Antilogic's Minimal Mod

I was thinking of leaving both in, but if the roads don't fit, then I'll take that part out. I was concerned, though, that only having a fort-building ability would not be enough. I figured roads and forts would seem like more of a compensation to the "nerf" the Praetorians received (at least from the typical Civ4 player's perspective--I feel the Legion is more than good enough for a UU as is).

The only thing I have changed for the Persian UU is its name: the Immortals were not a cavalry unit, and instead of creating a new UU, I'm just using the same UU, but giving it a more accurate name. I asked over in the world history forum, and they told me something different from what I have here...so I'm confused, to say the least. That's on the docket to fix for the next phase. :)

Early to mid-Republic legions wouldn't have built roads, they were made up of propetied citizens who took their slaves with them on campaign and provided their own gear. In the Late Republic Gaius Marius began recruiting legions from the head count (or proletariat) and since they were equipped by and paid for by the Roman state he and later generals used them to build roads or for other public works when not fighting.
 
@lord_joakim:
There is a method to the madness that I hath wrought on the leader traits, if I may be allowed to defend myself.

On the Financial trait...I felt that adding double production on Customs Houses wasn't too unbalancing, because the building is somewhat situational: certain map types negate it completely (such as pangaea), and it is a relatively late arrival in the game...plus not every city will be able to build one (in-land cities). I know the counter to this is "what if I only play archipelago?" About the only response I can muster is an uneasy shrug. But that's part of the reason why I'm posting it here--play a game with the altered traits, and let me know how it works out.

On the Ikhanda, I noticed no UBs affect war weariness, but there are already a couple that affect city maintenance. I wanted to give a UB the war weariness reduction benefit, but I couldn't think of an existing "redundant" UB to change that would seem to fit (i. e. one UB that just granted extra happiness or health...I think that is a little overused). So, I changed the Zulu UB to reduced war weariness, and I'm going to change another UB to reduced maintenance. The net effect is reducing the number of UBs that grant +2 happiness/+2 health by one and adding in a UB that reduces war weariness. Also, I think the AI Zulu, who don't seem to sign peace and will fight to -15 war weariness (I've seen that in a couple of my games) would argue this is an improvement.

I intentionally beefed up the Mongolians in this version: the double production on Stables, intentional. The super-Keshik that replaces knights? Intentional as well. The goal of this modification was to enable the Mongolians to act kind of like the Romans, but in the medieval era: conquer as much as they please, but with fearsome cavalry instead of legions. If its too hot...then I might tone down the Keshik a little.

I was considering giving Expansive double production on lighthouses instead of aqueducts, but chose aqueducts because I though it fit the "health" theme of the trait better. However, that's subject to change, especially if many report its imbalancing or just think its incongruous. I'm not attached to the idea of Expansive giving double production on aqueducts over lighthouses in any way.

I don't mind anyone using the modifications I have made, so long as you give me credit where credit is due. I was planning, after AMM is completed, to create an Expanded Mod that included a new Civics idea I had, so I too will be "misusing" this mod as a base for a new one eventually. ;)


@Lachlan:

I'm working on the events now, but I have run into a bug where an event (Levittown) will not activate at all, despite the fact I have it active in 100% of the games and weighted at 9,000,000 with all the preconditions met for the trigger...

To give you an idea of what I have done so far, here's a teaser of some of the already-coded events:

  • Famous Doctor (50/100): a world-reknown doctor is retiring in a randomly selected city, and he is donating his money to further his fellow citizens' health (this one gives you a research hospital annex or gives you a free hospital in a city)
  • Hardy Crops (80/45): biologists develop a particularly resilient crop of some food resource, ideally suited for a particular region, that increases food output
  • Prime Timber (75/90): trees in a local region grow particularly tall and strong, and thus provide extra production
  • Magna Carta (60/300): local nobles have grown restless with the monarchy, and have presented a bill of rights; the monarch has the choice to sign or not to sign
  • Levittown (80/100): innovative homebuilders construct masses of cheap suburban housing, upgrading a cottage or hamlet into a village instantly

Some of my other, uncoded, ideas at the moment involve a town on the map becoming a famous tourist resort, an event loosely based on Voltaire's poems during the Seven Years War, a World Expo, Joint Stock Companies, and more. I also want to incorporate a few other events from other peoples' mods that I have seen on this forum, and I'm awaiting responses from them. I figure it will take me a few more days to program these all in and get them working, so I might be able to release a new version of the mod at the beginning of next week.


@AmazonQueen:
I remembered reading something like that before, but didn't have a time period for reference. For the sake of representing both Republican and post-Marian Roman legions, I'll leave the road-building feature in.

Not to nitpick, but I thought the head count was called the capite censi, at least according to Anthony Everitt. The proletariat was a Marxist term.
 
@lord_joakim:

Not to nitpick, but I thought the head count was called the capite censi, at least according to Anthony Everitt. The proletariat was a Marxist term.

Capite censei is the translation of head count, those too numerous to count.
However proletariat was also a Roman word, proles meant offspring, proletarians were those who had nothing to offer the state except their children.

However the main thing is that up to the 2nd Punic War Roman soldiers were recruited from propetied farmers mainly (except in dire emergencies like after the battle of Cannae), they didn't build roads, but from the Late Republic onwards they were recruited from the poorest of Roman society and were professional soldiers.
 
Hey, that was directed at you!

Perhaps it is just because I always see that term used in the context of the 19th century I assumed it belonged there. All right, on to bigger and better things...


EDIT: I feel like an idiot, because I can't seem to find the other World Expo event posted in the forums, and I only see it as added to various modpacks. I think I'll just stick with my idea for the event...which will have a similar name but probably a different effect.
 
I agree that there should be a 2x construction speed for a building with financial, but then I think you have to nerf the plot thing (1 more :commerce: for 3 on plot, instead of 2)
 
@lord_joakim: That's something I want to play around with...I've only gotten to play one round of this mod so far, and not as a financial Civ. The goal was to give Financial something with trade routes but not too strong, something not as broken as double production on banks, and overall, I think the Customs Houses work out as a nice middle ground. After I play a few more games we'll see if that opinion holds.


My update is going to have a few more events than I originally predicted (the goal is 12 that work, although two are still giving me problems). It will be delayed after the Christmas holiday because I am, for some inexplicable reason, expected to spend time with my family. :) All right, I'm being sarcastic, but still, I won't be able to get much modding done in the next couple days.

Sorry to everyone that was looking forward to the new events, but I can promise they will be out following the Christmas holiday.
 
Well, I'm still running into problems with two events, but it is because I think I am doing too much in the XML when I should be looking at Python for the events. I'm learning it, but it's taking me awhile.

I have, however, uploaded my current testbed with 11 new events, although only 9 are functioning properly. Bhopal will crash the game if triggered, and Levittown does not upgrade a cottage or hamlet, but rather destroys it entirely. So, instead of frustrating anyone, I simply have the active and weight ratios for both set to zero.

Also, I fixed a bug in this mod of the Impeachment event, which (inadvertently) caused 6 unhappiness for one of the effects. This wasn't present in Solver's original events, so I removed it.

So, Happy New Years! And I'll be back soon with more new events. ;)
 
What version of Civ4 is this for?

I've designed it using BtS v3.13, as well as the unofficial patch online. I don't think the unofficial patch is required though, it just fixes a few minor annoyances.

Sorry...I had a previous version I was working on with the Warlords expansion, but I scrapped it and switched over to BtS once it was released. Plus, the extra events have provided what I consider the second bulwark of the minimal mod, since new events don't add much complexity (you just pick whatever option you want) but it adds a lot of flavor (because with more events, you won't get the same set every game).
 
Bhopal will crash the game if triggered, and Levittown does not upgrade a cottage or hamlet, but rather destroys it entirely. So, instead of frustrating anyone, I simply have the active and weight ratios for both set to zero.

What does this mean? The events are there, but they don't do anything?

:newyear:
 
This seems like a great mod. You made a lot of good changes. I like the changing of preferred civics. However, as an ex Navy officer, I have some problems with changing the name of the SEALs to the Marine Corps. I love the Marines, we need those meat shields, but they are not the SEALs.
 
What does this mean? The events are there, but they don't do anything?

:newyear:

Umm...that means that although I am advertising 11 events, I think, only 9 work at the moment until I fix two annoying bugs. Those events, however, are "turned off", so they won't arbitrarily crash your game or destroy your cottages. They just won't trigger. However, the other 9 events work just fine, and they will trigger and perform as expected. I particularly like Magna Carta, but the prerequisites are kind of specific: you need to be running Hereditary Rule and Vassalage when you discover Constitution to be eligible for the event. And, once I fix these small bugs, there will be even more fun to go around.

I have incorporated more of jkp1187's events in since my update, and am working on those bugs as well as some events that are dependent on the number of specialists you are running in a city: so running a city with at least three merchants will make you eligible for a different random event thanrunning a city with some spies. I also have an event in the works that may occur if you have a citizen (unassigned specialist).



This seems like a great mod. You made a lot of good changes. I like the changing of preferred civics. However, as an ex Navy officer, I have some problems with changing the name of the SEALs to the Marine Corps. I love the Marines, we need those meat shields, but they are not the SEALs.

I know the unit doesn't look right, but Navy SEALs just are not frontline combat units like the game makes them out to be (I don't believe, and correct me if I'm wrong, there has ever been an operation where thousands of SEALs storm some beach and take a city over, or something like that). Navy SEALs, as special forces, operate more like spies than the marine unit that replaces it, so I changed the name to represent an actual combat unit. At least, that is my rationale at the moment.

In the future, I am considering a Minuteman UU for America, basically a cheaper grenadier with a first strike or withdrawal chance or something else small. However, that's on the backburner for the moment, due to my fascination with the random events system.



Of course, if anyone has playtested the mod, let me know what you think is too much, or what is completely imbalanced, or what you think of some of the new events. I'm planning about two dozen events, all working, for my next release, which means I need to figure out Bhopal and Levittown.
 
I think the ikhanda idea is great, fits in more with the war monger he is. Probably my favorite thing besides hooking up the keshik, I'm looking forward to the completed version!
 
I'm running into three vexing problems with some events, and it seems that every day, I just get another new event idea and those three are still not working. I have a list of about a dozen to two dozen ideas in addition to the ones that I have already put into the mod (I think the number is 23, between mine and the ones from jkp1187's mod).

My goal is to create a slew of new random events, and then turn down the "active" weights a little for all of them. That way, each and every game, you will have a different set of events, even more so than you do now. Also, with some events having a high % active in games but a low weight will give an event that is possible in every game, but will only happen rarely: if I have about a dozen or so of these, then there is always the chance you will see a couple of them throughout the game, but you likely will not see them all.
 
I apologize for not posting any updates recently, but I have had the flu, and have not been able to focus on this mod. Once I have real life back in order, I'll get back to fixing some of the new events. However, in the meantime, I'll have to put further changes on hold.

Sorry guys, but illness really throws a kink into your plans.
 
I like this idea a of a "small" mod. I'm thinking of trying to make my own Civ 4 mod sometime; I enjoyed tinkering with the Civ 3 editor, but the complexity of Civ 4 has daunted me. Your "mini mod" approach certainly seems a smarter tact to learning to mod this game for me as opposed to taking on the whole beast at once :crazyeye:

I like most of your changes, they appear well thought out.

I have an idea about the AI and getting your legions to behave as AI workers in addition to combat units. How about an instruction that acts as a switch: when at war the AI-Legions only behave as combat units; when at peace the AI-Legions can accept AI-worker commands like workers. Maybe this either/or treatment works around the risk of the AI doing weird things with a unit that can fight and build roads and forts. Wouldn't that fit in with Roman Legion peacetime activities? It doesn't allow an AI controlled Legion to build a road or fort for Rome during wartime, but that is a reasonable limitation I think; I like the idea of a diplomatic condition to the AI's processing of the Legion unit's priorities - afterall their primary role is conquest when the opportunity presents itself! :D

PS: get well sir! :)
 
Honestly, that sounds like a pretty good idea, although the XML, to my knowledge, does not allow for such specific coding. All I know how to do right now is set the basic AI_ACTIVITY style, where the AI will select this behavior and use it irrelevant of diplomatic situation.

That sounds like it would require some Python...and as events programming is showing me, I really don't have great Python skills. I have been trying to code some events based on the types of specialists you have in the city, so running a few merchants will make you eligible for a different event than running a few engineers. I also came up with an event that, believe it or not, gives you a benefit if you have an ordinary, "worthless" citizen. However, I can't get any of the suckers to trigger right, and I'm stumped right now.

When I have the time (I have to catch up on a lot of work right now), I am going to look through Python tutorials and try and see if I'm just making an obvious, stupid error.


But I will say, just playing the game and thinking about game balance gave me several ideas, and I've been tossing them around or testing them since Vanilla and Warlords. The XML was the easiest to learn, and after only a day or two of tinkering, I was able to figure out how most of it worked. I figure that if I dedicate a little more time to learning the Python, I'll be able to create the events that I have on paper right now...about 9 of them, I figure, require at least some Python coding.
 
Just got an idea for an implement... Those normal citizen specialists that produces 1 hammer and that noone ever uses...

Can't you make them produce 1 GP point aswell?

It would somehow make sense, and make them useable.
 
For the citizen specialist, I have a couple events that require you to run a citizen "specialist" for them to trigger. Right now, they don't work, because I don't have enough experience with Python.

Basically, they look just as useless, but they might end up giving you something for free. Kind of like the industrious villagers building a pasture, but inside your city building infrastructure. It's a cool event.


As an aside, does anybody like my adjustment of castles? No trade routes, but they obsolete at Rifling like Walls (I was also thinking of Steel or Military Science as alternatives). It gives them slightly longer life, and it makes the Spanish UB a little more useful. Just a thought.
 
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