stock, and the additional commerce the desired horses generate.

Illians
Theme: Return to the Age of Ice
Wonder: Tears of the Fallen
Tech: Priesthood
Resources: Ice Mana, Iron
Buildings: Temple of the Hand, Training Yard
GPP: +4 Great Prophet

The Tears of the Fallen grants an additional Ice Mana, enhancing the powers of both the Priests of Winter and your mages. Additionally, every Temple of the Hand generates +2 production. The Tears of the Fallen are the recovered tears of the Illians' God, and contain a remnant of his power. Their existence spurs the Illians to work for his return.

Infernal
Theme: Armageddon
Wonder: Ritual of Desecration
Tech: Strength of Will
Resources: Chaos Mana, Death Mana, Entropy Mana
Buildings: Infernal Palace
GPP: +4 Great Engineer

The Ritual of Desecration grants all units built in this city Scourge. Additionally, all forges generate +1 hammers as the forges of Hell begin to work in earnest. The Ritual of Desecration allows the Infernals to quickly expand their cities and increase their war production.

Khazad
Theme: Mining Dwarves
Wonder: Underhome
Tech: Construction
Resources: Iron, Gold
Buildings: Forge, Overflowing Vault
GPP: +4 Great Engineer

The Underhome is finally connected to the far-flung Dwarven settlements. Dwarven Mines generate an additional +1 Food as the mushrooms and lichens of Underhome are introduced to the surface. Forges generate +1 gold as the surface resources are traded for the Underhome's treasures.

Kuriotates:
Theme: Inclusive Metropolises
Wonder: Dragon's Pact
Tech: Sanitation
Resources: Corn, Cows, Clams
Buildings: Granary, Smokehouse, Harbor
GPP: +4 Great Bard

The Dragon's Pact is the result of years of negotiation between Cardith Lorda and some of the &#8220;monsters&#8221; of Erebus. In exchange for guaranteed protection and sustenance, the following units are unlocked: Minotaurs and Vodyanoy. Every Tailor building generates +2 culture. The Dragon's Pact increases the war making abilities of the Kuriotates.

Lanun:
Theme: Pirates
Wonder: Captains' Moot
Tech: Optics
Resources: Clam, Fish, Crabs, Ale
Buildings: Sea Harbor, Lighthouse
GPP: +4 Great Merchant

The Captains' Moot generates +1 sea tile production in the chosen city, and every Sea Harbor generates +1 gold. The Captains' Moot is a yearly event where raiding and fishing rights are determined in the most democratic manner known to the Lanun, a drinking contest. Falamar is usually the winner.

Ljosalfar
Theme: Forest Elves
Wonder: The Felling of the Nine
Tech: Hidden Paths
Resources: Nature Mana
Buildings: Temple of Leaves
GPP: +4 Great Bard

The Felling of the Nine is a bardic tradition for the Ljosalfar, recounting when the Clan of Embers cut down nine majestic trees within the Ancient Forest. The resulting war killed thousands of Orcs and still inspires the oldest race to new heights in war. Units built in the city containing the Felling of the Nine get free promotions: Combat I, Shock I. All Groves generate +2 production. The Felling of the Nine can be moved like The Dragon's Horde, allowing it to be placed in the city best suited for military production.

Luchuirp:
Theme: Golems
Wonder: Sculptor's Sanctum
Tech: Engineering
Resources: Iron, Marble, Enchantment Mana
Buildings: Sculptor's Studio, Forge
GPP: +4 Great Engineer

The Sculptor's Sanctum allows for the creation of four Barnaxus' Children. These units have a starting strength of 6 and access to Weapons Promotions, along with the Hero promotion. Sculptor's Studios generate +2 hammers. The Sculptor's Sanctum resulted when Barnaxus was left alone in a Studio for a year. When the Luchuirp finally found him, they found the plans for his Children written into the stone surrounding him. Barnaxus, as always, would not speak as to why he had chosen to share the knowledge of his creation.

Malakim:
Theme: Desert Nomads
Wonder: The Path of Dust
Tech: Trade
Resources: Incense, Gold, Gems
Buildings: Inn, Desert Shrine
GPP: +4 Great Prophet

The Path of Dust is the result of hundreds of years of nomadic knowledge finally being consolidated. With the mapping of the scattered oases, trade in the desert is finally profitable. Every desert tile generates an additional +2 commerce.

Mercurians:
Theme: Righteous Angles
Wonder: Ritual of Purification
Tech: Fanaticism
Resources: Spirit Mana, Law Mana, Iron
Buildings: Training Yard, Temple of the Order
GPP: +4 Great Engineer

The Ritual of Purification grants all units built in this city Demon Slaying. Every Temple of the Order generates +1 gold as the true believers empty their coin purses to finance Basium's holy war. The Ritual of Purification draws additional Angels into breaking the Compact as they seek to battle Agares' influence on Erebus.

Sheaim:
Theme: Hastening Armageddon
Wonder: Agares' Call
Tech: Way of the Wicked
Resources: Entropy Mana, Death Mana, Incense
Buildings: Planar Gate, Mages Guild
GPP: +4 Great Prophet

Agares' Call grants a free Stigmata and Prophecy Mark to every unit built in the city, hastening Armageddon and enhancing your army considerably. Every Planar Gate generates +2 culture as the Sheaim revel in the arrival of each Demonic Ally. Agares' Call is heard by many citizens of the empire as the steady march towards Armageddon becomes an all-out sprint.

Sidar:
Theme: Life Everlasting
Wonder: Library of the Mists
Tech: Sorcery
Resources: Life Mana, Death Mana, Reagents
Buildings: Library, Elder Council
GPP: Scientist

The Library of the Mists holds the publicly available knowledge of the Sidar. Of course, publicly only applies to Sidar...and only to those likely to Wane one day. And who are wealthy enough to afford the yearly library membership fee. Containing tips and tricks for survival, it grants a universal +3 Healthy bonus. Libraries generate +1 gold. No Orcs allowed.

Svartalfar:
Theme: Elven Assassins
Wonder: Aeron's Council
Tech: Poisons
Resources: Iron, Dye, Enchantment Mana
Buildings: Spider's Pen
GPP: +4 Great Merchant

Aeron's Council meets regularly within the Svartalfar lands, bringing with them their unique knowledge of poisons. Grants units produced in the City Aeron's Kiss, a potent poison that provides +2 poison strength. Spider Pens generate +2 commerce as their industrializing of the venom produced finds a new market.


Fall Further Civs:
???

UUs:
Heroic Wolf Pack
Barnaxus' Children
Minotaur
Vodyanoi

UIs:
Dwarven Work Camp
Dwarven Shaft
Dwarven Mine

UPs:
Aeron's Kiss
 
Example XML as I'm learning to mod [read to tell me what I'm doing wrong]

Kylorin's Legacy:
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_KYLORINS_LEGACY</BuildingClass>
<Type>BUILDING_KYLORINS_LEGACY</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_KYLORINS_LEGACY</Description>
<Civilopedia>TXT_KEY_BUILDING_KYLORINS_LEGACY_PEDIA</Civilopedia>
<Strategy></Strategy>
<Help></Help>
<Advisor>ADVISOR_CULTURE</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_KYLORINS_LEGACY</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_HALL_OF_KINGS</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_SORCERY</PrereqTech>
<TechTypes>
</TechTypes>
<Bonus>NONE</Bonus>
<PrereqBonuses>
<BonusType>BONUS_MANA_FIRE</BonusType>
<BonusType>BONUS_MANA_MIND</BonusType>
<BonusType>BONUS_MANA_DEATH</BonusType>
<BonusType>BONUS_MANA_LAW</BonusType>
<BonusType>BONUS_MANA_METAMAGIC</BonusType>
</PrereqBonuses>
<ProductionTraits>
</ProductionTraits>
<HappinessTraits>
</HappinessTraits>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>PROMOTION_CHANNELING2</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>UNITCLASS_SCIENTIST</GreatPeopleUnitClass>
<iGreatPeopleRateChange>4</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>1</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>600</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>14</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>100</fVisibilityPriority>
<SeaPlotYieldChanges>
</SeaPlotYieldChanges>
<RiverPlotYieldChanges>
</RiverPlotYieldChanges>
<GlobalSeaPlotYieldChanges>
</GlobalSeaPlotYieldChanges>
<YieldChanges>
</YieldChanges>
<YieldModifiers>
</YieldModifiers>
<CommerceChanges>
</CommerceChanges>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers>
</CommerceModifiers>
<GlobalCommerceModifiers>
</GlobalCommerceModifiers>
<SpecialistExtraCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</SpecialistExtraCommerces>
<StateReligionCommerces>
</StateReligionCommerces>
<CommerceHappinesses>
</CommerceHappinesses>
<ReligionChanges>
</ReligionChanges>
<SpecialistCounts>
</SpecialistCounts>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<CommerceFlexibles>
</CommerceFlexibles>
<CommerceChangeOriginalOwners>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChangeOriginalOwners>
<ConstructSound></ConstructSound>
<BonusHealthChanges>
</BonusHealthChanges>
<BonusHappinessChanges>
</BonusHappinessChanges>
<BonusProductionModifiers>
</BonusProductionModifiers>
<UnitCombatFreeExperiences>
</UnitCombatFreeExperiences>
<DomainFreeExperiences>
</DomainFreeExperiences>
<DomainProductionModifiers>
</DomainProductionModifiers>
<BuildingHappinessChanges>
</BuildingHappinessChanges>
<PrereqBuildingClasses>
</PrereqBuildingClasses>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_MAGE_GUILD</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges>
</SpecialistYieldChanges>
<BonusYieldModifiers>
</BonusYieldModifiers>
<ImprovementFreeSpecialists>
</ImprovementFreeSpecialists>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<bApplyFreePromotionOnMove>0</bApplyFreePromotionOnMove>
<bEquipment>0</bEquipment>
<bHideUnits>0</bHideUnits>
<bNoCivicAnger>0</bNoCivicAnger>
<bRequiresCaster>0</bRequiresCaster>
<bSeeInvisible>0</bSeeInvisible>
<bUnhappyProduction>0</bUnhappyProduction>
<iCrime>0</iCrime>
<iFreePromotionPick>0</iFreePromotionPick>
<iGlobalResistEnemyModify>0</iGlobalResistEnemyModify>
<iGlobalResistModify>0</iGlobalResistModify>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPlotRadius>0</iPlotRadius>
<iResistMagic>0</iResistMagic>
<FreeBonus2>NONE</FreeBonus2>
<FreeBonus3>NONE</FreeBonus3>
<PrereqTrait>NONE</PrereqTrait>
<RemovePromotion>NONE</RemovePromotion>
<SpecialistCommerceChanges>
</SpecialistCommerceChanges>
</BuildingInfo>
 
just 1 hint:

dont overpower everything. orbis does that.

if everything u can produce still comes out with overflow then u know that your resource yields are too high no matter what u changed.

even now with industry lategame is just throwing champion against champion because u get 1 every turn per city if properly updated to industry improvements
 
Civilization Wonders

My first attempt at a mod-mod, getting some practice for a larger attempt. Essentially, I wanted to create some unique wonders to enhance each civilization that fit their theme and follow the design philosophy of “if everything is overpowered nothing is”. A work in progress, looking for feedback to balance the existing wonders and create additional ones.

Each wonder requires a mid-level tech and several resources and buildings to enable. It provides a civ-wide bonus.

Need help on learning the following:
-Increasing the yield on Desert Global Tiles: will this work just by copying the Sea Tile xml?
-Granting a universal boost to a type of building
-Requiring a resource to build a wonder
-Limiting creation of the Wonder to a civilization: would the easiest way be to require GLOBAL_BUILDING be that civ's palace?
-Inserting the Wonder into XML without generating a billion error messages when launching the game...apparently just copy-pasting the wonder into the XML doesn't work. :'(

Need ideas for the following:
-Balancing
-Sidar, Elohim
-All FF races


  1. Increasing desert yield via building is atm impossible. The Sea xml only applies to sea tiles, was never coded for others sadly.
  2. Not sure here myself...
  3. I'm not completely sure it's possible via xml. Easily possible via python and the 'CanBuild' callback.
  4. Easiest way I can think of, is to make a new buildingclass (CIV_WONDER), and then assign every wonder to that buildingclass. Then assign each building to the civ in the unique building section.
  5. Did you make the buildingclass for the building? Lots of people forget to do that... I did myself the first unit I made. :lol:
 
Valkrionn-

1. This makes me a sad panda as I really want to make the Malakim settle around desert without converting every square to plains ASAP.
2. Dang, that's kinda the part I'm looking for most as I'd love to fine-tune something that rewards the player for building-spamming their Civ's ideal building. Right now there are a lot of games where there's no reason to even bother building the Grove as the Ljos, etc.
3. SOLVED. Quite simple, just need to insert the following [for the case of Kylorin's Legacy]:
<PrereqBonuses>
<BonusType>BONUS_MANA_FIRE</BonusType>
<BonusType>BONUS_MANA_MIND</BonusType>
<BonusType>BONUS_MANA_DEATH</BonusType>
<BonusType>BONUS_MANA_LAW</BonusType>
<BonusType>BONUS_MANA_METAMAGIC</BonusType>
</PrereqBonuses>
under buildinginfos.xml
4. I've found a temporary workaround for the civ requirement by by requiring the Palace building, seems to be working. This will however allow the Elohim to effectively build all the wonders...which is awesome as they need all the help they can get. However, it requires adding each palace to Buildingclassinfos.xml...hardly ideal. Perhaps your way is better...
5. Yup, that was the mistake. Caught by Lone Wolf over in the main forums. :)

For Kylorin's Legacy, Channeling 2 appears unavailable as a free promo...going to try a standard promo to see if this is the case. Is it blocked somehow? If so, what would be a thematic replacement?

Thanks for the tips, continuing to learn as I go with hilarious consequences.
 
3. I have no knowledge of python whatsoever. Any good civ tutorials out there?

Python tutorial. It doesn't specifically deal with civ, but that understanding is best gained from reading and modifying the py files directly. Python is easy.

Note that the link is to Python 2.4. Not the latest version, but rather the one used by Civ IV.
 
My personal advice. Don't add a new wonder for EVERY civ, just those where you have a good idea. It could be a good mechanism to enhance civs which are a bit lacking (hippus, for example)

Feel free to add more than one to any civ, too.
 
Warkirby - that's the general idea, as some may not be needed/catapault an already powerful civ beyond the pale, while others may need the additional boost even more. For now, its a rough rough draft as I try to brainstorm ideas, insert them clumsily into the game and then test them out. As I can't even get Kylorin's Legacy to properly apply the Channeling Promo, methinks it will be some time before I get there though. :)

Amurites definitely need an additional boost. I was hoping to grant them some free form of Channeling for all units built in that city, but I'm either referencing the wrong area or they have it blocked as they are not the proper unit_type. So back to the drawing board for them ATM.

Also still trying to figure out how to grant a global bonus to a building type.

EDIT: In understand how to make the new buildingclass, but where can I find the Unique Building section?
Easiest way I can think of, is to make a new buildingclass (CIV_WONDER), and then assign every wonder to that buildingclass. Then assign each building to the civ in the unique building section.
 
Why not pooling "which civs needs additional wonder to buff them up (multi choice possible)" to ask the community ?
 
I'm going to enable your 1) in a few days/weeks. You'll just have to hope that FF's team imports it :)
 
Sylvain- because democracy is a fundamentally flawed system. :p Seriously, because I want to experiment with these first to see what is possible before finalizing the list. If I can't grant certain things, I'd rather not get a ton of demand for them. Also, banana.

Opera- That's fantastic, looking forward to it as the Malakim definitely need some boosts to desert in non-Malakim+ games.
 
Balseraph
Theme: Slavery
Wonder: Cirque de Esclavage
Tech: Drama
Resources: Dye, Cotton, Gems
Buildings: Elf Cage, Dwarf Cage, Human Cage, Orc Cage
GPP: +4 Great Bard

Cirque de Esclavage grants a universal +2 Happy for the Balseraphs, and every carnival generates +1 gold. Cirque de Esclavage represents Perpentach's love of sentient performers acting out his dramas.

What if there are no elves or dwarfs in the game, also I find that the Balseraphs have plenty of Happy
 
Iskar - Good point on the Happy, I'll think about a replacement.
As for the Cages, I tend to play huge maps, so I suppose on duel maps they may not be in the game. Thematically, they fit, and the Balseraph are certainly one of the civs that doesn't need the boost in the typical game. Do you have an idea for altered requirements?
 
Heh heh. Heroes: The Building.

I kinda like the idea. Hero units for every civ is nice, but without a building counterpart it just further pushes the game to emphasize the war aspects and overshadow all thoughts of peace game mechanics.


Unfortunately while tons of work has been done to make units more capable, not much has been done to make buildings more capable, so you'll be wanting to get into the DLL fairly soon with such an idea as this one.
 
Xienwolf: Glad you approve, and yes, I am a turtling-builder at heart. As for diving into the DLL...I don't know what that means and it terrifies me. :) I'm continuing to chug away at some brute force solutions right now that can operate solely in XML, having a little bit of luck there.

Mailbox - No idea, i rarely run Slavery as I tend to play Good Aligned civs [just like in RPGs...*sigh*], but I'll check tonight in my ongoing "balseraph" game.

Update on the Cirque du Slaves: I think I'm gonna stick with the current format for now. I want a Grand Menagerie Equivalent for the Balseraph unique mechanic. Difficult to get, but a good boost regardless to allow MegaCities if you can manage it. Now, if they managed to get both the Grand Menagerie, The Cirque du Slaves and all the required buildings, that city would be flooded in happiness, it is true. Which is when you get to shoot for either Pillar of Chains or Tower of Complacency and really have some fun. :)
 
EDIT: In understand how to make the new buildingclass, but where can I find the Unique Building section?

CivilizationInfos. You'll have to define the wonder for each civ you add one too, but it's pretty self-explanatory when you look at it.

Opera- That's something I'll definitely have to steal.
 
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