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Active City Defense

Discussion in 'Civ5 - Mod Components' started by Afforess, Oct 1, 2010.

  1. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Active City Defense:

    Version: 0.2 Stable Release

    Active City Defense makes arming your cities a more crucial part of gameplay. You will not be able to ignore defensive structures any longer, as they are much powerful for the defender, and will obstruct longer sieges. The goal of this mod is to ensure that city sieges are more dramatic battles that require planning and forethought to execute, making cities the veritable fortresses they should be. Historically, sieges over cities lasted over a span of years, costing many men and came at great expense. I aim to make that true in Civilization 5. A properly defended city with the best defenses of it's era should pose a formidable threat to attackers, while aiding nearby friendly units. Expect to suffer heavy losses attacking a city that has a Castle or Military Base within it.

    Changes to Buildings:

    Walls:
    • Costs No Maintenance

    Castle:
    • Defense Increased to 12
    • Deals 1 HP of damage to adjacent enemy units on the beginning of each turn

    Military Base:
    • Defense Increased to 22.5
    • Deals 1 HP of damage to adjacent enemy units on the beginning of each turn (effect stacks with Castle)
    • Heals Friendly Adjacent Units 1 HP on the beginning of each turn


    Future Features:
    • Notification to the Player why their unit received damage
    • New Building: Emergency Services
      • Cities Recover From Damage At Twice the Normal Rate
      • + Happiness
      • 4 Gold Maintenance

    If you decide to merge the code from this mod into yours, you MUST credit me.

    This mod effects saves. Enjoy! ;)
     
  2. Necro-

    Necro- Chieftain

    Joined:
    Sep 19, 2010
    Messages:
    98
    ++

    great mod!
     
  3. Arrorn

    Arrorn Chieftain

    Joined:
    Jan 9, 2010
    Messages:
    25
    Location:
    Michigan, USA
    Installed it!

    *thumbs up*
     
  4. Szpilman

    Szpilman Void Co. Chairman

    Joined:
    Dec 2, 2006
    Messages:
    746
    Location:
    Cola
    Very cool Afforess!

    I'm contemplating some such defense buildings improvement on my Savage Lands mod. Especially giving the AI free walls so they keep their cities around for longer.
    I hope we can get warfare to the epic level it deserves.
     
  5. SkepticalSinner

    SkepticalSinner Chieftain

    Joined:
    Sep 21, 2010
    Messages:
    30
    THis is a great mod. Kudos!
     
  6. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
  7. Pragmatic

    Pragmatic Prince

    Joined:
    Oct 31, 2001
    Messages:
    539
    Do cities' ranges increase as they advance in the tech tree? Because range 2 is good when fighting off catapults, but when dealing with mobile artillery, not much you can do.
     
  8. Kamino

    Kamino Warlord

    Joined:
    Sep 27, 2003
    Messages:
    126
    Location:
    France
  9. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    Looks like a really good mod for Civ V!
     
  10. clutchman

    clutchman Chieftain

    Joined:
    Oct 2, 2010
    Messages:
    1
    Gonna check it out. Sounds Great
     
  11. Skyler827

    Skyler827 Chieftain

    Joined:
    Sep 18, 2010
    Messages:
    20
    Location:
    Suburbs of Washington, DC
    I think you mean 137,000 Turks, with a comma.
    I know that in French, large numbers are divided with a period . and small numbers are marked with a comma , but in English its the other way around. No big deal though.
     
  12. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

    Joined:
    Jan 15, 2006
    Messages:
    9,319
    Location:
    Australia
    Interesting choices there, Afforess.

    A positive of this mod is that it's likely to help the AI more than the human player, yes? Well, I'm not so sure but I have seen people complaining (rolo for example, IIRC) about how civ5 has shifted the advantage more to the attacker in warfare, driving more people into the military route to victory simply because it's easier than the more peaceful methods (except for Diplo vic I suppose). Hopefully buffed defensive buildings address that issue.

    Keep up the good work. :goodjob:
     
  13. Thalassicus

    Thalassicus Bytes and Nibblers

    Joined:
    Nov 9, 2005
    Messages:
    11,057
    Location:
    Texas
    Love this mod Afforess, have been using it for a while. Have you considered possibly increasing the damage cities can deal depending on these upgrades they have, too? I noticed that mentioned on the Walls of Babylon, though I'm uncertain that applies to all defensive buildings or just that one.
     
  14. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

    Joined:
    Jan 15, 2006
    Messages:
    9,319
    Location:
    Australia
    The Walls of Babylon actually only alters one xml value, from 500 to 750. I guess bombard strength is tied to the city's combat strength.
     
  15. Smrgol

    Smrgol Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    20
    This sounds great, gonna download it now.

    I dont suppose you have seen anyway of giving cities experience in the same way units do?

    I just love the idea that a city who has sustained a long siege has defenders who are more experienced and as such earn points the same way the attackers are ;)
     
  16. Herex

    Herex Chieftain

    Joined:
    Aug 24, 2007
    Messages:
    68
    Hey, I installed your mod, and so far I'm loving it.

    I got a question though.
    Say I got a mod that also alters these buildings, how do they interact?

    Example: There's a mod (there's actually 2, or more) that adds the Spain civilization to the game, and have an improved Castle as the UB, which has increased defense.
    Will this mod add extra defense to that UB, or will something else happen, like the world exploding?

    Thanks
     
  17. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Thanks for the praise!

    See Below:

    Correct.

    Interesting idea, but ATM, modder's can't save new variables (like XP for Cities), so your progress would be lost each time you started up the game.

    This mod will give the castle the 1 HP damage per turn to adjacent units, and will increase it's defense to 1200. However, the tooltips might be out of date for the Spanish Castle, but it will work correctly.
     
  18. Afforess

    Afforess The White Wizard

    Joined:
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    Location:
    Austin, Texas
    I've listed the possibility of a new building, "Emergency Services" for the late game, which would double the recovery rate of city health, and give +1 happiness, but cost 4 gold a turn. Does it sound balanced? Would you guys build it?
     
  19. Valkrionn

    Valkrionn The Hamster King

    Joined:
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    Messages:
    14,450
    Location:
    Crestview FL
    I was going to make some of these changes myself, but you have it covered; Since it's not UI, I'll just recommend that people use your mod with mine. :goodjob:
     
  20. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    great mod Afforess :goodjob:
    maybe give walls/catle +x% to gold? and/or happiness, culture etc.
    faster recovery idea is great but maybe you should not create a new building for this but give this bonus to castle and military base. +20%, +30%
     

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