4 Archaeology Mods

whoward69

DLL Minion
Joined
May 30, 2011
Messages
8,728
Location
Near Portsmouth, UK
To make archaeology less frustrating / more fun!

Global - Archaeologist Dig Sites - highlights all dig sites when an Archaeologist is selected, makes finding where to send that pesky archaeologist easier!

UI - Summary Antiquities - displays a summary about Antiquities as a tooltip in the Top Panel, tooltip includes discovered/hidden ancient ruins, revealed/hidden dig site, archaeologists in the field / being built, and number of free artefact slots - helps answer the questions should I build Archaeologists/Museums

UI - Overlay Antiquities - adds an "Antiquities" option to the overlay drop-down menu in the strategic view that highlights known ancient ruins and antiquity (dig) sites - makes locating those pesky dig sites easier

UI - Antiquity Site Tooltips - modifies the plot mouse over tooltip to hint at what an Archaeologist may find at the current dig site (not to be taken too seriously, see below)

Notes on the tooltip mod
There are two key pieces of information about a dig site - the primary civilization involved and the era

An archaeologist has a 50% of being right about each, so a 25% chance of being totally correct about the site, a 50% chance of being partially correct and a 25% chance of being completely wrong! Those are not good odds, so no real advantage over the AI

The percentage chance of being correct for each key piece of information is increased as follows
  • involving our own civilization +15%, as there may be something in the archives
  • on our own land +10%, as there may be people around with "local knowledge"
  • for each similar site we have dug +5%, as we should be able to be able to identify common features
the maximum chance of being correct is capped at 95% (ie there is always a chance of being wrong)

So for a site involving our civilization within our borders there is a 56% chance of being totally correct, a 6% chance of being totally wrong and a 38% chance of being partially correct, if we had dug 4 similar sites, the figures would be 90%, 9.75% and 0.25% respectively

If the archaeologist is wrong about the civilization, they will guess one (which could be the correct civilization!)
If the archaeologist is wrong about the era, they will guess either the era before or the era after

There is a remote chance that the archaeologist will be wrong about the site type (battlefield, camp, ruins, city) - could be career limiting ;)

Once an archaeologist has decided what the site is they will never change their opinion, although another archaeologist may hold different views when they visit the site. Ultimately the only way to discover what is down there is to dig it up!

If an archaeologist is the active unit, the report for the site will be their views on it, unless they haven't visited the site, in which case the view of the last archaeologist to visit will be reported

Enjoy!
 
:thanx:
 
The first one should definitely be included in the base game, silly that it's not.
 
Thank you William, I very much look forward to trying these out! :goodjob:
 
Global - Archaeologist Dig Sites: zomg i've been waiting for something like this. i've been using the map pins mod to mark the sites :p
 
is it possible to make it so you can keep track of which sites you have sent arcs too so you don't keep sending them to the same site?
 
is it possible to make it so you can keep track of which sites you have sent arcs too so you don't keep sending them to the same site?

Provided you've "missioned" them to go to a dig site it should be possible to loop all Archaeologists a player has and highlight the site in a different colour (or not at all)

I'll stick it on the list of things to do
 
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