Any mods that do these things?

stebbinsd

Chieftain
Joined
Jun 19, 2014
Messages
77
I'm looking for some mods that allow the following:

1. Allow me to dig canals (such as.. after discovering civil service).
Rivers are great, in more ways than one: They connect cities together, just like roads, but they do so much more!

They add extra commerce to the tiles, allow you to place farms without irrigation, and even provide a health bonus if next to a city!

So, why I dig canals so I can spam these wonder strips?

2. Trade food, hammers, and commerce with foreign nations.
Why is it that I can only trade resources? If one of my buddies is in a war and is under-equipped, why can't I export a few hammers to him to help him build up some armies? The closest I can come to doing that is declaring war against their enemy, but that puts me at risk of losing my own infrastructure! Besides, I would like to SELL some hammers, so I can get some coin for it!

And if one of my cities is starving, why can't I ask a friendly neighbor to spare a few slices of bread? Why is it that the only thing I can trade is the resources to get the health bonus? I don't give a damn about the stupid health bonus!

3. Ability to blow up mountains.
When I discover gunpowder, I'd like the ability to use explosives to either blow tunnels through the bases of mountains (enabling roads to be built through, rather than around, them) and the ability to completely destroy mountains over the course of about six times as many turns as it takes to make a tunnel. Destroying the mountain would turn it into a hill that you can build improvements on.

4. More Future Era techs.
There's only two future era techs, and only one of which can be repeated indefinitely.

I'd like the future techs to be more massive, and most of which can be repeated indefinitely.

Here are some suggestions. Although the research points and other specifics are mere suggestions, this should give you an idea of my overall vision:

For "Future Medicine," you get +1 health every time you research it. Takes 3,000 research points (since it's the least important of them all).

"Future Entertainment." You get +1 happiness, but it takes 5,000 research points each time.

"Future Agriculture." Each tile yields +1 food. Takes 7,000 research points.

"Future Production." Each tile yields an extra hammer. Takes 7,000 research points.

"Future Economy." Each tile yields +1 commerce. Takes 10,000 research points.

"Future Government." Reduces civic upkeep and unit maintenance by 10% each time it's researched. Requires a whopping 20,000 research points, but you need only research it ten times to reduce government maintenance costs to a hard-limit 0.1% of its normal amount. No courthouses or organized trait necessary.

5. Ability to adjust sliders by 1%.
Having to adjust my research/culture rates by 10% each doesn't offer me very much flexibility. I'd like the ability to adjust them by 1% each.

6. Crime in your cities.
Crime is a part of life, and something that any government is going to have to deal with. Indeed, it's the whole reason municipal government exists in the first place.

I'd like crime to go up as population goes up. Unemployment (that is... citizens who are neither working tiles nor set aside as specialists) would also increase crime. Population would increase crime by only a twentieth the rate that unemployment would (even though they're connected), since population only increases a would-be criminal's confidence that he won't get caught; unemployment gives people an extra incentive to commit crimes in the first place.

Courthouses and jails reduce crime by a 33.33% each, and military units stationed inside the city would reduce crime by 5% per military unit (since it's presumed that they would dual-serve as the police force whenever the city isn't under attack).

For each crime committed that goes unpunished (that is, the difference after crime is reduced according to the above paragraph), you would lose either a hammer or a commerce (it's a 50% chance of each). It would also stir up unhappiness amongst the working population.

So, are there mods for any of these things?

Moderator Action: Moved to main C&C forum as that is where questions are posted.
 
5. Ability to adjust sliders by 1%.
Having to adjust my research/culture rates by 10% each doesn't offer me very much flexibility. I'd like the ability to adjust them by 1% each.

I think this is a simple XML change. In Assets/XML/GlobalDefines.XML find COMMERCE_PERCENT_CHANGE_INCREMENTS and change the number to 1 not 10.
 
Ok, that's one mod down.

How about these two:

7. Import food resources onto tiles.
In vanilla, I can only set up seafood, plantations, and crops where I find them. Pig plantations provide the most food of any tile (especially if they're on floodplains), and fish provide an incredible amount of food for water tiles.

Water tiles that have no resources on them cannot be improved at all!

When I get access to irrigation, I would like the ability to move any animals or crops that I already have access to (either through trading or simply building my own boats/farms/plantations) onto any tiles I want.

Mineral resources would be unmovable, though, since irl, you can't just spawn iron underground. It has to just BE there. But irl, you CAN move animals or crops to a new land and start breeding them.

The tiles in question would lose their own resources (or, surface resources; see below) if they have any, so it would be best to only move them onto tiles without resources. But, that would be MY strategic choice!

Speaking of which:

8. Underground and surface resources.
You should be able to have multiple resources on a tile at one time, so long as one is on the surface and the other is underground (coasts would not have any surface resources). Cows sitting on top of gem mines, etc. That's totally doable irl!

You could still only have one improvement per tile, but this would save you the problem of moving a crop or animal onto a tile that looks like it has no resources, only to find out that you accidentally just eliminated the only uranium dump in your entire continent!
 
3. Ability to blow up mountains.
When I discover gunpowder, I'd like the ability to use explosives to either blow tunnels through the bases of mountains (enabling roads to be built through, rather than around, them) and the ability to completely destroy mountains over the course of about six times as many turns as it takes to make a tunnel. Destroying the mountain would turn it into a hill that you can build improvements on.

Not exactly what you are looking for, but has a very similar net effect: Mountains: back to service
It can be tweaked to require techs to enable specific functionality such as working of mountains, faster movement, founding cities, etc. I have an implementation doing this for my mod which is K-Mod based.

I believe I got most of my code from Rom:AND, but I have changed it so many times now I'm never sure where each line comes from!
 
7. Import food resources onto tiles.
In vanilla, I can only set up seafood, plantations, and crops where I find them. Pig plantations provide the most food of any tile (especially if they're on floodplains), and fish provide an incredible amount of food for water tiles.

Water tiles that have no resources on them cannot be improved at all!

When I get access to irrigation, I would like the ability to move any animals or crops that I already have access to (either through trading or simply building my own boats/farms/plantations) onto any tiles I want.

Mineral resources would be unmovable, though, since irl, you can't just spawn iron underground. It has to just BE there. But irl, you CAN move animals or crops to a new land and start breeding them.

The tiles in question would lose their own resources (or, surface resources; see below) if they have any, so it would be best to only move them onto tiles without resources. But, that would be MY strategic choice!

Try this Resource Relocation
 
There may or may not be any specific mods that will do exactly what you want (unlikely except for the terrain change ideas, although you could get lucky if you dig around deep enough :lol:).

Spend some time in the (completed) Modpacks sub-forum and take a peek :)

Some other make-shift/DIY solutions that may get the same effect you`re looking for, however:

1) In GlobalDefines.xml, you can set:

PLOTS_PER_RIVER_EDGE = 1
RIVER_SOURCE_MIN_RIVER_RANGE = 1
RIVER_SOURCE_MIN_SEAWATER_RANGE = 1

to have rivers spammed across your map.


2) If you mean raw food or hammer exchange, that will be problematic as you'd have to decide how you'd calculate the available amount (i.e. from specific city? from x% of overall production?)


3) (Refer to Archnid`s post, although you could implement a python function to ''remove'' the mountain as an trigger'ed event, since its technically an overlay'ed feature)

4) There should be a tutorial on how to create a new technology somewhere....
You would need to create a new technology, and in Civ4Improvements.xml, you would modify the list parameter ''TechYieldChange'' (I think that's what its called) and add the appropriate tech & yield change to the appropriate improvement

5) Dancing Hoskuld's post

6) Not too complex to implement as an event, although if you want a visual display for the level of crime, as well as calculating the %chance, you'll have to modify the SDK for that.
 
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