Born of Fire: Discussion and Development Thread

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Born of Fire
The Mesoamerican Project Continued

Background
I started this project several years ago as a simple modification to the mesoamerican conquest. The mod has reached its present form only after several reincarnations and ressurections. A very special thank you to Sword_Of_Geddon and co.; who kept the project alive for over one and a half years while I was away from the forums, and to everyone who contributed their ideas, support, and work in the old thread.

Navigation

Info

Civilizations
Civilization Traits
Tech Tree

Requests

Tech Icons
 
Info

Civilizations
Here's the civ lineup. To be decided: Leaderheads.
This mod uses different civilization traits. See below for details.

Mesoamerican

Aztecs
Agricultural, Warlike
Huastecs
Artistic, Commercial
Maya
Innovative, Religious
Mixtecs
Artistic, Warlike
Olmecs
Commercial, Innovative
Pipil
Agricultural, Artistic
Tarascans
Productive, Warlike
Teotihuacan
Agricultural, Productive
Toltecs
Ordered, Religious
Zapotecs
Commercial, Ordered

Andean

Chachapoya
Commercial, Productive
Chavin
Artistic, Innovative
Chibchan
Artistic, Productive
Chimor
Commercial, Warlike
Huari
Productive, Religious
Inca
Ordered, Warlike
Mapuche
Artistic, Ordered
Moche
Commercial, Religious
Nazca
Agricultural, Innovative
Tiwanaku
Agricultural, Ordered


Civilization Traits
Civilization traits have been altered to accomodate the mesoamerican theme.

Agricultural (Replaces Agricultural)
- Cities produce extra food
- Irrigated deserts produce extra food
- Buildings marked 'agricultural' are cheaper

Artistic (Replaces Commercial)
- Larger cities produce extra commerce
- Levels of corruption are lower

Commercial (Replaces Seafaring)
- Cities on the coast produce extra commerce
- Ships have less chance of sinking in seas and oceans
- Buildings marked 'commercial' are cheaper

Innovative (Replaces Scientific)
- Gain one free technology at the start of each era
- Appearance of scientific great leaders is more likely
- Buildings marked 'innovative' are cheaper

Ordered (Replaces Religious)
- Anarchy lasts one turn
- Buildings marked 'ordered' are cheaper

Productive (Replaces Industrious)
- Larger cities produce extra shields
- Workers work faster

Religious (Replaces Expansionist)
- Can build priests, and start the game with one
- Priests can enslave; enslaved units may be sacrificed
- Goody huts are more lucrative

Warlike (Replaces Militaristic)
- Unit promotions are more likely
- Buildings marked 'warlike' are cheaper


Tech Tree
Here's the tech tree layout.

Legend
-Techs enclosed in blue are available to all civs. They are tradeable.
-Techs enclosed in green are available only to central american civs. They are not tradeable.
-Techs enclosed in red are available only to andean civs. They are not tradeable.
-Every civilization has one unique tech. These techs are marked *(civ name).

Spoiler era one :
Era One

Spoiler era two :
Era Two

Spoiler era three :
Era Three

Subsequent eras coming soon.
 
Requests
There are some things that need to be done that I can't do myself (or at least do well). So I would like to make a general request to any and all creators who would be willing to help out. Needed items are listed below.
Thank you :).

Tech Icons
Not being a very good tech icon maker myself, I've compiled a list of techs needing icons (with short descriptions) for anyone who would like to to take a stab at some.

Legend
- Techs requiring icons are listed in black.
- Techs not requiring icons are listed in blue.
- Techs unique to a culture group or civ are specified as such.
- It would be nice, but is not necessary, to have two versions (Central American and Andean) of techs marked *, but a generic icon could work as well.

Spoiler list :

Preclassic Era / Early Horizon

Fishing
Archaic fishing.

Hunting
Archaic hunting.

Mythology
Creation legend, etc.

Tools
Archaic toold.

Mining
Archaic stone gathering and shaping.

Agriculture
Beginnings of farming.


Pack Animal
Llamas and Alpacas ftw!

Social Hierarchy
Beginnings of social stratification.

Pottery
Archaic pottery.

Religious Ceremony
Beginnings of religion.


Labourer Class
Beginnings of a worker class.

Warrior Class
Beginnings of a warrior caste.

Noble Class
Beginnings of Nobility.

Bloodletting
Ritual draining of blood.

Ranged Weapons
Atlatl & sling.

Mummification
Andean mummies.

Ball Game
Mesoamerican ball game.


Monuments
Religious monuments including stelae and obelisks.

Trade
Simple trading.

Iconography
Early Andean pictographs.

Writing
Origins of Mesoamerican writing.


Calendar
Mesoamerican calendar systems.


Chiefdom
Chiefdom government.


Classic Era / Middle Horizon

Artisan Class
Class of artists, jewellers, craftsmen, etc.

Bronze Working
Andean bronze crafting.

Hieroglyphics
Mesoamerican hieroglyphics.


Human Sacrifice
Ritual killings.

Monarchy
Monarchy government.

Obsidian Working
Mesoamerican obsidian crafting.

Terrace Farming
Andean terraced farms.

Urban Planning
City layout.

Archery*
Bows & arrows.

Construction
Andean masonry and architecture.

Craftsmanship
Jewellery and textile production.

Mathematics
Mesoamerican mathematics, Mayan numerals, etc.


Painting
Murals.

Ritual Warfare*
Ritualised warfare.

Ayllu
Andean family grouping, social structure.

Codices
Mesoamerican form of book.


Astronomy
Mesoamerican observatories and astronomical observation.


Pyramid Building
Mesoamerican pyramids.

Quipu
Andean recording device.

Religious Structures
Andean temple building.

Road Network
Andean road system.


Trade Network
Mesoamerican trade system.

Religious Cults*
Religious orders and god worship.


Postclassic Era / Late Horizon

Bureaucracy
Incan government organization.

Calpolli
Aztec administrative and social groupings.

Commerce
Advanced trading systems and networks.

Defensive Structures
Stone walls and fortifications.

Professional Armies
Aztec and Incan militaries.

State Religion
Cults of Huitzilopochtli or Inti.

Amautas
Wise Incan healers / teachers.


Aquatic Trade
Seafaring.

Brewing
Alcoholic beverages (Pulque, Chicha).

Chasquis
Incan scouts.

Huehuetlatolli
Aztec education by oral tradition.


Intensive Agriculture
Aztec chinampas.

Military Orders
Aztec military orders (Eagle, Jaguar, etc.)

Pochteca
Aztec merchants.

Public Service
Incan mita.

Siege Warfare
City conquest and defense.

Hygene
Aztec aqueducts and temazcals.

Medicine
Incan medicine.

Taxation
Incan system of taxation.

Tribute
Aztec tributary system.

Empire*
Aztec and Incan empires.

Espionage*
Spies and intelligence gathering.

Subsequent Eras Coming Soon
 
-reserved 3-

You may now post.
 
Sounds interesting. I hope it works out. :)

How about reposting that preview of those cities you've been working on, in this thread?
 
I like those cities SOG. Are they released anywhere?
Red Alert very nice tech trees should be an interesting scenario.
 
1. Wh00t! And a book on the Aztec/Mixtec/Zapotec Armies has arrived on my doorstep today, too!

2. That's one hell of a confusing techtree :crazyeye: - I'm guessing that it will be a lot less confusing in-game, where civs don't need to see other civs trees!
 
:D I bought a book on the Azteca a while ago too :D

I fully support this mod :) Good luck!
 
Thanks for your support, guys! :)

I have cities I made for this mod back when I was working on the project full time:

The second era is intended for the mod

Perfect! That would fit just right in era three for the central american civs (and the first era works fine for era one).

----------

The first topic I would like to address is that of civilization traits. I'm not quite satisfied with the original eight traits, so I thought I'd take a note from R8XFT's book and create new ones. Of course what needs to be decided is what will the traits be, what advantages will they provide, and what civs will get what traits. So far I've come up with this:

Agricultural - Food producing and population sustaining related bonuses
Artistic - Cultural and happiness related bonuses
Commercial - Trade related bonuses
Innovative - Research and Cost related bonuses
Productive - Shield producing and construction related bonuses
Religious - Cultural related bonuses
Structured - Empire building and sustaining related bonuses
Warlike - Warfare and unit related bonuses

All of these are subject to change. What exactly the bonuses of each trait will be I do not now. Any suggestions are welcome.
My biggest problem is that I don't know how to go about implementing new, and altering existing traits in the editor. Are there any experts in that field that could point me in the right direction?
 
As far as I know you can change the traits themselves, as they are hard coded. But you can change the ones assigned to each civ.
 
As far as I know you can change the traits themselves, as they are hard coded. But you can change the ones assigned to each civ.

BadKharma's right, although you can rename the traits in labels.txt and/or script.txt
 
As far as I know you can change the traits themselves, as they are hard coded. But you can change the ones assigned to each civ.

That's too bad. I suppose I'll just try to work around it.

I don't know if you're interested, but I'd be happy to pick up work again on the map I was doing for SoG, which is really only a "rough cut" at this point.

Yes please! :)

Btw Red heres an icon I made for the mod awile back: Mesoamerican Monarchy:



http://forums.civfanatics.com/attachment.php?attachmentid=144533&d=1166493635

Good icon, thanx! I had made a couple dozen icons long ago, but most of them were really bad. I guess it's for the better that I lost them all anyway!

BadKharma's right, although you can rename the traits in labels.txt and/or script.txt

Really? I checked both files and couldn't find anything. Or should I just be looking harder?
 
Here's what I've put together for the civ-specific traits:

Agricultural (Replaces Agricultural)
- Cities produce extra food
- Irrigated deserts produce extra food
- Buildings marked 'agricultural' are cheaper

Artistic (Replaces Commercial)
- Larger cities produce extra commerce
- Levels of corruption are lower

Commercial (Replaces Seafaring)
- Cities on the coast produce extra commerce
- Ships have less chance of sinking in seas and oceans
- Buildings marked 'commercial' are cheaper

Innovative (Replaces Scientific)
- Gain one free technology at the start of each era
- Appearance of scientific great leaders is more likely
- Buildings marked ' innovative' are cheaper

Productive (Replaces Industrious)
- Larger cities produce extra shields
- Workers work faster

Religious (Replaces Expansionist)
- Can build priests, and start the game with one
- Priests can enslave; enslaved units may be sacrificed
- Goody huts are more lucrative

Structured (Replaces Religious)
- Anarchy lasts one turn
- Buildings marked 'structured' are cheaper

Warlike (Replaces Militaristic)
- Unit promotions are more likely
- Buildings marked 'warlike' are cheaper

Based on these stats, are there any suggestions on which civs should have which traits?
 
It's the labels.txt you need to find :) (Mesoamerica uses the one from the main game, so you need to copy it accross)

Here is the text files with the traits already named. Now you'll also need to rename them in the Civilopedia, although for the most part, that can be done as you go along :)
 
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