[MODMOD] agnat86's submod for Religion&Revolution

agnat86

Warlord
Joined
Jun 30, 2011
Messages
218
Hello everyone,

I've done some modding the last few months on the Religion&Revolution mod. I'd like to share my work with the community, and hear what you think about it.

I'm inexperienced as a modder, so I can't guarantee I've done everything the correct way. I've tested it extensively, and it runs quite smoothly, but if anyone encounters problems or bugs, please report them in this thread.:)

I've attached my modmod to this post in a zip file. To play it, do the following things:
  • If you haven't done so already, download the Religion&Revolution Mod. At the moment, my modmod is compatible with version 2.1.
  • Extract the main mod, and place it into the Mods folder.
  • Make a copy of the mod, and name it "agnats_submod_for_R&R2.1" (so that I can analyze savegames).
  • Download the zip file containing my modmod, which is attached to this post.
  • Extract the contents of the zip file.
  • Open the folder that is generated this way, and copy both folders inside ("Assets" and "DLLSources").
  • Paste them into the main folder of the copy of the main mod. Always accept when asked to overwrite files or merge folders.
  • The modmod can now be played by selecting it in the Mods list under the "Load a Mod" option at the main manu of the game.

Note: Savegames of the original mod are not compatible with this modmod.


CONTENTS:

New traits for European leaders
I have added two brand new civilization traits to this game for the Russians and the Swedish, and added four new leader traits. I also made modifications to several of the other traits.
The addition of four leader traits brings the total number of available leader traits to 16. As there are 16 playable leaders in the game, and each of them gets two leader traits, this means that every leader trait is used twice.

These are the six new traits:
Spoiler :
Agricultural (Swedish civilization trait)
  • +10% Food production in all settlements
  • -10% Food required for population growth
Imperialist (Russian civilization trait)
  • Free promotion: Homeland Guard I (+15% Combat Strength inside your Cultural Borders)
  • -25% Culture required for Territorial Expansion

Note: I've changed the civilization traits of the Swedish and the Russians because I disliked the original ones (Foresters and Hunters Tradition). I disliked them because these traits focused on very minor aspects of the game (lumber production and fur trade), in contrast with the other six civilization traits, which focus on major aspects like immigration or trade.
Because of this, I never felt inclined to pick either of these nations, as there was no clear strategy associated with them. These two new traits focus on larger aspects of the game: Population Growth and Territory.

Sophisticated
  • +25% production of Education in all settlements
  • +50% chance colonists learn specialisms through learning by doing
  • -50% cost of training specialists in schools
Capitalist
  • +25% Storage Capacity in all Settlements
  • +25% better results from bargaining with Natives
Agronomist
  • Pioneers work 50% faster
  • Improvements cost 50% less money to build
Militaristic
  • All units (siege units, transport units and ships) cost -25% Hammers, Tools, Cannons, Muskets and Blades to construct
These are the changes to existing traits:
Spoiler :
Great Admiral
  • 10% combat bonus now also applies to Privateers and Pirate Frigates
Undemanding
  • Food bonus no longer fixed at 2 for each settlement. It now scales with the bell-producing building that is present in the city (1 Food per Basecamp, 2 per Village Hall, etc.)

In assigning new traits to leaders, I've paid attention to three things:
  • Diversity: No two leaders may share more than one trait with one another.
  • Synergy: Traits preferably should work together to give a leader certain strong points, and as a result a unique gameplay experience.
  • Historical Correctness: The traits need to make sense when considering the historical background of a leader.
Here an overview of all leaders, and their associated traits:
Spoiler :
English: Tolerant
  • George Washington: Great General, Disciplined
  • William Penn: Libertarian, Undemanding
French: Cooperative
  • Louis de Frontenac: Expansive, Militaristic
  • Samuel de Champlain: Enterprising, Industrious
Spanish: Conquistador
  • Hernan Cortes: Expansive, Disciplined
  • Simon Bolivar: Determined, Great General
Dutch: Mercantile
  • Peter Stuyvesant: Administrative, Capitalist
  • Adriaen van der Donck: Charismatic, Sophisticated
Portuguese: Explorers
  • Martim Afonso de Sousa: Resourceful, Administrative
  • Mem de Sa: Great Admiral, Militaristic
Danish: Seafarers
  • Hans Egede: Enterprising, Sophisticated
  • Jens Munk: Great Admiral, Resourceful
Swedish: Agricultural
  • Johan Risingh: Industrious, Undemanding
  • Johan Printz: Charismatic, Agronomist
Russians: Imperialist
  • Ermak Timofeyevich: Determined, Agronomist
  • Alexandr Baranov: Libertarian, Capitalist
I've made changes to various nations starting units as well, to reflect their changed strengths:
Spoiler :
French: Jesuit Missionary instead of Hardy Pioneer
Portuguese: Seasoned Scout instead of Expert Fisherman
Danish: Expert Fisherman instead of Expert Farmer, Fluyt instead of Caravel
Swedish: Expert Farmer instead of Expert Lumberjack, Fluyt instead of Caravel
Russians: Hardy Pioneer instead of Expert Hunter

I've also made changes to the personalities of each leader, to give each of them a unique character.

New traits for Native leaders
I have added only one new trait for Natives (Patriarch), but made modifications to most of the others. These are the traits that have been changed:
Spoiler :
Patriarch (new trait)
  • +25% Gold at first European contact
  • -25% Cost of Native Land purchasing
Prosperous
  • Added: +25% production of Silver, Gems and Gold.
Farmers
  • Added: +2 Food production on all land tiles.
  • Added: Homeland Guard promotion for all units (+15% Strength inside Cultural Borders).
  • Removed: All other Food bonuses.
Nomadic (originally named Nomads)
  • Added: -15% Food required for Population Growth.
  • Changed: Close Combat promotion for all units instead of Fearless.
Hunters
  • Added: +100% Great General emergence rate inside Cultural Borders.
Fishermen (originally named Coastal Warriors)
  • Added: +2 Food production on all Water tiles.
  • Removed: +100% Great General emergence rate inside Cultural Borders.
Raiders
  • Added: -50% XP required for unit promotions.
Forestwarriors
  • Added: 50% Great General emergence.
  • Changed: Great General emergence rate inside Cultural Borders reduced to 50%.
Highlander (originally named Climber)
  • Added: +2 Food production on all Hills tiles (to allow these nations to build big cities in Hills and Mountains).
One thing I did not like about the original mod was the similarity between many native nations (in fact, some nations were almost exact copies of one another, like the Tarascans, Mixtecs, Zapotecs, Toromona and Aztecs).
I've tried to give each of the 30 different native nations a different "feel." To do this, I've made large changes to their personalities in terms of raiding behavior, gift-giving, tendency to feel threatened, willingness to declare war, etc.

This is to partly to ensure that no two native nations behave the same way, but also to spread aggressive and peaceful natives more evenly across the map. In the original mod, the southern and equatorial tribes are highly aggressive, while almost all North American tribes were quite peaceful. I've tried to balance that out a bit more.

The second way to create diversity is by assigning new traits to native leaders. I've made sure that no two tribes share exactly the same traits, and in addition to that, I've tried to spread the different traits evenly across the globe. These are the native leaders, with their new traits:
Spoiler :
Cunhambebe (Tupi): Farmers, Raiders, Trader
Agueybana (Arawak): Farmers, Fishermen, Patriarch
Montezuma (Aztec): Prosperous, Farmers, Patriarch
Huayna Capac (Inca): Prosperous, Highlander, Pupil
Mangas Coloradas (Apache): Nomadic, Raiders, Mentor
Sitting Bull (Sioux): Nomadic, Forestwarriors, Mentor
Logan (Iroquois): Farmers, Forestwarriors, Patriarch
Oconostota (Cherokee): Hunters, Forestwarriors, Trader
Tecun Uman (Maya): Prosperous, Fishermen, Mentor
Orkeke (Tehuelche): Nomadic, Hunters, Trader
Nunkui (Shuar): Raiders, Highlander, Mentor
Tuglawina (Inuit): Hunters, Fishermen, Pupil
Kondiaronk (Huron): Fishermen, Forestwarriors, Pupil
Cocijoeza(Zapotec): Prosperous, Forestwarriors, Mentor
Sepe Tiaraju (Guarani): Hunters, Forestwarriors, Pupil
Jaureybo (Carib): Fishermen, Raiders, Trader
Oppussoquionuske (Algonquian): Farmers, Hunters, Mentor
Narbona (Navajo): Nomadic, Highlander, Patriarch
Machipara (Machiparo): Nomadic, Fishermen, Patriarch
Serpent Quechquemitl (Mixtec): Prosperous, Raiders, Pupil
Quemuenchatocha (Muisca): Prosperous, Highlander, Mentor
Iron Jacket (Comanche): Nomadic, Raiders, Trader
Washakie (Shoshone): Nomadic, Hunters, Pupil
Tarano (Toromona): Forestwarriors, Highlander, Trader
Running Eagle (Blackfoot): Hunters, Raiders, Trader
Pine Leaf (Crow): Hunters, Highlander, Patriarch
Uracca (Guaymi): Fishermen, Highlander, Pupil
Erendira (Tarascan): Prosperous, Farmers, Trader
Aomagua (Omagua): Farmers, Fishermen, Pupil
Lautaro (Mapuche): Raiders, Forestwarriors, Patriarch

I've also tweaked the factors that determine your relationship with natives, as I disliked the way all natives instantly hated you just because of the number of colonies you owned, instead of the proximity of those colonies to their lands. The idea is to make the interaction with natives just as challenging, but more interesting and realistic:
Spoiler :
  • The attitude penalty that results from the total amount of colonies you have has been greatly reduced.
  • The attitude penalty that results from large colonies being located near native villages has been greatly increased.
  • Trading now also slightly affects how much of a threat natives perceive you to be.
  • If the perceived threat ("Your way of life is threatening to ours") is reduced to zero, it can become an attitude bonus ("Your presence is a boon to our way of life").
  • The attitude penalty for declining native trade offers has been removed.

Founding Fathers
I've made some big changes to the founding fathers. Mostly, I tried to make each founding father appear at the point of the game where he would make sense (so no Valuable Wood-giving FFs in the endgame). I've also increased the number of units provided by FFs in the late game.

Jose de San Martin, who is not included yet in the main mod, is included in this Modmod as well.

New Promotions
I've added four new promotions to the game:
  • Homeland Guard I (+15% Strength inside Cultural Borders)
  • Homeland Guard II (+25% Strength inside Cultural Borders)
  • Homeland Guard III (+35% Strength inside Cultural Borders, requires Great General)
  • Sea Explorer II (Better results from Shipwrecks, requires Sea Explorer I)
The purpose of the Homeland Guard promotions is to make Borders matter more, which especially benefits the Russians. The Sea Explorer promotion serves to turn Sloops (or other vessels) into naval equivalents of Seasoned Scouts.

Schmiddie's changes on railroads
As I didn't like the inclusion of trains into this historical period, I've also included the changes Schmiddie made to this in his modmod.
  • Trains are replaced by Carriages (which I renamed Convoys)
  • Train Stations are replaced by Waystations
  • Railroads and Plastered Roads are replaced by Plastered Country Roads and Country Roads respectively

Minor changes
In addition to the changes mentioned above, I've also made many minor alterations:
Spoiler :
- Greatly expanded city lists, and corrected some historical errors in city lists (most notably the Blackfoot).
- Waystations (formerly Train Stations) now require a City Hall instead of a Town Hall.
- The requirements in Sailcloth, Rope, Tools, Cannons and Blades have been changed both for ships and for land transport units.
- Slaves and Converted Natives now also get a production bonus for Stone.
- Dragoons get the Leadership 2 promotion for free (as it was in previous versions of the mod).
- Mounted Braves and Armed Mounted Braves get the Dragoon promotion (higher withdrawal change, attack bonus vs Cannon Regiment).
- Expert Farmers get a 100% bonus for Barley instead of +3.
- Settler Militias get a +25% Combat bonus inside their Cultural Borders instead of a 25% City Defense bonus.
- The combat bonus of conquistadores vs Native Mercs has been increased.
- Razing native villages results in more treasure (to make a conquistador strategy more lucrative)
- Cocoa plantations can now be built on hill tiles with bananas or coconuts (so the food yield from such tiles can be increased).
 

Attachments

  • agnats_submod_for_R&R2.zip
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Haven't tried your modmod yet, but from the description it seems you put a lot of effort and thoughts into it! :goodjob:

(Would you mind if I would take some of your changes to my modmod [proper crediting of course]?)
 
Haven't tried your modmod yet, but from the description it seems you put a lot of effort and thoughts into it! :goodjob:

(Would you mind if I would take some of your changes to my modmod [proper crediting of course]?)


Of course, go ahead!:)
 
I've been busy over the last days, trying to add new native nations. I finally learned how to do some graphical things, so I could add four new nations: the Haida, Timucua, Ohlone and Dene.

There have been discussions in the past as to whether or not it would be possible to play games with more than 50 players. It turns out that it is possible: I have started a game on a gigantic map with a total of 52 players.

I added these not because I thought there were too few native nations in RaR of course. I added them because I thought some regions were underrepresented.
The Haida are from western Canada and Alaska, the Dene from central Canada, the Ohlone from the coast of California, and the Timucua from Florida.

I will update this modmod after the release of RaR2.2 (unless we succeed in putting together a team for a larger modmod), so you will not find these nations yet in the current version. But I can already give some spoilers of what is coming:

All units of the new nations. From back to front: Haida, Timucua, Ohlone, Dene:
Spoiler :




A close up of the Haida units, of which I'm especially proud (the Haida are a very interesting native people):
Spoiler :



Koyah, leader of the Haida:
Spoiler :


Saturiwa, leader of the Timucua:
Spoiler :


Xigmacse, leader of the Ohlone:
Spoiler :


Thanadelthur, leader of the Dene (not very content with this leaderhead, I hope I will find a better one):
Spoiler :


What the foreign advisor would look like if everyone knew each other:
Spoiler :
 

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What the foreign advisor would look like if everyone knew each other:
Nice to find out who's thinking how about whom :D

Otherwise, really good work. I'm impressed! :goodjob:
 
Hi agnat86,

I have noticed that you have added new promotions.

New Promotions
I've added four new promotions to the game:
Homeland Guard I (+15% Strength inside Cultural Borders)
Homeland Guard II (+25% Strength inside Cultural Borders)
Homeland Guard III (+35% Strength inside Cultural Borders, requires Great General)
Sea Explorer II (Better results from Shipwrecks, requires Sea Explorer I)
The purpose of the Homeland Guard promotions is to make Borders matter more, which especially benefits the Russians. The Sea Explorer promotion serves to turn Sloops (or other vessels) into naval equivalents of Seasoned Scouts.

For the Promotion Homeland Guard I - III you have added a new tag

<iDomesticBonus>15</iDomesticBonus>

Could you please explain how to do that (e.g. which files are effected)? I like the idea of strengthen the cultural borders.

Kind regards

Schmiddie
 
Hi agnat86,

I have noticed that you have added new promotions.



For the Promotion Homeland Guard I - III you have added a new tag

<iDomesticBonus>15</iDomesticBonus>

Could you please explain how to do that (e.g. which files are effected)? I like the idea of strengthen the cultural borders.

Kind regards

Schmiddie

To make new XML tags work, you have to code in DLL. Are you familiar with DLL coding?

If you are, then it's relatively simple: just find all instances of "DomesticBonus" in my source files (about ten of them probably are affected) and copy-paste them into your own, and then compile a new DLL. Of course, you must also add the tag to the XML files themselves. I have learned it from this manual:
http://forums.civfanatics.com/showthread.php?t=314201

If you aren't familiar with it, then I can also add the functionality to the main mod's DLL, if you like.:thumbsup:
 
Hi agnat86,

due to the fact that the natives are too strong on gigantic maps I'm currently implementing two new native tribes into the main mod.

I like Xigmacse, leader of the Ohlone. Where did you get him? From the Civ4 database?
 
Hi agnat86,

due to the fact that the natives are too strong on gigantic maps I'm currently implementing two new native tribes into the main mod.

I like Xigmacse, leader of the Ohlone. Where did you get him? From the Civ4 database?

Yes, I found him here. He is named Gajah, and he leads an Indonesian nation:
http://forums.civfanatics.com/downloads.php?do=file&id=22316

I added a new background myself, but for the rest I didn't make any changes.
 
i like your modmod, all except
Schmiddie's changes on railroads
As I didn't like the inclusion of trains into this historical period, I've also included the changes Schmiddie made to this in his modmod.

Trains are replaced by Carriages (which I renamed Convoys)
Train Stations are replaced by Waystations
Railroads and Plastered Roads are replaced by Plastered Country Roads and Country Roads respectively
is there a simple way to disable these changes if i add your modmod to the R&R mod?
 
i like your modmod, all except

is there a simple way to disable these changes if i add your modmod to the R&R mod?


That's not easily done, I'm afraid. The art files for trains and railroads are still there, but there are several different XML files that have been modified to change both the art and the names, so if you would want to play my modmod minus the convoys, you'd have to revert those modifications by hand.
 
That's not easily done, I'm afraid. The art files for trains and railroads are still there, but there are several different XML files that have been modified to change both the art and the names, so if you would want to play my modmod minus the convoys, you'd have to revert those modifications by hand.

yeah i was afraid of that
oh well, the train is nice, but not super accurate, i can live without
 
Hi Agnata - I love your mod so much I am currently running a R&R 2.1 just so I can use it hehe. I was wondering if you have any idea when your 2.2 compatible version may be released? Don't want to put pressure rather wondering if you intend to =)
 
Hi agnat86 - don't know if you are still active here in the forum. I will adopt some of your features for RaR - you will of couse mentioned in the credits.
 
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