3UC/4UC for VP: Project Coordination Thread

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Yeah, that confused me. I write ALL bonuses for buildings (except cost if it is unchanged) and only CHANGED things for units (exept firepower which is written always). That's my method.

@Blue Ghost I have problem with "+2 :c5gold: Gold to adjacent luxuries." bonus for Hacienda. Improvement_AdjacentResourceYieldChanges seems to change only improvement yield not resource. I can't find function which could change plot yield. Do you know one?
EDIT: It turns out that Improvement gets yields from each resource it is adjacent to. Basically it gains always +2g (it must be adjaent to one luxury) and +2 for every extra luxury. I will leave it that way.
Do I need to delete flat +1 gold (for now it has flat +1 + 2 (from luxury) = +3)?

But I also need that function to add yields to improvement ("+1 :c5production: Production and +1 :c5gold: Gold if built within 2 tiles from a city").
 
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For carthage, this will make their early game way too strong. They will get super fast pantheon and reilligion because u can always invest in the shrine.
 
I don't mean to put the cat among the pigeons, but are you going to teach AI all those new fancy stuff or will it be mostly for the player?
 
I don't mean to put the cat among the pigeons, but are you going to teach AI all those new fancy stuff or will it be mostly for the player?
What new fancy stuff do you mean? Teaching the AI to build units and buildings is just a matter of assigning appropriate flavors. We’re trying to avoid unconventional strategies that the AI wouldn’t understand. Is there a particular element that you think would be problematic for the AI?
 
What new fancy stuff do you mean? Teaching the AI to build units and buildings is just a matter of assigning appropriate flavors. We’re trying to avoid unconventional strategies that the AI wouldn’t understand. Is there a particular element that you think would be problematic for the AI?
@infidel88 is referencing:
The Japanese Daimyo (replacement UUs have already been proposed)
Hinin's proposal to make a Celtic great merchant (Besides AI troubles I don't think it would be worth the effort to re-invent the existing Celt UC)

Possible other units proposed that are going to be a problem
Incan Ch'uru (it needs to be dropped for a civilian UC anyhow)
Hunnic Battering Ram proposal (I don't think anyone has given this any thought recently)
Zulu Izinduna (should be fine actually, The proposal is to give the stacked unit XP when it is expended for a citadel. The AI likes stacking GGs anyways so it's okay.)
Carthage Shophet (It is functionally identical to a GGeneral until it embarks, then it is functionally identical to a GAdmiral, I think the AI will be okay with that)
 
I reworked and made Grande Ecole more scinetific, but with engineering flavor:
Spoiler New Grande Ecole :
UB - Grande Ecole (replaces Public School) :c5gold::c5science::c5culture::c5production:: Has 5 :c5gold: Gold Mainetnance instead of 4. +4 :c5science: Science, +1 :c5culture: Culture. 2 Scientist Specialist. +1 :c5greatperson: GSP. +1 :c5science: for every 2 :c5citizen: Citizens in the City. +2 :c5production: for local Scientist Specialist. Reduces more :c5unhappy: Illiteracy (-50%). Allows Archaeologists to be built in this city. +2 :c5science: and +2 :c5production: at Computers.
 
Looks good!

BTW I checked the github and colonia is getting unique UI buffs from 5 year plan, urbanization and military-industrial complex next patch. I think we should follow suit on the oppidum.

I knew I had read that change was coming...
 
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Ok, list me please what values to give for every policy and I will add them. Will we give the same ones as colonia will have?
 
They are the same yields for all UIs (eki, moai, chateau, colonia, etc)
+2 food for Urbanization
+1 production for 5_year_plan
+3 science for military-industrial complex (the policy's name in sql is MOBILIZATION)
you should be able to find each of these in the freedom.sql, autocracy.sql and order.sql
 
If no one has an answer or any idea how to resolve the problem from my long time ago posted message we will need to rethink the special Fale Tele ability asap.

It is also probably time to discuss about SPAN S.VII - French Triplane replacement. With this UU there will be:
- 1 early medieval UI (Chateau),
- 1 early renaissance UU (Musketeer)
- 1 early industrial UB (Grande Ecole)
- 1 late modern UU (SPAN).
Any ideas how we can make this UU really unique?

Anyone tested Sachem's Council's Diplomatic Reciprocity? How it works in normal game? I'm curious.
 
I reworked and made Grande Ecole more scinetific, but with engineering flavor:
Spoiler New Grande Ecole :
UB - Grande Ecole (replaces Public School) :c5gold::c5science::c5culture::c5production:: Has 5 :c5gold: Gold Maintenance instead of 4. +4 :c5science: Science, +1 :c5culture: Culture. 2 Scientist Specialist. +1 :c5greatperson: GSP. +1 :c5science: for every 2 :c5citizen: Citizens in the City. +2 :c5production: for local Scientist Specialist. Reduces more :c5unhappy: Illiteracy (-50%). Allows Archaeologists to be built in this city. +2 :c5science: and +2 :c5production: at Computers.

Just wanted to compare it to the Swedish Skola :
Skola : 3 :c5gold: gold maintenance instead of 4 ; +1 :c5science: for every :c5citizen: Citizen in the city ; +1 :c5culture: for every :c5citizen: 3 Citizen in the city ; 2 Scientist Specialist ; allows Archaeologists to be built in the city.

I really like the ideas you have for the Grande Ecole, but I would like to express myself about it a bit.
Unfortunately, when we compare the Grande Ecole with the Skola, the GE appears quite weaker : it has 2 more gold as a maintenance cost, doesn't produce an important amount of science, culture or even production (at this point of the game I mean : except if you turn your economy towards specialists (knowing that France, having a UI, has less incentive to do so), this UB won't bring much production, like 12 or so, which is not very interesting for a high cost industrial building) and disperse itself by adding some very minor bonus (the +1 :c5culture:, the +1 :c5greatperson: GSP). As a "late-game" unique building, the GE should be much more impressive and direct in its goal (like the Skola, which brings a ton of science and a respectable amount of culture to the table). The theme of the building is good (my initial idea of the +3 GScientistP +3 GEngineerP +3 GMerchantP was too much, and you found something interesting instead :)), but I think it should be reworked a bit.
 
It is also probably time to discuss about SPAN S.VII - French Triplane replacement

From what I know, the main characteristics of the SPAD S.VII was its speed (due to its powerful motor), its lack of maneuverability and its status as a mass produced armed plane.
Here are the stats of the Triplane :
Production : 1100 :c5production: or 700 :c5faith:
5 Range
50 RCP
Air Sweep
Interception 50
Air Recon
Flak Targeting II (+150 % against air and helicopter units)

What could we do for the SPAD S.VII ?
- Decrease its production cost (mass production)
- Increase its range (high speed), maybe to 7
- Giving it the "Quick Learner" promotion (to reflect the fact a number of aces become famous using these planes)
- Giving it the same kind of xp bonus it has in this mod by JFD and Janboruta

Do you have any idea ?
 
I reworked and made Grande Ecole more scinetific, but with engineering flavor:
Spoiler New Grande Ecole :
UB - Grande Ecole (replaces Public School) :c5gold::c5science::c5culture::c5production:: Has 5 :c5gold: Gold Mainetnance instead of 4. +4 :c5science: Science, +1 :c5culture: Culture. 2 Scientist Specialist. +1 :c5greatperson: GSP. +1 :c5science: for every 2 :c5citizen: Citizens in the City. +2 :c5production: for local Scientist Specialist. Reduces more :c5unhappy: Illiteracy (-50%). Allows Archaeologists to be built in this city. +2 :c5science: and +2 :c5production: at Computers.

If every new GP adds 250 to the next cost: 250/12 = 20.8 Turns or 250/8 = 31.25 turns

And if you aren't increasing Sci per Pop from 1 per 2,

If you want a Sci/Engi/Merch Generalist focus:
- +8 GScientistP +8 GEngineerP +8 GMerchantP instead of +1 GScientistP
- +3 Science to Engineers and Merchants & +3 Production to Scientists


If just Sci/Engi Specialists
- +12 GScientistP +12 GEngineerP
- +3 Science to Engineers and +3 Production to Scientists
- Have 3 Scientists

From what I know, the main characteristics of the SPAD S.VII was its speed (due to its powerful motor), its lack of maneuverability and its status as a mass produced armed plane.
Here are the stats of the Triplane :
Production : 1100 :c5production: or 700 :c5faith:
5 Range
50 RCP
Air Sweep
Interception 50
Air Recon
Flak Targeting II (+150 % against air and helicopter units)

What could we do for the SPAD S.VII ?
- Decrease its production cost (mass production)
- Increase its range (high speed), maybe to 7
- Giving it the "Quick Learner" promotion (to reflect the fact a number of aces become famous using these planes)
- Giving it the same kind of xp bonus it has in this mod by JFD and Janboruta

Do you have any idea ?

- Decrease its production cost (mass production) by 20%
- Increase its range (high speed), maybe to 7
- Giving it the "Quick Learner" promotion (to reflect the fact a number of aces become famous using these planes)

And
-Increase Interception to 100

4 Traits seems like a good number for a Modern UU.
 
I’d vote the 2 range and quick learner, rather than 1.5x XP from buildings.

@doublex55 I hadn't considered Carthage's immediate ability to invest in a UB. Perhaps that means shrines and monuments are off-limits for them? I feel with a UW already in place they need a UBuilding of some sort though.

I think it's certainly less dangerous than Ethiopia, who can get 5 faith off the first 2 buildings; Carthage caps at 3.
 
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You cannot asign more than 1 GPP specialization. If you have scientists in the building you get only gspoints from it, if engineer only gepoints etc.
 
I managed to make the unit model work now, so I am just left with inserting the icon for the Danish building and tidying up the code.

Is the list of taken civs up-to-date ?

Because I feel like taking on another civ if there are some left, but talk seems to be going on about e.g. France and Carthage which do not appear taken on the front post.
 
I started France and Ethiopia lately. Also Venice is done by Enginseer and England will be done by someone else. Rest should be available. There's a lot work to do.
@Blue Ghost Could you update main 2 posts? There were lots of changes.

Spoiler Again New Grande Ecole :
UB - Grande Ecole (replaces Public School) :c5gold::c5science::c5culture::c5production:: +5 :c5science: Science, +1 :c5culture: Culture, +3 :c5production: Production. 2 Scientist Specialist. +1 :c5greatperson: GSP. +1 :c5science: Science and +1 :c5production: Production for every 2 :c5citizen: Citizens in the City. +3 :c5production: for local Scientist Specialist and +3 :c5science: Science for Engineers. Reduces more :c5unhappy:Illiteracy (-50%). Allows Archaeologists to be built in this city. +2 :c5science: and +2 :c5production: at Computers.
 
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I finished up the code and icon now, so here is the final version.

How do we hand over our work ?

When @Blue Ghost has updated the front post, I could be interested in grabbing another civ for sure.
 

Attachments

Ethiopia, France, Venice and England are taken.
Rome might actually be open? His computer was stolen.
Germany/japan/Morocco/Portugal has not checked in in a long time, but best to leave that be for now

As for how best to hand in work I have just been adding temporary links. CivFanatics would accept my .zip files for some reason. If I do another civ I’m seriously considering sending them to another modder instead of uploading myself so people have fewer links to follow and fewer mods to activate.

There was talk of setting up a GitHub, which I think would be the best solution
 
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