Better Builders Mod

Better Builders Mod V0.9

MaJoR of CHAOS

Chieftain
Joined
Nov 5, 2016
Messages
24
MaJoR of CHAOS submitted a new resource:

Better Builders Mod - Up to 4 new Builder units unlocked through the technology tree.

Starting Builder Unit
View attachment 458633
Late Game Builder Unit
View attachment 458642

Builder Improvements
Features:
  • An Ancient Builder, A Medieval Builder, An Industrial Builder and a Modern Builder can all walk up to that one barbarian. You know what happens next:badcomp:.
  • The Builders get progressively better and Consequently more expensive.
  • You...

Read more about this resource...
 
This is exactly what I was getting ready to mod.

I will try the mod as Chinese and see if I can get it working, if it isn't already.

Yup It's a great idea! Love your galaxy class star-ship profile pic btw. Anyway back on topic I first tried to implement this code for my Settlers Build Roads mod but then realised there was no way for the 4 different settlers to build the roads at which point I thought it's still a good idea and would be a shame for it to go to waste so just changed it for builders. Thanks for the help I'm a bit busy this week with school got quite a number of portfolios to hand up. It's great to see that another person had the same idea as me.

If the Chinese isn't working it will be my number 1 priority for this mod ahead of the assets issue which thus far only causes slight confusion.
 
I made a number of changes that worked. In the spoiler is the full xml file.

A couple notes on the changes:
  1. I removed the Ancient Builder and just re-named the existing first builder. That fixes the original icon issue right there actually and is more friendly for other mods and such.
  2. Not sure if the icon definitions for later periods will really work though.. testing now.
  3. The builder already worked to speed up wonders for the Chinese. That must be built into the whole BuildCharge operations already.
  4. The addition of new charges for the Chinese (and for wonders like Pyramids) was failing since the unit was no longer call UNIT_BUILDER. I fixed this at the bottom.
  5. I don't know if you really knew what you were doing, or were really lucky ( :: grin :: ) but you named the units exactly as they appear in the art definitions.. so I think they should work fine on upgrades, hopefully even the iconts.

Spoiler :

<?xml version="1.0" encoding="utf-8"?>
<GameInfo>

<Units>
<Update>
<Where UnitType="UNIT_BUILDER" />
<Set BuildCharges="10" Name="Ancient Builder" Description="The Ancient Builder is the earliest Builder in the game it has less moves and build charges than later Builders" />
</Update>
</Units>

<Types>
<Row Type="UNIT_MEDIEVAL_BUILDER" Kind="KIND_UNIT"/>
<Row Type="UNIT_INDUSTRIAL_BUILDER" Kind="KIND_UNIT"/>
<Row Type="UNIT_MODERN_BUILDER" Kind="KIND_UNIT"/>
</Types>

<UnitAiInfos>
<Row UnitType="UNIT_MEDIEVAL_BUILDER" AiType="UNITAI_BUILD"/>
<Row UnitType="UNIT_MEDIEVAL_BUILDER" AiType="UNITTYPE_CIVILIAN"/>
<Row UnitType="UNIT_INDUSTRIAL_BUILDER" AiType="UNITAI_BUILD"/>
<Row UnitType="UNIT_INDUSTRIAL_BUILDER" AiType="UNITTYPE_CIVILIAN"/>
<Row UnitType="UNIT_MODERN_BUILDER" AiType="UNITAI_BUILD"/>
<Row UnitType="UNIT_MODERN_BUILDER" AiType="UNITTYPE_CIVILIAN"/>
</UnitAiInfos>

<Units>
<Row UnitType="UNIT_MEDIEVAL_BUILDER" BaseMoves="3" Cost="64" PrereqTech="TECH_CONSTRUCTION" AdvisorType="ADVISOR_GENERIC" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_CIVILIAN" Name="Medieval Builder" Description="The Medieval Builder which comes after the Ancient Builder has increased movement, build charges and cost" CanCapture="False" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="4" PurchaseYield="YIELD_GOLD" BuildCharges="4"/>
<Row UnitType="UNIT_INDUSTRIAL_BUILDER" BaseMoves="5" Cost="72" PrereqTech="TECH_METAL_CASTING" AdvisorType="ADVISOR_GENERIC" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_CIVILIAN" Name="Industrial Builder" Description="The Industrial Builder which comes after the Medieval Builder has increased movement, build charges and cost" CanCapture="False" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="4" PurchaseYield="YIELD_GOLD" BuildCharges="6"/>
<Row UnitType="UNIT_MODERN_BUILDER" BaseMoves="8" Cost="80" PrereqTech="TECH_REPLACEABLE_PARTS" AdvisorType="ADVISOR_GENERIC" BaseSightRange="3" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_CIVILIAN" Name="Modern Builder" Description="The Modern Builder which comes after the Industrial Builder has increased movement, build charges and cost" CanCapture="False" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="4" PurchaseYield="YIELD_GOLD" BuildCharges="9"/>
</Units>


<UnitUpgrades>
<Row Unit="UNIT_BUILDER" UpgradeUnit="UNIT_MEDIEVAL_BUILDER"/>
<Row Unit="UNIT_MEDIEVAL_BUILDER" UpgradeUnit="UNIT_INDUSTRIAL_BUILDER"/>
<Row Unit="UNIT_INDUSTRIAL_BUILDER" UpgradeUnit="UNIT_MODERN_BUILDER"/>
</UnitUpgrades>

<Improvement_ValidBuildUnits>
<Row ImprovementType="IMPROVEMENT_FARM" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MINE" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_QUARRY" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_FISHING_BOATS" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PASTURE" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PLANTATION" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CAMP" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_LUMBER_MILL" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OIL_WELL" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CHATEAU" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_COLOSSAL_HEAD" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_GREAT_WALL" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_KURGAN" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MISSION" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_SPHINX" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_STEPWELL" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_ZIGGURAT" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OFFSHORE_OIL_RIG" UnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_BEACH_RESORT" UnitType="UNIT_MEDIEVAL_BUILDER"/>

<Row ImprovementType="IMPROVEMENT_FARM" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MINE" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_QUARRY" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_FISHING_BOATS" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PASTURE" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PLANTATION" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CAMP" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_LUMBER_MILL" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OIL_WELL" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CHATEAU" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_COLOSSAL_HEAD" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_GREAT_WALL" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_KURGAN" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MISSION" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_SPHINX" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_STEPWELL" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_ZIGGURAT" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OFFSHORE_OIL_RIG" UnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_BEACH_RESORT" UnitType="UNIT_INDUSTRIAL_BUILDER"/>

<Row ImprovementType="IMPROVEMENT_FARM" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MINE" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_QUARRY" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_FISHING_BOATS" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PASTURE" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_PLANTATION" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CAMP" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_LUMBER_MILL" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OIL_WELL" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_CHATEAU" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_COLOSSAL_HEAD" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_GREAT_WALL" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_KURGAN" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_MISSION" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_SPHINX" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_STEPWELL" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_ZIGGURAT" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_OFFSHORE_OIL_RIG" UnitType="UNIT_MODERN_BUILDER"/>
<Row ImprovementType="IMPROVEMENT_BEACH_RESORT" UnitType="UNIT_MODERN_BUILDER"/>
</Improvement_ValidBuildUnits>

<UnitCaptures>
<Row CapturedUnitType="UNIT_MEDIEVAL_BUILDER" BecomesUnitType="UNIT_MEDIEVAL_BUILDER"/>
<Row CapturedUnitType="UNIT_INDUSTRIAL_BUILDER" BecomesUnitType="UNIT_INDUSTRIAL_BUILDER"/>
<Row CapturedUnitType="UNIT_MODERN_BUILDER" BecomesUnitType="UNIT_MODERN_BUILDER"/>
</UnitCaptures>

<RequirementSets>
<Update>
<Where RequirementSetId="UNIT_IS_BUILDER" />
<Set RequirementSetType="REQUIREMENTSET_TEST_ANY" />
</Update>
</RequirementSets>

<RequirementSetRequirements>
<Row>
<RequirementSetId>UNIT_IS_BUILDER</RequirementSetId>
<RequirementId>REQUIREMENT_UNIT_IS_MEDIEVAL_BUILDER</RequirementId>
</Row>
<Row>
<RequirementSetId>UNIT_IS_BUILDER</RequirementSetId>
<RequirementId>REQUIREMENT_UNIT_IS_INDUSTRIAL_BUILDER</RequirementId>
</Row>
<Row>
<RequirementSetId>UNIT_IS_BUILDER</RequirementSetId>
<RequirementId>REQUIREMENT_UNIT_IS_MODERN_BUILDER</RequirementId>
</Row>
</RequirementSetRequirements>

<Requirements>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_MEDIEVAL_BUILDER</RequirementId>
<RequirementType>REQUIREMENT_UNIT_TYPE_MATCHES</RequirementType>
</Row>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_INDUSTRIAL_BUILDER</RequirementId>
<RequirementType>REQUIREMENT_UNIT_TYPE_MATCHES</RequirementType>
</Row>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_MODERN_BUILDER</RequirementId>
<RequirementType>REQUIREMENT_UNIT_TYPE_MATCHES</RequirementType>
</Row>
</Requirements>

<RequirementArguments>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_MEDIEVAL_BUILDER</RequirementId>
<Name>UnitType</Name>
<Value>UNIT_MEDIEVAL_BUILDER</Value>
</Row>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_INDUSTRIAL_BUILDER</RequirementId>
<Name>UnitType</Name>
<Value>UNIT_INDUSTRIAL_BUILDER</Value>
</Row>
<Row>
<RequirementId>REQUIREMENT_UNIT_IS_MODERN_BUILDER</RequirementId>
<Name>UnitType</Name>
<Value>UNIT_MODERN_BUILDER</Value>
</Row>
</RequirementArguments>

<IconDefinitions>
<Row Name="ICON_UNIT_MEDIEVAL_BUILDER" Atlas="ICON_ATLAS_UNITS" Index="1"/>
<Row Name="ICON_UNIT_INDUSTRIAL_BUILDER" Atlas="ICON_ATLAS_UNITS" Index="1"/>
<Row Name="ICON_UNIT_MODERN_BUILDER" Atlas="ICON_ATLAS_UNITS" Index="1"/>

<Row Name="ICON_UNIT_MEDIEVAL_BUILDER_FOW" Atlas="ICON_ATLAS_UNITS_FOW" Index="1"/>
<Row Name="ICON_UNIT_INDUSTRIAL_BUILDER_FOW" Atlas="ICON_ATLAS_UNITS_FOW" Index="1"/>
<Row Name="ICON_UNIT_MODERN_BUILDER_FOW" Atlas="ICON_ATLAS_UNITS_FOW" Index="1"/>

<Row Name="ICON_UNIT_MEDIEVAL_BUILDER_PORTRAIT" Atlas="ICON_ATLAS_UNIT_PORTRAITS" Index="1"/>
<Row Name="ICON_UNIT_INDUSTRIAL_BUILDER_PORTRAIT" Atlas="ICON_ATLAS_UNIT_PORTRAITS" Index="1"/>
<Row Name="ICON_UNIT_MODERN_BUILDER_PORTRAIT" Atlas="ICON_ATLAS_UNIT_PORTRAITS" Index="1"/>

<Row Name="ICON_UNIT_MEDIEVAL_BUILDER_WHITE" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_WHITE"/>
<Row Name="ICON_UNIT_MEDIEVAL_BUILDER_BLACK" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>
<Row Name="ICON_UNIT_INDUSTRIAL_BUILDER_WHITE" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_WHITE"/>
<Row Name="ICON_UNIT_INDUSTRIAL_BUILDER_BLACK" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>
<Row Name="ICON_UNIT_MODERN_BUILDER_WHITE" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_WHITE"/>
<Row Name="ICON_UNIT_MODERN_BUILDER_BLACK" Index="1" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>
</IconDefinitions>

</GameInfo>
 
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EDIT: Oh. I forgot I had to enable it by default.. now it is working.

Going to try adding road building as well out of curiosity.. want to see why that doesn't work.
 
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Am interested in this mod, but I'd like to know some more details:

1. How many charges does every builder have as base?
2. How expensive are they and how much does their price increase? (also compared to live, as I don't know the exact numbers on live)
3. Does building a builder increase the price for all builders or only it's own type? (this could mean that you start building older builders because they're cheaper to produce per charge)
 
I play on immortal and the AI doesnt seem to recognize the advance builder and do not build them at all. So in late game the AI doesnt improve anything in their city and this break the game for me. Is there any ways you can fix this?
 
I play on immortal and the AI doesnt seem to recognize the advance builder and do not build them at all. So in late game the AI doesnt improve anything in their city and this break the game for me. Is there any ways you can fix this?

I'll be uploading a new version of the mod later this evening. I haven't come across this glitch yet so when I get a chance i'll have a look at it. i'm currently very busy with portfolios so i'll get to the glitch as soon as I can.

Am interested in this mod, but I'd like to know some more details:

1. How many charges does every builder have as base?
2. How expensive are they and how much does their price increase? (also compared to live, as I don't know the exact numbers on live)
3. Does building a builder increase the price for all builders or only it's own type? (this could mean that you start building older builders because they're cheaper to produce per charge)

When I update the mod later tonight I will get the overview screen for my mod to show you the additional information you asked for. Sorry for the delay
 
I play on immortal and the AI doesnt seem to recognize the advance builder and do not build them at all. So in late game the AI doesnt improve anything in their city and this break the game for me. Is there any ways you can fix this?

do u have AI+ mod ?

i have AI+ mod and the AI does not build more than ancient builder and when they progress forward and that's unavailable they cant build any improvements.
 
I am a good way into another playthrough and I will clear out some towns and leave space to see if the AI does create new builders late in game. I don't have the AI+ mod though.
 
do u have AI+ mod ?

i have AI+ mod and the AI does not build more than ancient builder and when they progress forward and that's unavailable they cant build any improvements.

Yes, I do have AI+ mod, maybe there is a mod conflict.
 
I have a bunch of Mods running with yours, but I reached the Renaissance Era in my current game and no builders at all show up on build list. :eek:
 
I haven't had any problems building builders in any stage.

Also, I do see the AI pushing out builders, although maybe this doesn't work with AI+ mod. If this one doesn't I would expect many more don't either.
 
If your not running a bunch of other mods I doubt you will have issues. It doesn't play well with other mods it seems, the builder option disappears completely on me with current version around the renaissance era.

I was hoping you can fix it because like the scout, builders should change appearance radically as the game progresses. Neither change a lot until much later, a bit strange since 1000's of years go by.

(Kind of like how you pick a leader and he lives for 1000's of years, this has always struck me odd since playing from 1995 until now)
 
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If your not running a bunch of other mods I doubt you will have issues. It doesn't play well with other mods it seems, the builder option disappears completely on me with current version around the renaissance era.

I was hoping you can fix it because like the scout, builders should change appearance radically as the game progresses. Neither change a lot until much later, a bit strange since 1000's of years go by.

(Kind of like how you pick a leader and he lives for 1000's of years, this has always struck me odd since playing from 1995 until now)

Do you see the Medieval Builder in your build list for a while (probably near the bottom), and then it disappears?
 
i have an issue where the builders after the ancient one cant enter water tiles x,x any way to fix this?
 
i have an issue where the builders after the ancient one cant enter water tiles x,x any way to fix this?
Do you already have the tech that lets all land units embark? Before that, only the first builder can enter water, and there's no easy way to change that afaik.
 
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