BIT3 mod for LoR (WIP v0.4)

Bezurn

Prince
Joined
Nov 23, 2005
Messages
587
B(etter) I(mprovements) with T(ech) and T(rait) T(weaks) Mod

This is a mod I am developing off the core of the Legends of Revolution .98. One of the driving factors in creating this mod is to make playing without tech trading more fun and allowing the AI to play a bit smarter with that option off.

General Features.
Improvement growth - Almost every improvement now has the potential to grow to become better like cottages, but not exactly like them mind you. A full list of what improvements grow to can be found in the Specific Features section below.

Techs Tweaked and A few new ones - Adjusted some of the prereqs for some technologies, and added 2 new techs. Also espionage will be getting an earlier boost so that the AI will (hopefully) use spies more often. New Techs: Conservation (req Machinery and Math) - Sanitation (req Education and Conservation)

Trait Adjustments - Some tweaks to traits were made to spice things up and to make wonders a bit easier for everyone to make depending on your traits. Look at the big shakeup happening with Financial and Industrious in the Specific Features below. Due to the trait changes, all wonders costs were increased by 10%




Other ideas I have that will require work and learning on my part. (Long term projects I may not finish :()


Worker Boats- Make work boats behave like workers instead of being destroyed. Movement reduced to 1 - can be captured. Can create fishing nets along coastal tiles that will grow in commerce as they are worked Base Coast is now 1C, Fish Net +1C, Improved Fish Net +2C, Advanced Fish Net +3C. Ocean Base Commerce is 0. Astronomy Increases each commerce terrain Commerce by +1.

Further down the tech tree after we have oil being drilled in the sea we can add deep sea platforms (plastics), which are built on ocean squares. This adds +1H, and increases to +1C and +2H+2C during growth with chance to find oil (same as mine chance).

With this change I will probably have to reduce the cost to build Galleys and Triemes, as protecting worker boats now becomes important. Hopefully teaching the AI to handle them like workers shouldn't be that far of a stretch, just have to copy the behavior they take for workers to workboats. They already produce enough naval units usually, this will give them a greater reason to have them. Perhaps treat galleys as Civilian units so they don't incur large upkeeps costs with lots of boats.

Research Projects
With the discovery of Alphabet Civs can now build research projects that allow them to trade for a technology. This way you can play without tech trading, but can build these Team projects that you can only build so many per game. This allow flexibility of tech trading in a non-tech trading game, while still limiting AI abuses of tech trading like excessive begging, gold hoarding, and Peace Vassal w/o perm alliances. The idea is to allow Key non military technologies to give you a +1 to the counter to your research projects variable. Each new research project you build has an escalating costs, as your more productive cities have increasing hammers as population and improvements grow. Here's a proposed list of techs that enable research projects.
  • Alphabet
  • Paper
  • Constitution
  • Scientific Method
  • Medicine
  • Quantum Mechanics

Each civ trading a tech must burn a Research Project resource, which is created by building the research project team project. Gifting a tech burns the receiving civ's research project, while demanding a tech burns the one being demanded.

Adjust Shrine Income
Depending on the map size and number of cities, having a well spread religion in the mid to late game can be a huge advantage for the civ that controls the shrine. My idea to try and balance this somewhat is to normalize the amount of commerce that the shrine provides depending on the map size, or the area of the X and Y of the map. The shrines would function like normal in the early game, but with the discovery of Liberalism (by any civ) the rules for the Shrine income change from +1G per city to a ratio of the map size, and the % spread that your religion has. This will take some number crunching to get a good equation that balances both very high spreads and low spreads. This way corporations can play a much larger role in setting up a wall street than the holy city, as sometimes the holy city for some religions is in marginal land if it's not the capitol.

Create a Logistics stat to deter SoD until later in the game
If you've played the Defense mod for CIV you've seen this mechanic in action already. The gist is that having X number of units of the same type, in the same tile lowers their overall combat rating. Perhaps this could be even further enhanced by having various types of units have differing logistics limits. Archers would have a slightly higher limit, while melee and mounted would have a medium limit, and siege would have the lowest limit.

As you progress up the tech tree you gain a +1 counter to the logistics in measured paces. This would accomidate unit creep that occurs the longer the game has been played.

Here are some numbers to chew on while I think about this aspect of the mod.
Anytime that you had more units on a tile compared to the logistics rating of the army would reduce ALL units combat rating by 1 for each unit over the limit.

Base logistics value - 1.
Archer / Recon / Gunpowder / Trench / Sailing Ship / Naval / Submarines - +2
Melee / Mounted / Helicopter / Steam Ships / Carriers - +1
Siege / Armored / Capital Ships - 0

Techs that increase the base logistics value (I had different ones, but its far easier logic wise to stick them on direct pre-req paths in the early going).
Mathematics +1 (2)
Compass +1 (3)
Optics +1 (4)
Astronomy+1 (5)
Electricity +1 (6)
Satellites +1 (7)

Buildings and Improvements that give bonuses to the logistics value for that tile
Forts would provide +2 to land and sea domain units
Towns (cottage improvement) would provide +1 to land domain units
Cities would have (1 + (city size / 3)) bonus to land domain units
Walls give +1 to land domain units
Castles give +1 to land domain units
Bunker gives +1 to land domain units
Harbor give +3 to sea domain units
Shipyard give +3 to sea domain units
Drydock give +6 to sea domain units

So here is the max stack size you could have at the various logistics levels without any city or improvement bonuses. Any slashes indicate that those units share the value instead of having their own.

Land Domain
  • [3 archers / recon, 2 melee, 2 mounted, 1 siege.] 8 Max optimal Stack
  • [4 archers / gunpowder / recon / 3 melee, 3 mounted, 2 siege] 12 MoS
  • [5 archers / gunpowder, 5 recon, 4 melee, 4 mounted, 3 siege] 21 MoS
  • [6 archers / gunpowder, 6 recon, 5 melee, 5 mounted, 4 siege] 26 MoS
  • [7 archers / gunpowder / trench, 7 recon, 6 melee, 6 mounted, 5 siege] 31 MoS
  • [8 archers / gunpowder / trench / recon, 7 melee / mounted / helicopter, 6 armored, 6 siege] 28 MoS
  • [9 archers / gunpowder / trench / recon, 8 melee / mounted / helicopter, 7 armored, 7 siege] 39 MoS

Sea Domain
  • [3 Sailing Ships] 3 MoS
  • [4 Sailing Ships] 4 MoS
  • [5 Sailing Ships, 4 Naval] 9 MoS
  • [6 Sailing Ships, 6 Naval, 5 Steam] 17 MoS
  • [7 Sailing / Naval, 6 Steam] 12 MoS
  • [8 Sailing / Naval / Submarines, 7 Steam, 7 Carriers, 5 Capital] 27 MoS
  • [9 Sailing / Naval / Submarines, 8 Steam / Carriers, 6 Capital] 21 MoS

Anytime that the logistics value < domain_units on the tile would reduce by 1 each combat value of each unit of that domain on that stack.

or in pseudo code

Spoiler :

Code:
on discovered technology
	logistics_techs_array = [Mathematics, Compass, Optics, Astronomy, Electricity, Satellites]
	tech_discovered = get_tech_discovered
	logistics_tech_value = get_logistics_tech_level
	do 6 times
		if tech_discovered = logistics_tech_array[step]
			logistics_tech_value++
	end do
	set_logistics_tech_level (logistics_tech_value)
end on discovered technology
	
	
onplot

	int // define ints and get number of units (int implied on all lines
	iarchers_units = getnumofunitclass(archer)
	iarmored_units = getnumofunitclass(armroed)
	icapital_ships_units = getnumofunitclass(capital_ship)
	icarrirer_units = getnumofunitclass(carrier)
	irecon_units = getnumofunitclass(recon)
	igunpowder_units = getnumofunitclass(gunpowder)
	ihelicopter_units = getnumofunitclass(helicopter)
	imelee_units = getnumofunitclass(melee)
	imounted_units = getnumofunitclass(mounted)
	inaval_units = getnumofunitclass(naval)
	irecon_units = getnumofunitclass(recon)
	isailing_ship_units = getnumofunitclass(sailing)
	isiege_weapon_units = getnumofunitclass(siege)
	isteamship_units = getnumofunitclass(steamship)
	isubmarine_units = getnumofunitclass(submarine)
	itrench_units = getnumofunitclass(trench)
	
	// Define logistic values for both domains
	int logistics_value_land = get_logistics_tech_level + getplayer_traits(if imperilistic : 1, else 0)
	int logistics_value_sea = logistics_value_land
	
	// Add city and improvement logistic bonuses
	if plot is a city
		if city belongs to players team
			{
			logistics_value_land = (1 + (city_size / 3) + logistics_value_land
			if city has building wall then logistics_value_land++
			if city has building castle then logistic_value_land++
			if city has building bunker then logistic_value_land++
			if city has building harbor then logistic_value_sea += 3	
			if city has building shipyard then logistic_value_sea +=3
			if city has building drydock then logistic_value_sea +=6
			}
	if plot has improvement town
		if plot belongs to players team
			logistics_value_land++
	if plot is a fort
		if fort belongs to players team
			logistics_value_land += 2
			logistics_value_sea += 2
	
	// check if over the logistics land limit, if true then loop to decrease combat strength of all land units by 1 for number of units over logistics_value_land of the stack on this plot

	// check if over over the logistics sea limit, if true then loop to decrease combat stregth of all sea units by 1 for number of units over limit on this plot

end onplot

v0.4
 
Specific Features
Improvements
Farm +1F - growth in 40 turns
  • Improved Farm +1C - growth in 80 turns. Chance to discover a grain or plantation resource (same chance as mine)
  • Advanced Farm +2C - Chance to discover a resource increased by 10%
Mine - growth in 40 turns
  • Improved Mine - growth in 80 turns Chance to discover a resource increased by 10%
  • Advanced Mine - +1H +1Unhealthy
Cottage
  • Town - + .67Unhealthiness + 1Unhappy people, acts as city (for defensive purposes)
Fort +1H (may make them grow later, but unlikely as don't want AI to build them in BFC's instead of workshops)
Workshop -1F +1H Growth in 16 turns
  • Blacksmith -1F +2H +1Unhealthy Growth in 60 turns
  • Foundry -1F +3H +2Unhealthy
Windmill +1H +1C Growth in 16 turns
  • Improved Windmill +1H +2C Spreads Irrigation Growth in 40 turns
  • Advanced Windmill +1H +3C
Watermill +1H Growth in 16 turns
  • Improved Watermill +1H +1C Growth in 40 turns
  • Advanced Watermill +1H +2C Spreads Irrigation
Lumber Mill (no yield modifiers by default) growth in 10 turns
  • Improved Lumber Mill +1H Growth in 30 turns
  • Advanced Lumber Mill +1H +1C
Forest Preserve growth in 10 turns
  • State Park growth in 20 turns +1Happy Chance to spread feature increased by 10%
  • Federal Park +1C +2Happy +1Healthy Chance to spread feature increased by 20%
Well - +1H Can be built on Desert and Tundra tiles without oil present. Chance to discover oil when worked (+20% chance of mine). Growth in 30 turns
  • Deep Well +2H +1C Chance to discover oil increased by 10%

Technologies (new and adjusted)
NEW
Conservation - The study of conserving resources for use at a later time. I thought of making a pre req Philosophy, but for now here is how we'll test it out.
Requires - Math and Machinery
  • Granary - now store 25% more food on city growth (for 50% max).
  • Can build Forest Preserve
Sanitation - The discovery that living with sewage on the streets is not a good idea.
Requires - Education and Conservation
  • Improvement growth decreased 25%
  • Towns no longer produce unhealthiness
  • Tavern Costs 100 [+1Happy, +1Health (+1Happy from Wine, Incense +1Health from Wheat, Rice) Trains Spies 50% faster +1 Spy specialist slot +1EP point]

ADJUSTED
Pottery
  • Granary - Now only stores 25% of food upon city growth by default

Sailing - Reveals Dye, Sugar, Banana
  • Lighthouse - +1 Trade route
  • The Great Lighthouse - (req Seafaring, Masonry) - Free Lighthouse in every city. +1 Trade route all coastal cities. +1 Trade route this city. 50% Foreign Trade Route yield this city. Obsolete with Economics.

Masonry
  • Walls - +1 EP point. 10 defense against spies. +1 Land domain logistics value.
  • The Great Wall - New cities get free wall. Barbarians cannot enter your land. Obsolete with Construction (may require a slight cost increase)

Seafaring

  • Harbor - +3 to naval domain logistics value

Metal Casting - requires writing instead of pottery. Going to test this and see how long civs remain minor. In many of my test games with minor civs the AI will stay minor on a Terra map til about 1AD or slightly earlier in most cases. Mainly because it seems everyone wants the Capped ram before they figure out how to write, so we'll test this and see. Also in some cases a minor civ that spawned from a barbarian city had a good chance of building the Colossus if their timing was right. They get a golden age for emerging already so no need for them to have this tech ready to build the wonder during the GA.

Alphabet - Workers build improvements 25% faster. May need to adjust some worker build times on improvements by 2-4 turns to compensate for this. May help the AI more though since they'll be able to use their (sometimes dumb) automation more easily.

Currency
  • Market - 25% Commerce Modifier, 20% Trade Route Modifier

Code of Laws

  • Courthouse - +10% EP

Compass

  • Ship Yard - Costs 120 Requires Harbor. Builds naval units 25% faster. +2 Experience for naval units. +1 Trade Route, +3 to naval domain logistics value

Feudalism - requires Alphabet instead of writing) adjusted this so that the AI is able to build research and spies earlier. In many test games with no tech trading they have skipped this tech because it has little value since tech trading is not allowed. Also limits the power of the Oracle as slinging to this is probably one of the best grabs. MC, COL, and Monarchy top 3 IMO now.

  • Castle - +1 EP, +1 Land domain logistics value

Machinery - requires Alphabet instead of writing same reason as Feudalism

Guilds - +1H Workshop, Blacksmith. +2C Foundry. +1 EP per Merchant Specialists
  • Grocer - +25% Commerce Yield +20% Trade Route Modifier

Engineering - Can build Lumber Mill

Banking
  • Bank - +50% Commerce Yield +10% Trade Route Modifier

Chemistry - Requires Sanitation. +1H Workshop

  • Observatory - +1 Beaker per Scientist Specialist

Steel

  • Drydock - +3 XP for sea domain units +25% production of sea domain units +6 sea domain logistics value

Constitution

  • Jail - +2Happy (Indian Jail added +2 additional)

Scientific Method - Removed Forest Preserve

Replaceable Parts - Removed Lumber Mill

Assembly Line - +1H Blacksmith, Foundry

Radio - Towns no longer produce unhappiness
 
Traits and Civics
Traits

Aggressive
  • Free promotion (Combat 1) [Melee, Gunpowder, Helicopter)
  • Double Production Speed of Barracks, Ship Yard, Jail, Dry Dock, Air Base
  • +10% Production of Mounted units
  • +25% Production of West Point
  • +12.5% Production of following wonders.
    [Banderburg Gate, The Statue of Zeus, The Taj Mahal, Notre Dame, The Kremlin, Chichen Itza]
Charismatic
  • +1 Happy / City
  • -25% XP Needed for Unit Promotions
  • +1 Happy from Monument, Broadcast Tower
  • +25% Production of Stable, Firework Festival
  • +12.5% Production of following wonders.
    [Hollywood, The Statue of Liberty, The United Nations, The Hanging Gardens, Stonehenge]
Creative
  • +2 Culture / City
  • Double Production Speed of Library, Theatre, Colosseum
  • +25% Production of Hemertiage
  • +12.5% Production of following wonders.
    [Hollywood, Versalles, Rock N Roll, The Temple of Artemis, The Great Library, Angkor Wat]
Enlightened
  • -1 reduction to RevIDx penalty from Non State religion holy city
  • -50% Change to Revolution Penalty from Non State religion
  • Non State religion still produces culture
  • +10% Science
  • Double production speed of Monastery
  • +25% production speed of Observatory, Laboratory
  • +12.5% Production of following wonders.
    [The Statue of Liberty, Trafalgar Square, The Sistine Chapel, The Colossus, The Parthenon, The Oracle]
Expansive
  • +2 Health / City
  • Free Promotion (Morale) for the following units [Recon Units, Carriers, Settlers]
  • 25% Faster Production of Worker
  • Double Production Speed of Granary, Harbor, Supermarket
  • +25% Production of Red Cross
  • Farms grow 50% faster.
  • +12.5% Production of following wonders.
    [Notre Dame, The Colossus, The Great Lighthouse, The Three Gorges Dam, The Eiffel Tower, The Hagia Sophia]
Financial
  • +25% Production of Market, Grocer, Bank
  • +1C on Plots with 3C
  • +25% Production of Wall Street
  • +12.5% Production of following wonders.
    [The Temple of Artemis, University of Sankore, Shwedagon Paya, Versalles, The Great Lighthouse, The Space Elevator]
Imperialistic
  • +100% Great General Emergance
  • -50% to RevIdx from City Distance
  • +50% Faster Production of Settler
  • +25% Production of Tavern, Intelligence Agency, National Park, Mt. Rushmore
  • +1 To logistics value
  • +12.5% Production of following wonders.
    [The Kremlin, Cristo Redentor, The Pentagon, Banderburg Gate, The Statue of Zeus, University of Sankore]
Industrious
  • 25% Wonder Production
  • Double Production Speed of Forge, Industrial Park
  • +10% Hammers per city (if that's too OP then maybe +1H for Yield of 5H Tiles (or 4 maaaybe)
  • +25% Production of Iron Works
  • Mines grow 50% faster
  • +12.5% Production of following wonders.
    [Three Gorges Dam, The Eiffel Tower, The Space Elevator, Cristo Redentor, The Pentagon]
Organized
  • -50% Civic Upkeep
  • +1 to National Revolution Stability Bonus
  • Double Production Speed of Lighthouse, Factory, Hydro Plant, Courthouse
  • +25% Production of Forbidden Palace
  • -10% Maintenance from Corporations
  • +12.5% Production of following wonders.
    [The United Nations, The Hagia Sophia, Mausoleum of Maussollom, The Taj Mahal, The Hanging Gardens, The Spiral Mineret]
Philosophical
  • +100% Great Person Birth Rate
  • Double Production Speed of University
  • +25% Production of Oxford University
  • 25% Longer Golden Ages
  • +12.5% Production of following wonders.
    [The Great Library, The Parthenon, The Oracle, Rock N Roll, Trafalgar Square, The Pyramids]
Protective
  • Free Promotion (City Garrison I, Drill 1) for the following units [Archery, Gunpowder, Trench]
  • Free Promotion (Security I) for the following units [Spies]
  • Free Promotion (Formation) for the following units [Melee] (this one might be too much, we'll see. Perhaps anti-siege promo would be acceptable since I rarely use it.)
  • Double Production Speed of Walls, Castle, Bunker, Bomb Shelter
  • +25% Production of Security Bureau, Globe Theatre
  • +12.5% Production of following wonders.
    [Chichen Itza, The Great Wall, Leonardo's Workshop, Stonehenge, The Sistine Chapel]
Spiritual
  • No Anarchy
  • +1 to RevIdx bonus from State religion Holy City
  • +50% to Revolution Bonus from State Religion
  • Free Promotion (Sentry, Morale) for the following units [Religious]
  • Double Production Speed of Temple, Broadcast Tower
  • +25% Production of Moai Statues, Monument
  • +12.5% Production of following wonders.
    [Angkor Wat, The Spiral Minaret, The Pyramids, The Apostolic Palace, The Great Wall, Shwedagon Paya]
 
New Wonders:

Tower of Babel - Alphabet - costs 450 - Double production with Silver
Temple +1 additional Happiness Obsolete with Scientific Method

Leader Sharing:

All Civs with only one leader are paired up with another Civ of like geographical / cultural area. This enables poorly run empires by a leader to be ousted from power by a revolution without having to add more leaders.
  • Aztec <-> Maya
  • Babylon <-> Sumeria
  • Carthage <-> Mali
  • Zulu <-> Ethiopia
  • Iroquoi -> Sioux
  • Japan -> Korea
  • Vikings <-> Netherlands
  • Russia -> Poland (Or we could use Germany if its more logical. We already have a lot of European civs though, so another one for Asia is better IMO)
  • Khmer <-> Vietnam
 
When all traits have "+12.5% Production of following wonders" and therefore every player, why don't you remove all of them?
 
Sorry I was working on that last night when I noticed the time and thought I should get some sleep. Each wonder will have 2 traits associated with it that will boost production. This will give everyone a mini industrious trait on certain wonders, or even a full industrious trait if the leader and the wonder both have the same two traits. That's also the reason for giving Industrious an across the board production boost, though the manner in which I achieve that is still up in the air.

I got the first list done, but am playing with the second trait list on the wonders before I post them all to the specific traits.
 
I really like your ideas for the workboats and coastal tile improvements.
I was always thinking that coastal cities should get a bigger impact from their coastalness.
Would it be possible to use this part of your mod on its own ?
 
Bezurn I am curious on your logistics aspect; are you using Python or SDK to implement it; I would love to use that for Fairy Tale.
 
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