Additional Civilizations (by DJSHenninger)

I got you there, JFD. :-). Can't guarantee my flavors will be spot-on, but I'm definitely gonna give it a shot.

@DJSHenninger: 50% might be too high. It's part of why I posted these here to get some feedback :-)
 
No Piety & Prestige support? :(

I wasn't sure if I only needed to add a flavor, although it appears to be so. But I'm sure DonStamos is able and apparently willing :P

I got you there, JFD. :-). Can't guarantee my flavors will be spot-on, but I'm definitely gonna give it a shot.

@DJSHenninger: 50% might be too high. It's part of why I posted these here to get some feedback :-)

Great, I hope you won't run into too many problems :)
 
Yeah, it's just making a short SQL file that adds a flavor. That, Cultural Diversity and Map Labels are all small SQL files that are easy to do.

Piety & Presige (copied from one of JFD's mods and apparently format butchered):

Spoiler :

--===========================================================================================
-- Flavors
--===========================================================================================
INSERT OR REPLACE INTO Flavors
(Type)
VALUES ('FLAVOR_JFD_RELIGIOUS_INTOLERANCE');

INSERT INTO Leader_Flavors
(LeaderType, FlavorType, Flavor)
VALUES ('LEADER_SINGH', 'FLAVOR_JFD_RELIGIOUS_INTOLERANCE', 5);
--===========================================================================================
--===========================================================================================


Only have to change the leader name and the number. According to JFD, 1-5 means they won't have too many problems with different religions and are more likely to secularize. 5-12 means they'll have more problems. Anything 9 or above means they're not likely to secularize.

Cultural Diversity and Map Labels, both of which the files I also lifted from the great JFD, are also easy. In Diversity, you'll just edit the Civ tag once, then edit a few SQL entries with the group you want (he has a list in his Diversity thread OP). In Map Labels, the same, though I opened up the ML_Tables.sql from that mod in Modbuddy to make sure I got the group right (just use the short text version (i.e. INDIAN for the Sikhs as the CultureType).




I also cooked up a Unique Cultural Influence XML addition for the Sikhs, too:

Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_GENERIC_SIKH_INFLUENTIAL_ON_AI_1">
<Text>Our people are now praising your gurus and wearing your turbans. I worry the rest of the world will also succumb to the influence of your culture.</Text>
</Row>
</Language_en_US>
</GameData>


So far as I know, that's pretty much it. Just change the Civ tag (bolded) and the line itself.
 
Thr map labels are generally easy, but what about, say, Armenia? Its a blend of cultures. Ive taken a look, theres no real geographically close area. Id rather not have an arabian desert or a mediterranean sea in Armenia :p Perhaps some sort of Russian one will do, if there is one :p

Ive already added unique cult div support for a number of mods (not yet updated), which means you're probably doing some of them again if you add support for unique cult div for all my civs :p
That would be an unfortunate waste of time and effort. I can do the four mods i mentioned ;)
 
CulDiv will make the Kazakhs awesome! If they will be in the steppe culture group, they will have three pastures right away!

I have an event idea for them:

Spoiler :
Amursana
The Chinese government demand us to hand over Amursana, the Dzungar leader hiding in our territory. What shell we do?
Hand him over.(50% chance you gain ??? Gold, 50% chance nothing happens)
refuse to hand him over.(loss ??? Gold, we love the king day in the capital for 8 turns)
 
Thr map labels are generally easy, but what about, say, Armenia? Its a blend of cultures. Ive taken a look, theres no real geographically close area. Id rather not have an arabian desert or a mediterranean sea in Armenia :p Perhaps some sort of Russian one will do, if there is one :p

Ive already added unique cult div support for a number of mods (not yet updated), which means you're probably doing some of them again if you add support for unique cult div for all my civs :p
That would be an unfortunate waste of time and effort. I can do the four mods i mentioned ;)

No problem at all. You're handling both Cultural Diversity and Cultural Influence, I'm presuming?

About Armenia, JFD has it in the Eastern culture group with Russia, Georgia and Azerbaijan (I'll have Azerbaijan updated to it as part of the six I'm currently working on - Sikhs/Azerbaijan/Wallachia/Yugoslavia/Pakistan/Cordoba).

I have rough ideas for all six for decisions and events, though I'm not quite sure about one of Pakistan's yet. I'll post the ones I haven't tomorrow sometime to be looked at, then I'll start trying to code in earnest :)
 
No problem at all. You're handling both Cultural Diversity and Cultural Influence, I'm presuming?

About Armenia, JFD has it in the Eastern culture group with Russia, Georgia and Azerbaijan (I'll have Azerbaijan updated to it as part of the six I'm currently working on - Sikhs/Azerbaijan/Wallachia/Yugoslavia/Pakistan/Cordoba).

I have rough ideas for all six for decisions and events, though I'm not quite sure about one of Pakistan's yet. I'll post the ones I haven't tomorrow sometime to be looked at, then I'll start trying to code in earnest :)

I've only updated a handful of mods for Unique Cultural Influence, not including Cultural Diversity.
I've handled these four mods:
- Unique Cult Div
- Ethnic Units
- YnAEMP
- Civ IV Leader Traits in Civ V

If you'd like, you can do Cultural Diversity :mischief: Otherwise I'll see what I can do :p I should probably start playing with some of these mods, haven't actually played in a long time.
 
I've only updated a handful of mods for Unique Cultural Influence, not including Cultural Diversity.
I've handled these four mods:
- Unique Cult Div
- Ethnic Units
- YnAEMP
- Civ IV Leader Traits in Civ V

If you'd like, you can do Cultural Diversity :mischief: Otherwise I'll see what I can do :p I should probably start playing with some of these mods, haven't actually played in a long time.

You arent doing events and decisions support? :(
 
I would be more then glad to hail him again...
(Is he doing the actual coding, ideas, or both?)
 
Both, or at least attempts to. See previous posts.

For now, ill try to include all the easier support, again with DonStamos's help, which is pretty much everything but E&D.
 
After asking around a couple times last night, and looking at JFD's E&D support for his Hungary, I'm not quite so intimidated by the Lua anymore. E&D support will be by far the longest part of the coding process, but that's okay. Any ideas are certainly welcome (I never woulda thought of that one for the Kazakhs, for example)!

Also, as promised, here are the ideas I have for right now:

Spoiler :
Sikhs (slight shuffle)
Decision - Rebuild the Harmandir Gahib
-Costs: Great Engineer, 300 Gold, 2 Magistrates, must be in Renaissance or later
-The Harmandir Gahib (Golden Temple) World Wonder is built in the Capital. Gahib gives +1 Faith for each defensive building in the empire. Waiting on permission from the guys at More Wonders before this one is set, though.
Decision - Establish the Khalsa
-Costs: 600 Gold, 1 Magistrate
-1 Akali Nihang General appears in the Capital. 3 free (melee/gunpowder) units appear outside the Capital. Sikh units gain a 20% Combat Bonus when fighting in own territory (down from 50%).
Event: Composition of Prem Sumarag
-Elevate Writer: Gain missionary (Great Prophet might be too powerful)
-Use it in Public Life: Gain Faith (rises with # of cities in empire)
-Preserve: Gain Prem Sumarag Great Work of Writing
Event: Religious Tensions
-Tolerate the other religions: Lose x Faith, Gain +1 Population in all cities
-Expel Unbelievers: Lose x Culture, Gain (1) Piety, Gain missionary
I felt this one was a little more flexible than my original decision idea.

Azerbaijan
Decision: Extend Voting Rights to Women
-Costs: x Culture (approximately equal to cost of next social policy, 1 Magistrate
-Cost of future Social Policies reduced by 10%. Gain 1 free Social Policy.
Decision: Fund Deepwater Oil Development
-Costs: Great Engineer, 2 Magistrates, Must have coastal city, Must have researched Refrigeration
-Coastal city gains 3 Oil. Oil resources provide +1 (+2?) Gold when worked.
Event: Flourishing Poetry
-Patronize the poets: Gain free Great Writer.
-Allow poetry to spread on own: +1 Happiness from # of Amphitheaters.
-Repress poetry: Does nothing.
Event: Mugham Becoming Popular
-Support the music: Gain free Great Musician.
-Allow music to spread on own: +1 Happiness from # of Opera Houses.
-Repress poetry: Does nothing.

Wallachia
Decision: Found the Order of the Dragon
-Costs: -500 Gold, 2 Magistrates, must have State Religion
-Free defensive building in each city of the empire. Cities gain +25 Hit Points. Military units get a +15% Combat Bonus against units from a Civilization that follows a different State Religion (if this last bit is possible).
Decision: Patronize the Monasteries
-Costs: -x Faith (scales with # of cities), 1 Magistrate, must have State Religion
-Free monastery in each city.
Event: Disloyal Boyars
-Eliminate the Boyars: 300 (?) Gold, -1 Population in *city*. Production in city is hurried.
-Leave the Boyars alone: City enters Resistance for 2 (3?) turns.
Event: Emissaries from *Civ*
-Nail hats to their heads: Gain lump sum of Faith. 10% chance of war with *Civ*, 20% chance of being denounced by *civ*
-Allow emissaries to leave: Gain lump sum of Gold. 10% chance of DOF with *Civ*
Event: Abraham van Helsing
-Assassination attempt fails: Enter a 10-turn Golden Age.

Yugoslavia
Decision: Found the Non-Aligned Movement
-Costs: 2 Magistrates, Must be allied with a City State, World Congress must be founded
-Gain 1 delegate for each friendly Civilization. Gifts to City-States are 25% more effective. (down from 50%)
Decision: Reorganize the Yugoslavian Economy
-Costs: 2 Magistrates, Great Engineer, x Culture (scales with # of cities in empire)
-Each specialist gains +1 to its yields (base yield and GPP yield).
Event: Unrest in *City* (based on Croatian Spring)
-Adopt a new constitution: -1 Magistrate, We Love the King Day in all cities.
-Repress the uprising: City enters Resistance for 2 (3?) turns.
Event: Assassin from *Civ* caught!
Return the favor (or train new infiltrator): -300 Gold, gain 1 spy
Improve anti-espionage efforts: -200 Gold, free anti-espionage building in Capital
Improve spies' training: All spies level up.

Pakistan
Decision: Build the Shahi Qila
-Costs: 1 Great General, 1 Magistrate, 500 Gold.
-Shahi Qila World Wonder is built in the Capital. Contains 1 artifact slot, free Castle in city, 3 Mango resources, +5 Tourism after Flight. (Wonder by Regalman)
Decision: Protect Religious Integrity of the Empire
-Costs: 2 Magistrates, x Culture (scaled on # of cities in empire), must have State Religion
-Gain x Faith (scaled on # of cities in empire), Gain piety, -1 Population in all cities
This one is based on Jinnah's arguments to preserve the Muslim community during Partition.
Event: International College of Science
-Host the College: Gain free Great Scientist
-Focus on the People: Gain free Great Prophet
This one will need some balance tweaks, more than likely.
Event: Conserve Archaeological Treasures
-Use the sites for other purposes: Lose x Culture, Gain x Gold (both scaled), free Great Merchant
-Protect these sites: Lose x Gold, Gain x Culture (both scaled), two free Archaeologists

Cordoba
Decision: Construct the City of the Flower
-Costs: 1 Magistrate, Great Artist, 400 Gold, Must be in Medieval era or later
-Medina Azahara World Wonder constructed in the Capital. (Gain 175 Culture each time a Great Person creates an Improvement or Great Work. +1 Gold from all Luxury Resources worked by this city.) Credit to Wonder to Regalman.
Decision: Appoint Ibn-abu-Amir to Minister of the Mint
-Costs: 2 Magistrates, Great Merchant
-Gold cost of purchasing military units reduced by 33%
Event: Ambassadors from *Civ*
-Allow them into capital: -100 Gold, 25% Chance of DOF from *Civ*
-Expel them from the empire: 25% Chance of Denouncement, 10% Chance of War
Event: Ornament of the World
-Facilitate Trade between Empires: Gain 2 Trade Routes
-Focus on the Empire: Piety level increased by 1
 
After asking around a couple times last night, and looking at JFD's E&D support for his Hungary, I'm not quite so intimidated by the Lua anymore. E&D support will be by far the longest part of the coding process, but that's okay. Any ideas are certainly welcome (I never woulda thought of that one for the Kazakhs, for example)!

Also, as promised, here are the ideas I have for right now:

Spoiler :
Sikhs (slight shuffle)
Decision - Rebuild the Harmandir Gahib
-Costs: Great Engineer, 300 Gold, 2 Magistrates, must be in Renaissance or later
-The Harmandir Gahib (Golden Temple) World Wonder is built in the Capital. Gahib gives +1 Faith for each defensive building in the empire. Waiting on permission from the guys at More Wonders before this one is set, though.
Decision - Establish the Khalsa
-Costs: 600 Gold, 1 Magistrate
-1 Akali Nihang General appears in the Capital. 3 free (melee/gunpowder) units appear outside the Capital. Sikh units gain a 20% Combat Bonus when fighting in own territory (down from 50%).
Event: Composition of Prem Sumarag
-Elevate Writer: Gain missionary (Great Prophet might be too powerful)
-Use it in Public Life: Gain Faith (rises with # of cities in empire)
-Preserve: Gain Prem Sumarag Great Work of Writing
Event: Religious Tensions
-Tolerate the other religions: Lose x Faith, Gain +1 Population in all cities
-Expel Unbelievers: Lose x Culture, Gain (1) Piety, Gain missionary
I felt this one was a little more flexible than my original decision idea.

Azerbaijan
Decision: Extend Voting Rights to Women
-Costs: x Culture (approximately equal to cost of next social policy, 1 Magistrate
-Cost of future Social Policies reduced by 10%. Gain 1 free Social Policy.
Decision: Fund Deepwater Oil Development
-Costs: Great Engineer, 2 Magistrates, Must have coastal city, Must have researched Refrigeration
-Coastal city gains 3 Oil. Oil resources provide +1 (+2?) Gold when worked.
Event: Flourishing Poetry
-Patronize the poets: Gain free Great Writer.
-Allow poetry to spread on own: +1 Happiness from # of Amphitheaters.
-Repress poetry: Does nothing.
Event: Mugham Becoming Popular
-Support the music: Gain free Great Musician.
-Allow music to spread on own: +1 Happiness from # of Opera Houses.
-Repress poetry: Does nothing.

Wallachia
Decision: Found the Order of the Dragon
-Costs: -500 Gold, 2 Magistrates, must have State Religion
-Free defensive building in each city of the empire. Cities gain +25 Hit Points. Military units get a +15% Combat Bonus against units from a Civilization that follows a different State Religion (if this last bit is possible).
Decision: Patronize the Monasteries
-Costs: -x Faith (scales with # of cities), 1 Magistrate, must have State Religion
-Free monastery in each city.
Event: Disloyal Boyars
-Eliminate the Boyars: 300 (?) Gold, -1 Population in *city*. Production in city is hurried.
-Leave the Boyars alone: City enters Resistance for 2 (3?) turns.
Event: Emissaries from *Civ*
-Nail hats to their heads: Gain lump sum of Faith. 10% chance of war with *Civ*, 20% chance of being denounced by *civ*
-Allow emissaries to leave: Gain lump sum of Gold. 10% chance of DOF with *Civ*
Event: Abraham van Helsing
-Assassination attempt fails: Enter a 10-turn Golden Age.

Yugoslavia
Decision: Found the Non-Aligned Movement
-Costs: 2 Magistrates, Must be allied with a City State, World Congress must be founded
-Gain 1 delegate for each friendly Civilization. Gifts to City-States are 25% more effective. (down from 50%)
Decision: Reorganize the Yugoslavian Economy
-Costs: 2 Magistrates, Great Engineer, x Culture (scales with # of cities in empire)
-Each specialist gains +1 to its yields (base yield and GPP yield).
Event: Unrest in *City* (based on Croatian Spring)
-Adopt a new constitution: -1 Magistrate, We Love the King Day in all cities.
-Repress the uprising: City enters Resistance for 2 (3?) turns.
Event: Assassin from *Civ* caught!
Return the favor (or train new infiltrator): -300 Gold, gain 1 spy
Improve anti-espionage efforts: -200 Gold, free anti-espionage building in Capital
Improve spies' training: All spies level up.

Pakistan
Decision: Build the Shahi Qila
-Costs: 1 Great General, 1 Magistrate, 500 Gold.
-Shahi Qila World Wonder is built in the Capital. Contains 1 artifact slot, free Castle in city, 3 Mango resources, +5 Tourism after Flight. (Wonder by Regalman)
Decision: Protect Religious Integrity of the Empire
-Costs: 2 Magistrates, x Culture (scaled on # of cities in empire), must have State Religion
-Gain x Faith (scaled on # of cities in empire), Gain piety, -1 Population in all cities
This one is based on Jinnah's arguments to preserve the Muslim community during Partition.
Event: International College of Science
-Host the College: Gain free Great Scientist
-Focus on the People: Gain free Great Prophet
This one will need some balance tweaks, more than likely.
Event: Conserve Archaeological Treasures
-Use the sites for other purposes: Lose x Culture, Gain x Gold (both scaled), free Great Merchant
-Protect these sites: Lose x Gold, Gain x Culture (both scaled), two free Archaeologists

Cordoba
Decision: Construct the City of the Flower
-Costs: 1 Magistrate, Great Artist, 400 Gold, Must be in Medieval era or later
-Medina Azahara World Wonder constructed in the Capital. (Gain 175 Culture each time a Great Person creates an Improvement or Great Work. +1 Gold from all Luxury Resources worked by this city.) Credit to Wonder to Regalman.
Decision: Appoint Ibn-abu-Amir to Minister of the Mint
-Costs: 2 Magistrates, Great Merchant
-Gold cost of purchasing military units reduced by 33%
Event: Ambassadors from *Civ*
-Allow them into capital: -100 Gold, 25% Chance of DOF from *Civ*
-Expel them from the empire: 25% Chance of Denouncement, 10% Chance of War
Event: Ornament of the World
-Facilitate Trade between Empires: Gain 2 Trade Routes
-Focus on the Empire: Piety level increased by 1

I was just doing one for Malaysia this morning, and its easier to do than you think. You just need a modiki page open constantly open. Good luck!
 
Which modiki page, if you don't mind my asking? The main Lua one?
 
Bohemia ideas:
Spoiler :
Decision: Make Prague Archbishopric
Costs: 650 gold, 2 Magistres
Rewards: +6 faith in the capital, 25% of the faith in the capital converted to culture,-10% unhappiness in the capital
Decision:Create the lands of the Bohemian crown
Costs: 500 culture, 1 Magistre.
Rewards: Courthouses provide -25% unhappiness and +3 culture.
Event: the Hrad&#269;any Castle
The royal castle of Hrad&#269;any is old and needs rebuilding. What shell we do?
we shall rebuild the castle!(lose 200 gold, "we love the king day" in the capital for 10 turns)
Nothing. I shall live in old castle(gain 55 culture)
we shall build new things, not rebuild new things (gain 100 production in the capital)
Event: the holy Roman empire
You have been chosen as a holy roman emperor.
this is a great honor! (gain 300 golden age points and "we love the king day" in all cities for 8 turns.)
 
Update on my progress: Been working on Wallachia today.

Currently have support added for: Piety & Prestige, Historical Religions, Unique Cultural Influence, Cultural Diversity, Map Labels. Went to add Info Stack, but need to make sure I know how to do it first.

Decisions haven't been started yet. One Event is fully done (van Helsing) because it was easy (one outcome, and that's a 10-turn Golden Age). Disloyal Boyars is close to finished. I haven't figured out how to hurry (finish) current production in a city yet, or how to subtract one population from a city without knowing what population it's starting at when the event fires. The Emissaries event is on hold until I hear back about how to determine a random Civ; then make sure I'm referring to it correctly in the text files.

The decisions won't be too hard, I hope. I'm hoping to be able to test it tomorrow evening, but we shall see.
 
Update on my progress: Been working on Wallachia today.

Currently have support added for: Piety & Prestige, Historical Religions, Unique Cultural Influence, Cultural Diversity, Map Labels. Went to add Info Stack, but need to make sure I know how to do it first.

Decisions haven't been started yet. One Event is fully done (van Helsing) because it was easy (one outcome, and that's a 10-turn Golden Age). Disloyal Boyars is close to finished. I haven't figured out how to hurry (finish) current production in a city yet, or how to subtract one population from a city without knowing what population it's starting at when the event fires. The Emissaries event is on hold until I hear back about how to determine a random Civ; then make sure I'm referring to it correctly in the text files.

The decisions won't be too hard, I hope. I'm hoping to be able to test it tomorrow evening, but we shall see.

Hmm... maybe you'd do events foe all civs, and then the decisions?
BTW, are you going to use my ideas for Bohemia?
 
More than likely, I will :)

The events coding isn't too bad. I'm pretty decent at reverse engineering, so that's mainly what I've been doing. I'm going through the SDK/Lua forum to see if I can shed some light on some things so I don't bother JFD and Sukritact too much. Right now, I'm hung up on the hurry production thing. I tried to use JFD's Roosevelt's Arsenal of Democracy decision to figure out what the code would be, but can't find it (or I'm just not recognizing it). I did, however, find out how to change population in my search through the SDK forum, so that's good.

The decisions, which I thought would be harder, will probably end up being a LOT easier than the events. At least for Vlad, but I don't see many of the others being too much harder.
 
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