C2C - Civics Discussion Thread

Yeh, but all of those are additional mechanisms the game doesn't currently have, so the amount of work involved builds up quite fast (not to mention the need for the AI to calcuate all the extra implications of the the civic switch)

aHUH, i knew there would be a catch to all this, the darn dreaded AI:sad:
 
Yes there were Royal Units in RoM/AND, I liked them also.

@Koshling, a long time ago I asked if a function onCivicChange(player, oldCivicList, newCivicList) could be made. BUG had said they were going to make one but had not gotten round to doing it at that time. I was going to work on a generic disband/convert civic units python mod. Mostly to handle slaves when you moved away from civics that allowed slavery ( all of them seem to in this real world).
 
Yes there were Royal Units in RoM/AND, I liked them also.

Was that FireClaws guards by any chance or what else was there? I can look better if i had a knowledge of where to look.
 
Yes there were Royal Units in RoM/AND, I liked them also.

@Koshling, a long time ago I asked if a function onCivicChange(player, oldCivicList, newCivicList) could be made. BUG had said they were going to make one but had not gotten round to doing it at that time. I was going to work on a generic disband/convert civic units python mod. Mostly to handle slaves when you moved away from civics that allowed slavery ( all of them seem to in this real world).

I can add that easily enough but I hate the idea if I'm honest. How would you have the AI take account of something that is hidden from it by being in Python? If we could be suer that whatver happened to the unit at civic switch was always neutral in terms of power/effect then I guess the AI wouldn't need to be aware of it. However, I can't see that being the case or we'd be starting from a position of adding a pre-neutered mechanic.

For that reason I believe it must be done via XML tags, which means the outcomes of the civic switches have to be visible via tagging (and thus evaluable)
 
Was that FireClaws guards by any chance or what else was there? I can look better if i had a knowledge of where to look.

I am fairly sure those are the ones we already have in C2C. They were called royal guards and had upgrades, I vaguely remember doing stuff to them so can't remember if they were Zappara's or mine. They were in the main RoM not a mod iirc.
 
Was that FireClaws guards by any chance or what else was there? I can look better if i had a knowledge of where to look.

I don't know. All I know are the names ...

- Imperial Guard
- Guard du Corps
- Modern Imperial Guard
- Robotic Imperial Guard

I think they may have required the Palace to build too.

EDIT: I think this is it.

EDIT2: Looks like its lacking the Modern and Robotic ones.
 
I don't know. All I know are the names ...

- Imperial Guard
- Guard du Corps
- Modern Imperial Guard
- Robotic Imperial Guard

I think they may have required the Palace to build too.

EDIT: I think this is it.

EDIT2: Looks like its lacking the Modern and Robotic ones.

I have all kinds of modern and after units, well at least i used to, i also have a complete line of Specnavs units.
 
Give me a save game so I can step through that AI's civic choice and I'll give you an answer. Otherwise....dunno...

The savegame is the same turn as the screen shot I posted. It is in fact my current turn in this game. But I have Not updated this games version from the SVN for 2 days now. Too many changes coming to tech tree and other areas while in a dogfight with a neighboring AI the Tupi.

JosEPh :)
 
@strategyonly

I found a version of RoM/AND that has them, RoM v2.81 / AND v1.60beta9.

Now I guess its a matter of figuring out how extracting the units out.

If you use woc_converter.jar found in the modules folder you can get each unit into its own folder making it easier to find the bits you are after. It will take any of the XML files from core or module. Quite useful. It does add in some WoC stuff near the top which is useful if you want to add them as a module but not useful otherwise.
 
If you use woc_converter.jar found in the modules folder you can get each unit into its own folder making it easier to find the bits you are after. It will take any of the XML files from core or module. Quite useful. It does add in some WoC stuff near the top which is useful if you want to add them as a module but not useful otherwise.

All I see it "woc_installer". :crazyeye: Hows it work?

I am personally leaning to pick out new graphics for the units since I know the start/reqs of the old units.
 
at the moment the militia units are linked to charity civic. why not link it to conscription or wasalage ( military civic ).
it feels more realistic for me, and when the first militia units apears (when you build farms during medival times ) no one uses charity any more,
 
All I see it "woc_installer". :crazyeye: Hows it work?

I am personally leaning to pick out new graphics for the units since I know the start/reqs of the old units.

Just make sure you do this ONLY with a BACK-UP copy, otherwise things might go wrong, JFYI:rolleyes:
 
I think I read it already somewhere else, probably the crime and punishment thread, so this post is more a bout resurfacing someone eles idea:

A new civic category for crime/ law enforcement.

Suggestions:

Military Law
-1 crime rate per military unit in a city
+1:mad: per military unit in a city
+100% maintenance for number of units
Requieres: Something from ancient area I would say.. not sure which tech though

Reeducation
+1 :) from Jail
-3 crime rate from jail ( lesser chance of repeated offenses)
-5 :gold: from jail ( higher skilled personal)
Requires: Psychology

Precrime (like in Minority Report)
Enables Precrime Department, gives -15 crime rate and +5 local stability/turn, cost whatever feels good for balancing
+ 15 :mad: in 10 largest cities for 20 turns after switching
+ 10 :mad:in all other cities for 20 turns after switching
I imagine that to be a concept that takes some time getting used to for the population.
Requirements: Artificial Intelligence.

Manual Labor
+2 :hammers: , -1 :food: from Courthouse
Workers build improvements 10% faster
Requires: Paved Roads ( not ideal.. but it would definetly something you would use convicts for)

Forced Service
5% faster construction of military units per 50 crime rate.
-20% Great General Emergence
Requires: Trench Warfare

Gladiators
-5 crime rate for Fighting Pit, Arena, Colloseum

Requires: Combat Sports
 
I think I read it already somewhere else, probably the crime and punishment thread, so this post is more a bout resurfacing someone eles idea:

A new civic category for crime/ law enforcement.

Suggestions:

Military Law
-1 crime rate per military unit in a city
+1:mad: per military unit in a city
+100% maintenance for number of units
Requieres: Something from ancient area I would say.. not sure which tech though

Reeducation
+1 :) from Jail
-3 crime rate from jail ( lesser chance of repeated offenses)
-5 :gold: from jail ( higher skilled personal)
Requires: Psychology

Precrime (like in Minority Report)
Enables Precrime Department, gives -15 crime rate and +5 local stability/turn, cost whatever feels good for balancing
+ 15 :mad: in 10 largest cities for 20 turns after switching
+ 10 :mad:in all other cities for 20 turns after switching
I imagine that to be a concept that takes some time getting used to for the population.
Requirements: Artificial Intelligence.

Manual Labor
+2 :hammers: , -1 :food: from Courthouse
Workers build improvements 10% faster
Requires: Paved Roads ( not ideal.. but it would definetly something you would use convicts for)

Forced Service
5% faster construction of military units per 50 crime rate.
-20% Great General Emergence
Requires: Trench Warfare

Gladiators
-5 crime rate for Fighting Pit, Arena, Colloseum

Requires: Combat Sports

Random thoughts

The "first" laws were about trade, ownership and how to do the court thing regarding these laws. Murder had not yet been invented or yet been made a special case of killing or vice versa.

"Ownership Law"
Requires: Code of Laws
- bazzars etc all have -5 crime but +1 unhappy

On the other hand who makes the rules is older, much older. One of the Pharaohs overturned the "All are equal in Justice" and replaced it with "Might is Right" because he was right and everyone else should do what he said.

"All are equal in Justice"
starting legal "system"
- no adjustments

"Might is Right"
Requires: Chiefdom

"Law through Tradition"
Requires: Rhetoric
give -1 crime, -1 gold and +1:culture: per lawyer specialist
 
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