Bits of Tales: new modmod about more bits of history

Comments on the 300 AD scenario:

1) Japan starts with only 2 fishing boats. I guess the civ must have already spawned by then.
2) Maybe some starting culture for the cities?
3) And maybe more cities? Especially for the Roman Empire. Dyrrachium? Mediolanum? For Persia, Spahan can already be placed there.
4) Should Orthodoxy already be founded in Jerusalem at the start? This assumes that the founding date is shortly after Jesus' death (Paul's missions?).

1) Fixed
2) Although you are technically right, I don't consider it a major issue. Let's say that civilizations expirienced some severe crisis.
3) Wow, to be honest I expected exactly the opposite reception on Rome, that it has too many cities. Anyway, I added Milan, Sigidun and Shush. Spahan will spawn with Sekjuks
 
4) How religions are represented and especially Christianity is a major issue, not only for this modmod but generally in RFC.

I decided to adopt the following approach: Christianity isn't represented in the mod, rather only branches with international political impact.
Under this context Orthodoxy should be founded by Byzantium representing the Greed of Nicaea.
There is also a similar case with Juddhaism.
Instead of scripting an autofounding in 2500BC (which according to its founding tech it's rediculous), it is founded around Maccabean revolution date. It is often founded naturally around the proper date in the proper area.

This approach seems to work better with current religious mechanics of the game and it needs less modifications and strange mechanics.
 
I suggest you make the following DLL changes so that pre 600 AD civs get their correct start dates on the civ select screen instead of "600 AD":

CvGame::init
Code:
//edead: start hack to allow late start with different game speeds
    if (getScenario() == SCENARIO_600AD) //late start condition
    {
        if (getGameTurn() == 181)
        {
            //replace this line setGameTurn(getGameTurnForYear(600, -3000, GC.getInitCore().getCalendar(), GC.getInitCore().getGameSpeed())); with
            setGameTurn(getGameTurnForYear(300, -3000, GC.getInitCore().getCalendar(), GC.getInitCore().getGameSpeed()));
        }
    }

CvGameCoreUtils
Code:
int getScenarioStartYear()
{
   ScenarioTypes eScenario = getScenario();

   if (eScenario == SCENARIO_3000BC) return -3000;
   //replace this line else if (eScenario == SCENARIO_600AD) return 300; with
   else if (eScenario == SCENARIO_600AD) return 300;
   else return 1700;
}
 
I suggest you make the following DLL changes so that pre 600 AD civs get their correct start dates on the civ select screen instead of "600 AD":

CvGame::init
Code:
//edead: start hack to allow late start with different game speeds
    if (getScenario() == SCENARIO_600AD) //late start condition
    {
        if (getGameTurn() == 181)
        {
            //replace this line setGameTurn(getGameTurnForYear(600, -3000, GC.getInitCore().getCalendar(), GC.getInitCore().getGameSpeed())); with
            setGameTurn(getGameTurnForYear(300, -3000, GC.getInitCore().getCalendar(), GC.getInitCore().getGameSpeed()));
        }
    }

CvGameCoreUtils
Code:
int getScenarioStartYear()
{
   ScenarioTypes eScenario = getScenario();

   if (eScenario == SCENARIO_3000BC) return -3000;
   //replace this line else if (eScenario == SCENARIO_600AD) return 300; with
   else if (eScenario == SCENARIO_600AD) return 300;
   else return 1700;
}
Thank you again! I will add it when I manage to compile the DLL.
 
UPDATE: This is a double update!

A) Increased turns! Especially in ancient and classical era:
1) Scenario starts at 4000BC with Mesopotamians and Harrapans
2) Egypt: Meet the Hyksos!
3) Babylonia: More time to discover and develop as you wish! Also more hostile Assyrians
4) China, India, Persia, Greece, Rome: More turns to forge your classical era empire. Better performance of AI in this respect.

B) Byzantium:
Lead the christian world at its first steps, restore the Roman Empire, explore the east for Silk and fight the endless barbarians.
 
UPDATE: This is a double update!

A) Increased turns! Especially in ancient and classical era:
1) Scenario starts at 4000BC with Mesopotamians and Harrapans
2) Egypt: Meet the Hyksos!
3) Babylonia: More time to discover and develop as you wish! Also more hostile Assyrians
4) China, India, Persia, Greece, Rome: More turns to forge your classical era empire. Better performance of AI in this respect.

B) Byzantium:
Lead the christian world at its first steps, restore the Roman Empire, explore the east for Silk and fight the endless barbarians.
You could have told me your were going to increase the number of turns. I had to google all kinds of math, man!
 
You could have told me your were going to increase the number of turns. I had to google all kinds of math, man!
Sorry, I wanted to complete a UHV as playtesting before releasing it, thus the delay.
 
Sorry, I wanted to complete a UHV as playtesting before releasing it, thus the delay.
No problem, my comment was more of a joke than anything.

Also, in case you didn't notice already, Leoreth doesn't want the new resource mechanics to be implemented in modmods. It appears that you had done just that when adding the 300 AD scenario.
 
UPDATE:
1) France: Start as Clovis, defend against the Moors, the English, the Germans. Consider bringing the pope or winning the 100 years war. Spread the French revolution and its scientific importance throughout Europe.
2) Many more changes that will wrap up in next updates.
3) Also rebalanced middle ages tech costs.
 
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Also, in case you didn't notice already, Leoreth doesn't want the new resource mechanics to be implemented in modmods. It appears that you had done just that when adding the 300 AD scenario.
.
 
UPDATE:
1) France: Start as Clovis, defend against the Moors, the English, the Germans. Consider bringing the pope or winning the 100 years war. Spread the French revolution and its scientific importance throughout Europe.
2) Many more changes that will wrap up in next updates.
The change of France is great. I wonder if there is core area change for France? In 480ad, the core of France is not the area of modern France.

Also look forward to the other European countries.

Another problem is about China, compare with the military units in independent city of luoyang, the initial units of China is too few, maybe add 1 or 2 catapults and some light swordsmen/spearmen.
Spoiler :
Civ4ScreenShot0220.JPG
 
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The change of France is great. I wonder if there is core area change for France? In 480ad, the core of France is not the area of modern France.
The answer is yes. By the time you will need it to support your expansion core will have changed. You will notice it by the name change.

Another problem is about China, compare with the military units in independent city of luoyang, the initial units of China is too few, maybe add 1 or 2 catapults and some light swordsmen/spearmen.

Chinese unification was completed around 500BC. You have about 50 turns and a protected iron source to conduct the unification, so there is no need for more than an initial defencive army.
 
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Where is this code? Why I can't find it? Please tell me which commit or files are.
You know best how to find it, just inspect the merge commit of when you merged the resources branch.
 
You know best how to find it, just inspect the merge commit of when you merged the resources branch.
This never happened. If you know which file/files you refer to, it would be mostly helpfull.
 
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The easiest way to revert the changes is to set up a local branch based on the resources branch, use the show log function in TortoiseGit to revert to the commit from right before the resources branch was made, commit it, and then cherry pick it in Bits of Tales.
 
After merging the latest version into CMC, both iBabylonia and iIndia are equal to 2. Was this caused by your modmod, or did I mess something up somewhere?

EDIT: Upon further inspection of the log file, Greece is perfectly normal, I mistook an L for a 1.
 
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Thank you all for the commit, I have reversed (hopefully) and fix will be commited next time.

After merging the latest version into CMC, both iBabylonia and iIndia are equal to 2, and iGreece 15. Was this caused by your modmod, or did I mess something up somewhere?

What are the sideffects? I tried to change the order of spawning (lOrder in Modifiers.py) if that is the cause.
 
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