Age of Evolution

Just a question, would it be possible for you to put up a download link for this. I'm using the mac version, and while it is possible to use mods, stupid Aspyr didn't give us the mod browser. I'm not interested in most of the mods for this game, as I think they make some radical changes, but this one looks really great. Keeps the game the same, but adds in more content.
 
Just a question, would it be possible for you to put up a download link for this. I'm using the mac version, and while it is possible to use mods, stupid Aspyr didn't give us the mod browser. I'm not interested in most of the mods for this game, as I think they make some radical changes, but this one looks really great. Keeps the game the same, but adds in more content.

I'd like to "second" this request. As Mac users, we don't get the luxury of a Mod browser. How about uploading this mod to the civfanatics modpack section, so we can install it manually, please?
 
Hey folks,

I am getting close to a release of Age of Evolution for Gods and Kings :)

Besides adapting the mod to the expansion, there are going to be a few novelties.

First, I have incorporated the Land Ironclad technology line from the "Empires of the Smoky Skies" scenario, as an alternate line of technological development. Thanks to sukritact's great talent, we now have a beautiful Luboric icon to differentiate it from Uranium:

2012-07-17_00002.jpg


Second, some new policies have been added:

2012-07-17_00004.jpg


"The Gospel of Wealth" was an article written by the industrialist Andrew Carnegie in 1889, in which he claimed that the rich had the moral duty to use their wealth to help the poor advance in life, to "help those who help themselves". The Gods and Kings "Empires of the Smoky Skies" scenario incorporates the Gospel of Wealth as a technology which gives access to the Philanthroporium building, which represents the culmination of Carnegie's ideals. However, since the Gospel of Wealth is not knowledge per se, but a proposition of how people "should" behave, I thought that it fit better as a social policy. In that role, the adoption of the Gospel of Wealth social policy represents the adherence by your civilization of Carnegie's ideals, which had few followers historically - providing you with the possibility of making his ideals come to fruition and establish Philanthroporiums throughout your civilization. Although the inclusion of an extra policy in the Patronage tree meant that it takes one more policy to finish that tree than in some others, I concluded that that is offset by the fact that the new policy can provide a great amount of culture.

Third, I have continued to expand the future tech tree, adding new technologies, buildings and etc.:

2012-07-17_00003.jpg


Thanks to the icons made by chrome-rome for the CCPP mod, I was able to replace the old Alpha Centauri icons.

And there are still more features, such as 37 ethnic unit appearances, incorporating the excellent work of bernie14, danrell and Patum333, among others, through the unit art incorporation method developed by Gedemon.
 
You should really add the req's for this mod since you draw from DLC's would help people know ahead of time if they can use the mod or NOT.
 
Question: Does this mod have the terraforming and plant forest/jungle feature that Age of Ascension has? And if not, do you intend to add it?

Also, is the Gods & Kings version available?
 
That thread with those auto-compatibility codes needs stickied, i always lose it and i want to implement it in my own work.

Also, i look forward to seeing this for g+k.
 
Question: Does this mod have the terraforming and plant forest/jungle feature that Age of Ascension has? And if not, do you intend to add it?

I plant forest/jungle feature would be awesome! I have played Age of Ascension, but I didn't recall it having that feature. What do you mean by terraforming?

Also, is the Gods & Kings version available?

Not yet, unfortunately. I had to remove some things because they weren't working very well, and I still have some more work to do on the mod. At it's current state it's completely stable and playable, though.
 
I plant forest/jungle feature would be awesome! I have played Age of Ascension, but I didn't recall it having that feature. What do you mean by terraforming?

What he means is that in my mods, I'd long ago added a series of custom worker actions, things like:

> Plant Jungle: places a Jungle on the selected hex, assuming it has no Jungle or Forest already.
> Plant Forest: places a Forest on the selected hex, assuming it has no Jungle or Forest already.
> Raise/Lower Hills: if the hex has a hill then it removes it, if not then it adds one
> Terraform: change snow to tundra, tundra to plains, or desert to grassland (assuming the terrain in the hex is one of those three types)
Note that the last two won't change the appearance of the terrain until the next time you load your savegame, but the tile's bonuses WILL change immediately. Now, planting a Jungle on a grassland tile was generally a big plus once you had Universities, and forests were really darn useful as well, so it's useful to add some other limits on these (like long build times), but it was manageable.

These, and a few other things, all work through a simple mechanism: the Worker creates a custom Improvement (say, IMPROVEMENT_PLANT_FOREST). At the start of each turn, the game scans your territory for any instances of that improvement, and if it finds one, it removes the Improvement and places a Forest on the hex. SerialEventImprovementCreated would NOT work for this, so you'd have to do that start-of-turn bit.
The first two actions were available in the Nuclear Era (although only to the advanced "Combat Engineer" worker upgrade unit and not to the classic Worker), but Raise/Lower Hills was only possible once you reached the late Fusion Era, and the Terraform action was unique to the Nanotech Era "Former" superunit. So, you couldn't just terraform the entire map into great terrain. In my Mythology mod I had a few units (Dryads, Treants, and Nature Elementals) that could do some of these as well, but those had their own limiting factors.

If you have my mods' code, the Lua logic for this is in my Base mod, file "Terraform.lua". The linked Improvements and Builds entries are in the appropriate XML files in the Base mod, and of course you have to add the build actions to the appropriate units.
 
What he means is that in my mods, I'd long ago added a series of custom worker actions, things like:

> Plant Jungle: places a Jungle on the selected hex, assuming it has no Jungle or Forest already.
> Plant Forest: places a Forest on the selected hex, assuming it has no Jungle or Forest already.
> Raise/Lower Hills: if the hex has a hill then it removes it, if not then it adds one
> Terraform: change snow to tundra, tundra to plains, or desert to grassland (assuming the terrain in the hex is one of those three types)
Note that the last two won't change the appearance of the terrain until the next time you load your savegame, but the tile's bonuses WILL change immediately. Now, planting a Jungle on a grassland tile was generally a big plus once you had Universities, and forests were really darn useful as well, so it's useful to add some other limits on these (like long build times), but it was manageable.

These, and a few other things, all work through a simple mechanism: the Worker creates a custom Improvement (say, IMPROVEMENT_PLANT_FOREST). At the start of each turn, the game scans your territory for any instances of that improvement, and if it finds one, it removes the Improvement and places a Forest on the hex. SerialEventImprovementCreated would NOT work for this, so you'd have to do that start-of-turn bit.
The first two actions were available in the Nuclear Era (although only to the advanced "Combat Engineer" worker upgrade unit and not to the classic Worker), but Raise/Lower Hills was only possible once you reached the late Fusion Era, and the Terraform action was unique to the Nanotech Era "Former" superunit. So, you couldn't just terraform the entire map into great terrain. In my Mythology mod I had a few units (Dryads, Treants, and Nature Elementals) that could do some of these as well, but those had their own limiting factors.

If you have my mods' code, the Lua logic for this is in my Base mod, file "Terraform.lua". The linked Improvements and Builds entries are in the appropriate XML files in the Base mod, and of course you have to add the build actions to the appropriate units.

This is great! :goodjob:

One of these days I had been exactly thinking "it would be so nice if there were a way to plant forests...", specially considering that in my mod I've added the "Tree Farm" building from Alpha Centauri, which makes forests more attractive.

By the way, I imagine that AI workers won't plant forests and jungles, right? Not that that would be a big deal anyway.
 
specially considering that in my mod I've added the "Tree Farm" building from Alpha Centauri, which makes forests more attractive.

Given my mod's roots, you can guess what I'd originally called the placeholder Improvement, but in the end I just named the improvement "Build a Forest" so that it'd look right in the tech tree and action panel. One of my early concepts was that the user would plant an actual Tree Farm, with some token yield boost, and every turn it'd have a chance of evolving into either a Forest or Jungle, with the chance of each depending on the terrain type underneath. This had some minor AI balance issues, though, so I left it the simpler method I'd described.

Side note: if you give the temporary improvement the graphic for a forest or jungle then things can look strange, because the game won't delete the graphic of the improvement correctly in some cases. In the end, what I did was give them the graphic for spices, wheat, cotton, etc., which'd be hidden by the forest or jungle graphic even if the deletion failed.

By the way, I imagine that AI workers won't plant forests and jungles, right?

You imagine wrong; the AI used these just fine. Well, "fine" in the sense that it used them as well as it did any other Improvement.

You see, the AI doesn't use Flavor ratings when deciding whether an Improvement is worth building; it'll only consider the yield differential between the "before" and "after" states for that Improvement. So, what I'd do is have the temporary IMPROVEMENT_PLANT_FOREST give, say, a "fake" +2 Production boost, which'd make the AI think that building it would add 2 production to the hex for all eternity. As a result, the AI would value it exactly as much as it'd value a late-era Mine, but wouldn't usually destroy a Trading Post or Farm to make one. (Likewise, the IMPROVEMENT_PLANT_JUNGLE would give +1 Food and +1 Gold, or something similar.) The fact that the improvement in question would be destroyed as soon as it finished was irrelevant to the AI; it'd think that planting a forest would add +2 production, it'd build the temporary improvement, and POOF, forest! Then it'd look at that forest and think "hmm, chop it, or put a lumbermill on it?" Most of the time it'd pick the lumbermill path, which'd end up giving it enough Production that the AI wouldn't later decide to chop it, but if the AI chopped it right away, well, he'd get some production back. There was no way to really prevent that sort of loop, but as long as it rewarded enough to be a viable strategy, the AI wouldn't be too badly penalized.

If you didn't give those temporary improvements any yields, the AI would never have built them, because it wouldn't see them as useful, but as long as you give them a value roughly equal to what the AI will ACTUALLY gain, you're okay even if the yield is not actually the same as what the final product will give. I used a similar mechanism for my Monolith (a Great Person-made Improvement that added Happiness); the placeholder improvement for that one had higher-than-normal food, gold, etc. to make the AI value it as much as I knew its happiness was worth.

Also, to balance Jungle planting, I was looking at reducing the University jungle boost to +1 instead of +2, but have chopped Jungles give 20 Food. Never got around to doing that, but you might want to look into something similar. Alternately, you can use the CanConstruct Lua triggers to prevent someone from planting a new jungle adjacent to an existing one, or something similar to limit the number of times a given player can use these actions.
 
Haven't heard anything from you in a while, hows the mod going? Did you add the plant forests/jungles?
 
Also, ive got a quick, noobish question. Where can i find the files to download for this mod? I dont see them anywhere on this page or on the steam workshop, I can find all your others, just not this one.
 
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