Advanced Civ

Yes, this should've been fixed by now – but I still haven't released v1.12:Seeing that going through @civ4-advciv-oracle-bug's (that is the user name ...) suggestions has turned into a larger project, I don't have an excuse for delaying a release for much longer.
bro, you can do whatever the f*** you want. You don't have to justify yourself to anyone ;)
 
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I just want to add my observation on the vassals. I think the -1 diplomatic penalty to all civs for a voluntary vassal nerfs colonies too hard. Colonies are already razor close to being too inefficient to use in many cases, but a -1 relations hit to all other civs in the game for each colony make it so colonies will simply never ever be worth it and actively hurt the player. Perhaps there could be an exception of vassals causing -1 relations if the vassal was created as a colony?

Speaking of colonies; In Bts creating a colony also has the drawback of the colony trading away its technologies, which means if the player is a tech leader then creating a colony will give rivals access to the latest techs by trading with the vassal. Perhaps there can be a rule for vassals created from colonies that they will not tech trade with the AI for X amount of turns after creation?
 
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Hello!
I was wondering if there was a way to have the fun part of BtS Always War games where AIs just bash their heads on your city even when there is no hope of ever winning a fight, but with all the other nice things AdvCiv implemented? More broadly, is there a way to disable AdvCiv's better AI while keeping the graphical, QoL, and balance changes? It's probably hardcoded and with dependencies everywhere making it very difficult to achieve, but I thought I'd ask just in case.
I know it kind of goes against the basis of this mod, but playing regular BtS just feels... bleh, now :crazyeye:
 
I somehow completely missed those! I thought this file was just for plotting and preparing for war, for some reason.

Looks like setting BBAI_ATTACK_CITY_STACK_RATIO to 0 does the trick. It says in a comment that base BtS was 120 but setting it to that didn't seem to change much (Which makes sense, but I'm surprised BtS even has that kind of thing, since they really like to slam their head into a stacked city).

Thanks!
 
Hey folks, quick question:
In vanilla Civ 4, when you have Advanced Start enabled, if you've already spent some of the starting cash and regenerate the map, you're refunded so that you start again with the preset amount. With AdvCiv on, it seems as though you're NOT refunded, so if you've placed any cities down you need to Exit to Main Menu and make a new game in order to have the allotted starting cash. Is this behavior intended, and if so, is there any way to revert it to the default behavior? TIA!
 
Is it possible to play AdvCiv with the fewest changes from k-mod (eg without the immortal culture)? The main reason I don't like k-mod is the way even pleased AIs declare war on you and the rest of the other AI players pile on over time.
Is the kmod_tweaks branch for this (minimal changes from k-mod) or is that strictly aimed for modders to cherry pick changes?
 
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Hello, just a small update that since then i have released an AdvCiv based mod called AdvCiv-SAS (Modpacks download section here, Discussion thread here).

It addresses most of the issues i had and noted in base advciv and quite many more.

If AdvCiv continues to develop, i may incoroporate such changes in my mod as well, if not and in all cases thanks for all as AdvCiv is otherwise really good minus these and some more, i could tweak it because it was for most so good already xd thanks.
 
If things return to normal (almighty f1rpo returns) is it possible to implement a "avoid great people" button for city management? Right now it seems the city will put population towards great people rather than grow cottages. To me this is the only annoyance which exists in this mod, constantly having to check every city to make sure they are working some tile (especially cottages) instead of working great people.
 
hehe actually it was on my list of things to do, i eventually scrapped it (no pun but anyways etc) as i thought maybe there's some UI feature that allows that.

I already implemented this for AIs so they never pick citizens, should be easy or not too hard to do the same for all players, i just didn't have the incentive to do so in AdvCiv-SAS, but i guess now there is a reason xd.

How i implemented it so far in AdvCiv-SAS so far (easy enough hopefully but anyways etc):

- https://github.com/wonderingabout/A...et_Started_Guide_By_ChatGPT.md#specialists-ai
- https://github.com/wonderingabout/A...ac4b/CvGameCoreDLL/CvCityAI.cpp#L13928-L13999

Only need to add defines to make it togglable/configurable via XML

And yes when i was playing base AdvCiv (or civ4 period as i'm not playing it as of now it seems but anyways etc), it was annoying/painful but anyways etc to constantly be on guard and check cities for accidental or purposeful AI citizen assignment but anyways etc

Of course this is all assuming it works the same for the human player, no reason why not but i don't know too much about the code to be certain if i may say but anyways etc.
 
hehe actually it was on my list of things to do, i eventually scrapped it (no pun but anyways etc) as i thought maybe there's some UI feature that allows that.

I already implemented this for AIs so they never pick citizens, should be easy or not too hard to do the same for all players, i just didn't have the incentive to do so in AdvCiv-SAS, but i guess now there is a reason xd.

How i implemented it so far in AdvCiv-SAS so far (easy enough hopefully but anyways etc):

- https://github.com/wonderingabout/A...et_Started_Guide_By_ChatGPT.md#specialists-ai
- https://github.com/wonderingabout/A...ac4b/CvGameCoreDLL/CvCityAI.cpp#L13928-L13999

Only need to add defines to make it togglable/configurable via XML

And yes when i was playing base AdvCiv (or civ4 period as i'm not playing it as of now it seems but anyways etc), it was annoying/painful but anyways etc to constantly be on guard and check cities for accidental or purposeful AI citizen assignment but anyways etc

Of course this is all assuming it works the same for the human player, no reason why not but i don't know too much about the code to be certain if i may say but anyways etc.
Awesome! If no one picks this up by end of next week then I will try implement it, however, I could possibly only get to it 2-weeks from now, and maybe even only 3-weeks from now. I will post here when I do.
 
Sure as you prefer, it's really not hard if you know how to compile the DLL (else ideally i would provide such instructions ideally in tutorial form, but i really can't promise it as i'd like to focus on other things for now hehe, but ideally i would, jus ti can't pormise it so i may or may not do so anyways etc).

I believe it would be a nice enhancement, i'm also considering generalizing this logic (grow when you can and no specialist then as well) for the human player as i find it a nice tweak, i would suggest at least if i implement it ideally (not guaranteed as well i may or may not) but anyways etc to add your tunables in defines, so players can enable and disable them as they prefer, for example (unrelated feature but this is a define boolean for example (1 to enable, 0 to disable, directly via xml, then the DLL reads XML value so you only need to exit and restart civ4 for change to apply, no DLL recompile needed which is nice): https://github.com/wonderingabout/A...ts/XML/GlobalDefines_advciv_sas.xml#L624-L628

Note: the defines also have for example int defines, like specifiying 75, or 50, or -25, etc, any value you want. Nice to tweak or test things but anyways etc if you want, else i belive defaults i chose are quite fine :) But anyways etc.

Edit: consider asking an ai to help you do the change like chatgpt 5 or claude or such, while checking to be sure their solution is not mistaken, if it helps :) It helped me so maybe would help you as well or others reading things maybe but anyways etc.
 
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Good morning, first of all, thanks for this amazing mod!

Just installed 1.11, started a new play, only mod installed, nothing changed, at the start of the game, tech screen appear itself. Messed up icons, no white lines connecting techs. Literally unusable.

Reverted to 1.10, all works fine.

No idea about the cause. Playing on Windows 10, 1920x1080, Steam version.

If I need to provide other info, glad to do it.

Thanks in advance for a reply.
 
Hello, no idea xd, i made a mod based on AdvCiv, but to play base AdvCiv i'd recommend using latest AdvCiv 1.12 you can get from github rather: https://forums.civfanatics.com/threads/advanced-civ.614217/post-16758705

Also, by "reverting" and "installed", do you mean entirely deleting the "AdvCiv" (example of path on the Steam version on my computer at least but anyways etc: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\AdvCiv\) mod folder, putting the new one in place and renaming to "AdvCiv" similarly? If not you might get weird issues.

As for base AdvCiv 1.11 and 1.12, they ran fine on my end when i was playing them before that anyways etc. You'd also get latest fixes or tweaks i suppose so i'd suggest to use latest advciv version rather (see first link i linked (redundant wording but anyways etc)) which is as of now 1.12. Since AdvCiv is so far no longer developped it seems, you'd get latest version as of now.

As for the mod i made AdvCiv-SAS, AI is very brutal and unforgiving in it xd but anyways etc, at least much more than base advciv if you'd want to give it a try or some reading this xd (see https://forums.civfanatics.com/resources/advciv-sas-simple-advanced-strategy.32513/).

As for the rest not sure i can help xd, i am not the maker of base AdvCiv nor do i play it anymore (nor AdvCiv-SAS (i.e. as of now i don't play it anymore xd but anyways etc) btw but unrelated but anyways etc)
 
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Thanks for the reply.

I came after a very long pause from Civ IV and I decompressed 1.11 from Civfanatics in the 1.10 folder, overwriting files.

Now, reading your reply, I start remembering that every time I created a new folder and not overwrite previous one.

I'll try this way.

I'll take a look at your mod but for now, not searching anything brutal and unforgiving. 😅
 
Yes definitely delete the AdvCiv folder entirely and clean copy paste :) Your save files are located elsewhere (somewhere in the windows user account folders rather, so they should not be affected).

If in doubt, you can always rename old AdvCiv folder to say "AdvCiv 1.10" and keep it as backup, then cleanly add the new advciv 1.12 you downloaded as "AdvCiv" (make sure there are no inner folders after having extracted the archive or such like "AdvCiv/AdvCiv/" as it wouldnt work i think xd.

This way you'd have a backup to fall back to if it doesn't work as intended but anyways etc.

Edit: you can adjust the difficulty, i used to win quite easily monarch on base AdvCiv, but it's much harder in my mod AdvCiv-SAS, but prince was affordable taking it more seriously hehe and being less rusty and more cautious anyways etc. If you lower difficulty a bit, (noble is an even game more or less), it should not be out of reach hopefully, but still a challenge, if not, even settler is quite hard actually as i wanted to make all diffiiculties meaningful and really gradual but anyways etc, so the human player has a small advantage overall, see for details the handicap tables in base advciv and advciv-sas for comparison if interested thanks but as you prefer i mean but anyways etc :) : https://github.com/wonderingabout/A...ies-info-in-a-table-for-all-difficulties-info
 
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