3UC/4UC for VP: Project Coordination Thread

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I think the simplicity is really important for this because the 3 guilds won’t appear in the civ select screen or the city build list.

The only two places players can see what these guilds do is the city management screen and civilopedia.

Unique building usually have 2-3 features; kabuki is already around 5 or so. Assymetry and unique mechanics will end up being hidden, and players may never know they need to run trade routes out of their guild cities, etc.
 
Some things to say :
- The pictures for the Japanese unique guilds are lacking (you surely know it, but I prefer to be too prudent than not enough)
- The flag/model of the Slaganz are still the ones of the Spearman (so the corrections you did weren't effective, @adan_eslavo)
- The first post of the discussion should be updated, @Blue Ghost. Otherwise, we could also create another discussion for the "all civs" version, so that we can have more visibility and obtain more complete analysis of the UCs without overloading this discussion, which is more dedicated to the "volunteers" (but we should ask Gezabo in that case, since occupying two discussions for the same mod could be considered with a severe eye).
- The unique promotion of the Cacadores still doesn't work

I have an idea for the Hacienda :
  • Available at Civil Service
  • Build time : 8 turns
  • Can be built on a featureless land till ; cannot be built within 2 tiles of another Hacienda
  • Cannot be replaced
  • Improves any resource on the tile (so that a future strategic resource can still be used)
  • +2 :c5food: Food, +1 :c5production: Production, +1 :c5gold: Gold
  • +2 :c5food: Food per adjacent bonus resource
  • +2 :c5production: Production per adjacent strategic resource
  • +2 :c5gold: Gold per adjacent luxury resource
  • + 1 :c5food:/:c5production:/:c5gold: when adjacent to a city
  • +1 :c5faith: Faith when worked by a city with a Mission
  • When finished, claim all adjacent unowned tiles
=> This improvement could be very effective at concentrating wealth, and, being able to be built anywhere, would make any terrain suitable for Spanish colonization.
However, it would come quite late, would have poor base yields, and couldn't be clustered (I calculated that a city can work 6 Hacienda at a maximum with this space limitation, and 4 Hacienda with a limitation of 4 tiles).
The fact that this UI can claim unowned adjacent tiles makes it very potent at accelerating the growth of your colonies, but I'm sure that this will cause a lot of problems (among which the fact that it would oblige us to prevent the UI to be replacable, and so make it improve all strategic resources appearing in the tile later in the game...), so this will surely be erased.
What do you think ? This UI would have the same types of yield than the Polder, but would be distincly unique, no ?
 
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Is the issue with the guild icons blurriness, or are the pictures I chose themselves lacking?

A new thread will be started once we have gotten this up and running. We need to do the 2 UC luas which remain (InDuna and alti cur), then a pass at known existing bugs. I think this could be done by next week if we get the more lua-literate people back in.

I think that a UI that needed 2 tiles spacing would be too annoying to be fun.
  • keeping track of all UIs on a 2 tile radius is actually pretty difficult, and it feels opaque to a player.
  • This UI is very dependent on placement, and having Haciendas ruin the prime real estate for another hacienda in this way would be obscenely frustrating
  • Cities can only have 1 adjacent hacienda, putting a hacienda adjacent to a city knocks out the entire workable radius of that city on one side, bringing the total # of workable tiles to 4
  • Having 6 hacienda on a city assumes all your cities are at least 8 tiles apart in any direction, and that you have the full 3 tile range radius around every city and no water.
No adjacency for 2 tiles or adjacency/terrain dependant. Pick 1 because the two combined is fun-kryptonite
 
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Note on Oppidum.

Why doesn't it improve Fishing Boats again? As far as I know these settlements were sometimes coastal. I had a few spots that would have been perfect but fell a bit short because they were coastal with a sea resource.

Just a thought.
 
Is the issue with the guild icons blurriness, or are the pictures I chose themselves lacking?

The pictures are totally lacking : they are replaced by red squares.

I think that a UI that needed 2 tiles spacing would be very frustrating. The other thing is that this UI is very dependent on placement, and having Haciendas ruin the prime real estate for another hacienda in this way would be obscenely frustrating.

As I said, if we supress the "claim" bonus, and so allow the improvement to be replaced and rebuilt at will, then optimizing placement would be possible througthout the game (so when the borders evolve, you can displace some Hacienda to be adjacent to more resources). Moreover, you still can have a quite decent improvement if you build one Hacienda next to your city (with one bonus resources within two tiles of your city, which is quite frequent to have, you can have an Hacienda giving 5:c5food:/2:c5production:/2:c5gold:, becoming 5:c5food:/3:c5production:/2:c5gold: on a desert tile => a desert with some Stone resources become much more interesting all of a sudden).
Do you have some other suggestions (it bothers me that the current Hacienda is so unoriginal) ?
 
The pictures are totally lacking : they are replaced by red squares
Hmm, something is fishy then with the upload onto GitHub
Do you have some other suggestions (it bothers me that the current Hacienda is so unoriginal) ?
i dunno...what about this?
Hacienda:
Spoiler :
Available at Civil Service
Can be built on any tile with no resource features (hills & flat terrain)
Cannot be built adjacent to another Hacienda
1:c5food:/1:c5production:/1:c5gold:
+2 :c5food: on Hacienda for every Adjacent Bonus Resource
+2 :c5production: on Hacienda for every Adjacent Strategic Resource
+2 :c5gold: on Hacienda for every Adjacent Luxury Resource
+1 :c5culture: on Hacienda if Adjacent to City
+1 :c5faith: on Hacienda if worked by a City with a Mission

+1 :c5culture: at Architecture
+1 :c5gold:/:c5production: at Fertilizer.
 
i dunno...what about this?
Hacienda
Available at Civil Service
Can be built on any tile with no resource features (hills & flat terrain)
Cannot be built adjacent to another Hacienda
1:c5food:/1:c5production:/1:c5gold:
+2 :c5food: on Hacienda for every Adjacent Bonus Resource
+2 :c5production: on Hacienda for every Adjacent Strategic Resource
+2 :c5gold: on Hacienda for every Adjacent Luxury Resource
+1 :c5culture: on Hacienda if Adjacent to City
+1 :c5faith: on Hacienda if worked by a City with a Mission

+1 :c5culture: at Architecture
+1 :c5gold:/:c5production: at Fertilizer.

So diminishing the distance requirement in exchange of an even smaller base yield, and a smaller city adjacency bonus (with some tech bonus later) ? It seems ok to me.
 
I really like the resource extraction angle of this Ui, and it is impossible to do that with more than 1 adjacency. I think the best thing to do is play up that part of the UI as much as possible. It’s unlikely anyone could get more than 2-3 adjacent resources without extreme luck, and they could square it off with a good city placement for that last culture.

This would make conquering Rome a gold mine :lol:
 
I really like the resource extraction angle of this Ui, and it is impossible to do that with more than 1 adjacency. I think the best thing to do is play up that part of the UI as much as possible. It’s unlikely anyone could get more than 2-3 adjacent resources without extreme luck, and they could square it off with a good city placement for that last culture.

This would make conquering Rome a gold mine :lol:

And would make an Egyptian city conquered by Rome an instant target. ;)
 
Considering the Spanish kingdom(s) were formed from Visigothic successor states to the Western Roman Empire, one again it’s a fairly accurate historical touch.

If you really wanted to have a 2 tile radius UI in the game at some point, I would recommend checking out the Tlingit civ. If we ever get this 4UC project finished I would be interested in getting the number of civs up to a round 45 with Tlingit and Canada.

  • I think their totem pole would be a prime candidate for a spread-out UI
  • They would be the only west-coast First Nations tribe in civ, so unique true start location, and lots of freedom for unique aspects to the civ
 
Sorry, I haven't been following this project as much lately. It seems that you guys have it under control, but if you need anything from me, I'd be glad to help.

Are all civs code complete? How should I update the OP?
 
@Blue Ghost If you could do the last luas on Huns and Zulu then the civs would be code complete. Adan has switched into optimizing and bug fixes, and I’ve tried to do what I can with my limited knowledge of lua, but these last 2 UCs I have no idea where to begin.

Neither of them seem particularly hard:
Alti Cur - on successful tribute from minor civ: 100 Gold, scaling with era, and 5 happiness for 30 turns
On successful demand from major civ, trigger golden age (normal length, based on game speed)

InDuna - stacked unit receives 5XP on attack
On construction of citadel: 30XP for stacked unit and 30 damage to adjacent enemy units

Updates:
39/43 civs code-complete

can remove all mentions of needing graphics, civilopedia and sql help (all of that is done)

Specifically, what we need is help with is the following:
Incomplete UCs:
  • Zulu InDuna
  • Hunnic Alti Cur
broken UCs:
  • Incan Coca Monopoly resource
  • University of Coimbra (no code to remove bonus if a feitoria is removed/pillaged/no longer in unowned land)
Updates to the table:
  • Germany - Done
  • Korea - Done (by @hokath)
  • Songhai - Done (by Hokath and @Infixo)
  • Indonesia - missing author (pineappledan)
  • Inca - (mostly) Done (by Hokath, Adan_eslavo, pineappledan)
 
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All right, I'll see what I can do for the Lua for the Huns and Zulu.

Is there a Lua hook for demanding tribute from a major civ?
 
I'm aware of Deal:GetDemandingPlayer(). I don't know how to use it though, and I don't know if you can use it to trigger on successful deals, as opposed to just the act of demanding

@Blue Ghost I also forgot, Enginseer, Hokath and Infixo should probably be added to the list of volunteers section of the OP
 
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Well this is disappointing.

Started a new Carthage game on Marathon. Got an amazing start. Built a Tophet. Bought a warrior.

No culture gain :(

Oh well I'll hardmode this but just letting you know it might be broken on scaling if it's working on standard.

If it's hotfix-able I will love you.
 
Setting a trigger on demanding from a major civ is beyond me. Does @Infixo have a solution?

I should be able to do the stuff for demanding from minors though.
 
Code:
function EverydayDiscoveringSomethingBrandNew(iPlayer, iCS, iGold, iUnitType, iPlotX, iPlotY)
    local pPlayer = Players[iPlayer]
    if pPlayer:GetEventChoiceCooldown(iSidon) ~= 0 then
        local iInfluence = OSFrog(10, 20)*(pPlayer:GetCurrentEra()+1)
        if iInfluence > 100 then iInfluence = 100 end
        Players[LostSidon]:ChangeMinorCivFriendshipWithMajor(Players[iPlayer], iInfluence)
        if pPlayer:GetEventChoiceCooldown(iSidon) > 2 and Game.IsResolutionPassed(iSphere, LostSidon) then
            Game.DoEnactResolution(iSphere, LostSidon, iPlayer)
        end
        if pPlayer:IsHuman() then
            pPlayer:AddNotification(NotificationTypes.NOTIFICATION_MET_MINOR, "You have pleased the leaders of Sidon with your diplomacy on other city-states earning you " .. iInfluence .. " [ICON_INFLUENCE] Influence with Sidon!", "Neighborhood Watch", pPlayer:GetCapitalCity():GetX(), pPlayer:GetCapitalCity():GetY())
        end
    end
end

GameEvents.PlayerBullied.Add(EverydayDiscoveringSomethingBrandNew)

Also requires EVENTS_MINORS_INTERACTION to be enabled in the defines.

But then again do we really want a mechanic to be reliant on something impossible to do in the current patch for a major civ to be demanding from a major civ?
 
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@Ziad last github version should work. And as I can see it is v27 version too. I will check that.

Sorry for being absent but have less time for coding. Maybe this week I will finish cleaning up old civs and do some more lua checking.
 
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Thanks. I’m aware of the hook for demanding tribute from city-states. I was asking if there’s one for demanding tribute from majors.

Personally I think the bonus for tribute from minors is enough, but that’s not what was requested...
 
Aight, so a little more digging.
Relevant lua hooks for demanding:
So maybe something like this?:
Code:
local fGameSpeedModifier1 = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].GoldenAgePercent / 100

function HunDemandGA(iPlayer, iDeal)
 
    local pPlayer = Players[iPlayer]
    if not pPlayer:GetCivilizationType() == GameInfoTypes.CIVILIZATION_HUNS then return end
 
    local pCapital = pPlayer:GetCapitalCity()
    if not pCapital:IsHasBuilding(GameInfoTypes.BUILDING_3UC_YURT) then return end
 
    local iChange1 = math.floor(10 * fGameSpeedModifier1)
    if Deal:GetDemandingPlayer() == pPlayer then
    
        if Deal:GetNumItems() => 1 then
            Player:SetGoldenAgeTurns(iChange1)

        end
    end
end

GameEvents.XXXX.Add(HunDemandGA)
So check if demand is made by player
check if any items were actually exchanged in the demand
calculate GA turns

There is also the DiploUIEventType, which has Lua Hooks for Humans and AIs making demands. That might be another way to go

The one thing I was not able to find was a gameEvent to trigger this with

The tribute from minor civs is, indeed, enough. It is almost impossible to actually get a successful demand from a major civ, so it's almost moot to include this mechanic. However, it is a MASSIVE flavor booster, and a terrific nod to the Treaty of Margus and the Peace of Anatolius, In which the Byzantines agreed to an annual tribute of 2100 pounds of gold.
 
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