C2C Advanced Civics 2.0

Sorry for double posting but I got an issue straight away. Well, I think I do.
I start with 1:mad: guy in my city and a cost of 1:gold:. Does anyone else do this? Oh, and this is with a Charismatic Leader with +1:) in all cities.
I'm thinking this is not really meant to be. Minus 1 gold per turn when one has 0 gold is hard. And not being able to even use 1 plot from start around the city is even worse.

If no one else gets this then I suppose it's some setting I've changed myself that does it, though I can't think of one.
I do play on Deity always, not sure if anyone else has tried that with these civics.

Cheers

Edit: Adding 1:) in the handicap info solved both issues.
 
It is a replacement and expansion. It expands some and adds new ones where the current group has more than one "meaning" making the aim of the group of civics easier to figure out. There is one I am still confused about but I am about two or three in our current set anyway.

Does any of the NEW stuff, have to have C++ or python redone, because of the changes or need to be changes?
 
Does any of the NEW stuff, have to have C++ or python redone, because of the changes or need to be changes?

No, I don't believe so. At the most it might expose existing deficiencees with some AI routines, but that's worst case, and no different from adding new units, buildings or traits really.
 
No. You only need the SVN if you want to keep up with updates and new functionality as it is added, rather than wait for the next full release (which typically is every couple of months)

Thanks. I'm having some trouble installing this mod mod. I'm still new in adding mods to games, C2C is my first. How do I add the mod mod to C2C?
 
Thanks. I'm having some trouble installing this mod mod. I'm still new in adding mods to games, C2C is my first. How do I add the mod mod to C2C?

In the first post under the title "Compatible with SVN" are instructions. Not the most obvious place to put the install instructions.
 
my thought is empowerment comes in the early transhuman era and does:
+10% science, +5% culture, +25% war unhappiness, -5% productivity, Happiness with freer civics and rebelliousness with authoritarian civics; As well as -10% espionage and +10% great people birth rate...or something to that effect to show more emphasis on growth and understanding rather than labor and deceit.:please::help:
This would be a society civic? Maybe... I'll think about it. It doesn't seem that much different than Liberalism.
I suggest the install instructions in the first post be given a bold preceeding sentence
Will do!
If you're thinking about adding this modmod to a current game, be ready for the financial hit before Mining is discovered. The beginning "No Currency" Civic for Currency has -30% :gold: in all cities. Once you've researched Mining you can select Metals for -10% :gold:.
Yes :) Because no country should be rich from the Prehistoric era.
I think that after v25 is released we should move this into c2C core.
:eek:Sounds great!:D
In the first post under the title "Compatible with SVN" are instructions. Not the most obvious place to put the install instructions.
:mischief:
 
@Civplayer8

I'll be honest, I haven't downloaded this yet but I very much plan too. I love having more depth in the civic options. I'm working on a scenario and I am definitely going to be using these. I love that you added Confederacy so I didn't have to go through the hassle.

Question. Is there any civic having to do with a city-state style of government. For example the Greek city-states?
 
Question. Is there any civic having to do with a city-state style of government. For example the Greek city-states?
Closest thing I have is Confederacy ;)
 
Idea:
In this thread, in Post # 10 & 13 & 18 you can see an idea started by Hydromancerx, and continued upon by rightfuture. This idea is the ordinance screen. It would act similar to the civics screen, with one checking off the ordinances they would like. However, you may check off as much of these as you would like, no limit. For example, in the "Ordinance Category: Environment", you can check off "Ordinance: Air Pollution Laws". This would decrease air pollution from factories, but decrease production a bit. There are several upsides to this screen.
Pro's:
-We can get rid of the Ordinance National Wonders and replace it with something more fluid
-We don't have to create senseless civics (Language:p)
-You'll be able to further model your Civilization to your image
-Things like "We accept human cloning", "Slavery", and the soon-to-come "Housing Civic category" could be thrown in here

I hope someone can take this seriously, and possibly even code this into the game. What do you guys think? :)
 
@CivPlayer8 I would prefer it not to be called "ordinance" but it would be a good place for special treaties like "The Geneva Convention on Warfare".

Is there not a way to get the advanced civics and the viewports to work on the same copy?

:confused:Yes. You always have a working copy and that is the one you play. The SVN copy is the one you update whenever and copy across to your working version. While this modmod is not in c2c you will need to apply it every time you copy the SVN to your working copy.
 
Sounds like good input, what else, DONT you like or suggest then, that would BALANCE civics out more, "In YOUR Opinion."

Actually I LOVE THIS MODMOD!!!! My reservation was because I played a game up until 10,000 BC using SVN 3164 plus this modmod, and 13 of the 14 AI were bankrupt by then, with massive armies that were constantly disbanded. Koshling has done some fantastic work reducing this problem so I was not sure if this modmod was causing the problem. However I see from a Koshling post in the SVN thread that there was a bug calculating the garrison value of promoted units, and the fix was pushed to SVN 3165. So hopefully the game I started yesterday using SVN 3183 (C2C_Terra Gigantic, Diety, Snail) should produce better results.

Regarding the original comment, I would recommend that this modmod is not added to games in progress betweeen Tribalism and Mining. Also, if you add this modmod to a current game after mining there will be a painfully long revolt while you catch up in the new Civics categories, so pick a GA to add the modmod. Also note that you may be adding the modmod at a time good for your empire, but it could crush an AI somewhere. Ideally you could add this modmod before anyone has discovered Ritualism, which allows the conversion to Matriarchy or Patriarchy, typically the first new Civic.

My vote is for this modmod to be added to the core SVN and the game. It adds value, IMHO.
 
Is there an easy way to uninstall this mod mod. I haven't actually try it yet but I want to. But if I don't like it will i be able to uninstall it easily?
 
@CIVPlayer8: Sorry about the last post I made. It reverted itself so was probably some setting I was using.

I've tried a bit with these Advanced Civics and so far I'm liking what I see.
The AI might not though, they keep switching too often I fear, thus slowing down in growth and research too often and too long.
How did you set up the AI Value, and did you do it in concert and coordination with someone working with the AI?

Cheers
 
I've tried a bit with these Advanced Civics and so far I'm liking what I see.
The AI might not though, they keep switching too often I fear, thus slowing down in growth and research too often and too long.
How did you set up the AI Value, and did you do it in concert and coordination with someone working with the AI?

Cheers

@Koshling/AIAndy/DH:

Are "we" going to go through this again like the old civics, if we move them???
 
@Koshling/AIAndy/DH:

Are "we" going to go through this again like the old civics, if we move them???

Dunno. We AI code is totally generic, so new civics shouldn't effect it in principal. However, it does not cope very well with interactions between civic categories where a choice in one category gas strong interactions with changes in another category, which is independently a good choice. It may be that this is more prevalent with the extra civics.

Whatever the case, if it causes problems, I'll do some more work on the civic AI to address them, provided people can provide decent evidence and save games wheer the AI reproducibly makes the bad or over-frequent switches.

Note that the BBAI log has quite a lot of information relating to why the AI is making the choices it does now, so the first step is to make sure you have that turned on and provide logs with examples.

I probably won't work on this however, until it's folded into the main mod and causing issues there.
 
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