The 'Ultimate' Civics Expander and Balancer Mod

Oh Ok, The TXT_KEY_CIVIC_ORGANIZED_LABOUR was missing from the
GameTextInfo_Objects.xml

and TXT_KEY_CIVIC_CONCRIPTION was missing as well, and also displaying inproperly.

Fixed Organized Labour by just adding it, and Concription is giving me a headache :) see above post....

B.T.W. you do know that in the text folder you can make new XML file that will read in your data

For Example
I add 12 tech's to the game, I have 1 file in the Text Folder with the XML for there pedia, strategy and name text's I call this Ket_TechInfo.xml
When the XML loads it just loads whatever it finds in the directory and stores it into its memory for parsing heck it could be called anything as long as its there and is between a <Civ4GameText></Civ4GameText>
 
I got it to work by simply changing the civic to a hard code discription

<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
<Type>CIVIC_CONSCRIPTION</Type>
<Description>Conscription</Description>

Ok no big deal maybe the key is colliding with something?
 
Code is coming along nicely on thouse new tags, The Building Yield and Commerce changers are finished but still need testing. I've modified it to use a BuildingType Array for the Player object and a BuildingClass Array for the InfoClass, this will enshure UniqueBuildings arn't left out. I've been planning a long time to give Wonders the Ability to do Building Yield/Commerce changes and possibly Techs as well. Once the Player level arrays and functions are running its easy to attach additional hooks from other game entities :cool:
 
Hey Ket, now I'm confused. I have gone over my CivTextInfo_Objects file and found both Conscription and Organized Labour there as expected. So what is causing the problem you are mentioning, do you think? If you could send me a copy of the 'fixes' you have done, I would very much appreciate it :).

Aussie_Lurker.
 
Just some text keys where missing, the strategy keys are also missing.

Unless I missed doing part of the merge. I guess I should check again)
 
I'll add you onto the beta test release list aussie so you can see your civics in action. Currently we are in beta .3 and I'm expecting to hit .4 this weekend, plus the extra feedback for me is a good thing :)


.5 is public release. So you may want to monitor my thread about then for feedback.

Using Phase 2 but do have the CCCP tags in place ready to go.
 
Hi guys,

Don't want to jinx things, but I have had a modicum of success tonight. My SDK changes to the Warlords SDK seem to be working without inducing any crashes. Only problem is that at the present time its also not producing a function either. Thats still a step forward, though, as the same code caused the game to crash when I switched to the altered civic in my vanilla mod. Anyway, I think-and I do stress the word think-that I know where I went wrong, and have made the required change (I had buildingYield and BuildingCommerce with void only, no int beforehand-D'Oh!) now I just need to test it and see if it will work-wish me luck!
Anyway, have a look at the accompanying screenshot to see the new functionality that I have added-a civic which allows a courthouse to generate extra food!!!!

Aussie_Lurker.
 

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Hey nice mod, great additions to an area that needed more depth. I liked 90% of what I saw, I did change a few things, for instance, state property, I increased the maintenance costs and lowered worker efficiency to highlight how this usually is an inefficient system, but added two free specialists to highlight the control over your economy these systems allow. Also, I changed police state to give a military production bonus, and reduced war weariness another 10%, also allowing a few free military units. Other than that, great mod. Thanks.
 
Balance is more important than realism. If a civic choice is always worse than another, then there's no point to having it. Each needs to have a function. (Of course, it takes a long time to get to that level of balance!)

Great job, Aussie.
 
Hey guys, just so you know I haven't 'fallen asleep on the job', I just thought I would give you a quick update on the 'progress' of Phase 3. It is going slowly, but check out a few of the new tags I have created-in action-at this link:

http://forums.civfanatics.com/showthread.php?p=4554165#post4554165

and scroll down to post#10. You will see that I have successfully added a <SpecialistExtraYield/> and <TradeRouteCommerces/> tag to Civics-though actual in-game effects still need to be done. I am also very close to adding a <FreeSpecialistCounts/> tag too. Once this is completed, then I will complete all the changes to CvPlayer and CvCity and-if it all tests out successfully-I can begin work on the new civics themselves :).

Aussie_Lurker.
 
Well, to the best of my knowledge. BuildingYield and BuildingCommerce changes should do something now, as should StateReligionYieldModifiers-I just haven't tested them in-game yet. The ones I mentioned above, though, still need in-game effects to be added. Watch This Space ;).

Aussie_Lurker
 
Hey Aussie--

Just wanted to let you know I used your idea base from phase two for civics expansion in my mod (with due credit, of course). I made some changes to the specifics to help with balance and keep the civics unique in function, at least as far as my mod is concerned.

Anyway, I wanted to say thanks and great work. I'll be curious to see how the new tags you implement work out.
 
I know and have very much enjoyed using your mod, so I am very honoured to hear that my Civics are going to be getting used in its latest incarnation :). I will have to check it out!

Aussie_Lurker.
 
If you still have Emancipation causing "anger" in other civilizations (along with the UN resolution enforcing it) then employing anything on the civics charts "more advanced" than Emancipation (Professional and Organized) will also cause "anger" in your civ when other civs still have Emancipation.
I suppose you could either get rid of "anger" entirely, or maybe have every civic past Emancipation remove anger so that civs with those civics are unaffected by anger from other civs' Emancipation.
 
Actually, thanks for reminding me about this. I have actually removed Emancipation from the Warlords version of this mod (my feeling is, emancipation is the absence of slavery, caste system or conscription-and therefore does NOT need its own civic). However, I have not made the same adjustment to the vanilla version. I take it this is the one you need?

Aussie_Lurker.
 
Have you considered that the imbalance/speicialization of civics is what makes spirituality a balanced leader trait?
 
Hello Aussie_Lurker. So we meet again. :mischief:

Your mod looks good, but I am fully against Universal Sufferage causing War Wariness. The government type does not increase war wariness nearly as much as free speech. In fact, almost any effect that a government has on war wariness is almost entirely linked to the government's reaction to free speech. Unless the player has free speech, it should be assumed that the government suppress the speech, with Police State being the most effective at the job. Once the player has free speech, this supression stops, and war wariness takes hold. Before free speech, the public had no idea what war was like, so war weariness was rare. After free speech, the public saw what war was really like, and war weariness was born.

So I suggest that the war weariness should be moved to Free Speech, and in fact should be increased to equal the reduction offered by the police state. These two civics are mutually exclusive. A police state would quikly fall apart with Free Speech. The point of having a police state is to supress free speech.


On an unreleated note, it might be a good idea to post what your mod contains. Thanks.
 
First up, I do see your point ToV. However, can you suggest to me a suitable downside for Universal Sufferage which can replace the War Weariness penalty? If so, then I will be glad to consider it. Also, everything contained within my mod is listed in posts #1 and #2-though I don't think I have updated it to include conscription. I will do this after I have made the changes to Universal Sufferage and Freedom of Speech ;).

Aussie_Lurker.
 
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