C2C : Empire Earth

If I had SDK kills i would merge some things from Total War like Population Limit, Governors Loyalty , and
Units' Loyalty .

I have just figured out (and coded) how to do hard population limits like in the Total War in python. :D I "just" need to put hover text on the population growth and extra stuff in the building pedia to complete it.

The Governor Loyalty thing is a Revolution concept but i don't think we have it in the version we have in C2C
 
I have just figured out (and coded) how to do hard population limits like in the Total War in python. :D I "just" need to put hover text on the population growth and extra stuff in the building pedia to complete it.

The Governor Loyalty thing is a Revolution concept but i don't think we have it in the version we have in C2C

Very glad to hear. Currenly my Python skills are limited to "editing" rather than "designing" but with time I will reach a higher level.

You should take a look at some of the Promotions (if you haven't already).
http://www.civilization-totalwar.com/index.php?page=promotions&lang=en
 
I have just figured out (and coded) how to do hard population limits like in the Total War in python. :D I "just" need to put hover text on the population growth and extra stuff in the building pedia to complete it.

The Governor Loyalty thing is a Revolution concept but i don't think we have it in the version we have in C2C

Yeah I missed the Hospital and Aqueduct when I first played Civ IV :lol: But I don't think hard limits are the way to go here. There should be soft limits that prevents your city from getting too big to early and if you have more then X people and a building is missing, you get penalties from it that slows further growing. But this is already in place with Disease, :yuck: etc.
I'd really like it if we'd simulate freshwater supply in cities. But I think making it a property isn't really good. You have too few ways to increase the amount of water in your city until you get to desalination Plants. And once you have them. Water supply is almost no issue anymore.
 
The beauty of having a branch of the main mod is that it opens up experimentation and ideas that are not considered mainstream or accepted by the mod team.

I like the Myths, Tales, and Legend idea by Dancing Hoskuld. Does that mean Myths upgrade to Tales and Tales upgrade to Legends? I'm assuming that's for the core game?

I also like the idea of having a minimum population level and for some a minimum cultural level, but I am not a fan of having buildings obsolete at a certain population because I cannot and don't want to remember when buildings obsolete if I am about to grow in population. You have to take into account how much stuff the player has to know to play the game, and an obsolete population level will increase the game knowledge required by a bit.
 
The beauty of having a branch of the main mod is that it opens up experimentation and ideas that are not considered mainstream or accepted by the mod team.


It's a different interpretation of the mod, and experimentation is usually good for projects. Ideas from here will probably be applied to the core while others will not fit the mantra of Caveman2Cosmos. This is just the beginning and the start, in the following months this mod will have its own identity as new changes and additions take place. It might end up being just a balance modmodmod or end being the spiritual successor to Caveman 2 cosmos if the modteam decides to make an indie game and abandon Caveman2Cosmos. The future is unknown.

I like the Myths, Tales, and Legend idea by Dancing Hoskuld. Does that mean Myths upgrade to Tales and Tales upgrade to Legends? I'm assuming that's for the core game?

I believe they are for the core. I love his idea. I think we can take it a step foward and make it:
Myth-->Tales-->Legends--->Emblems.

Emblems can be the new Military Standards. For example a Fish Emblem grants benefits to boats while a Snake Emblem grants benefits to Criminals.

I also like the idea of having a minimum population level and for some a minimum cultural level, but I am not a fan of having buildings obsolete at a certain population because I cannot and don't want to remember when buildings obsolete if I am about to grow in population. You have to take into account how much stuff the player has to know to play the game, and an obsolete population level will increase the game knowledge required by a bit.

I agree with you, I/we first need to develop a list if what buildings should get a minimum population level change. The Obsolete population might not be used at all since it can be seen as too much micromanaging. I believe a minimum population level should be enough to control building spam, with minimum cultural level as a "topping" for a small minority if buildings.
 
Well be careful about burnout and getting disillussioned by trying to do too much. I know I am not a modder, but if a mod was a coporations, players are kind of like shareholders because they invest their time in your mod. I would focus to start with:

1) Prehistoric Balance
2) Finish the buildings of the Ancient Era and balance that era.
3). The building movements you mentioned in Post 86.

I wouldn't put any new Python enhancements until you get those first two points covered. You mentioned quite a bit of Diseases and Crimes, I would personally wait and discuss their inclusions. With the new Civics , I think their should be a discussion and you should post screenshots or details of tweaks or changes. If you want to market your mod, you need lots of detailed info about new changes, concepts, and tweaks to get new players "Hyped up". I would also review and add details to your first post.

Since I recommend you start with Prehistoric Balance, I think we should first list all the buildings in Prehistoric, then we can categorize them into Population levels. I can do the half of them if you want, probably the 2nd half. Thoughts on what I posted?

Consider me one of your biggest shareholders, I believe in your vision and want to be part of this modmodmod. I understand my opinions are not going to be all included, but you said feedback is always welcomed right?

We should open up SVN rights to others so they can add stuff that is rejected by C2C?

Also I was wondering what is Empire Earth's identity? If you give me some pointers I can write a summary paragraph for the first post.
 
Myth-->Tales-->Legends--->Emblems.

Actually I was thinking more of

Tales --> Myths (auto build)
|------> Stories (Taxonomy) ---> Legends (literature of later)

Military Standard --> Emblems --> Mascots

But I am side tracked by fixing the colonist problem and examining the limited population stuff. Both of which are almost working. The limiting exploration while not limiting expansion idea needs some thought as I am sure there is a better way to do it.
 
@DH
That sounds like a good plan.


This are the changes I am going to make in the next SVN

Litchen Gatherer
Old: + 1 Hammers -1 Disease
New: -2 Disease

Fire Pit
Old: + 1 Health + 1 Culture
New: + 1 Health +1 Culture +1 Production

Termite Mound
New: Requires Bug Catcher
New: Obsolete at Earth Oven
Old: Obsolete at Cooking

Anthill
New: Requires Bug Catcher
New: Obsolete at Earth Oven
Old: Obsolete at Cooking

Earthworm Gatherer
New: Requires Bug Catcher or Bark Gatherer
New: Obsolete with Crop Rotation

Snail Gatherer
New: Requires Bug Catcher or Bark Gatherer
New: Obsolete with Crop Rotation

Childbirth Hut
New: Requires Baskets or Pelts or Clothing

Childcare Hut
New: Requires Childbirth Hut

Dining Hall
New: New: Requires Fit Pit or Torches

Corn, Wheat, Barley, Rice Gatherer
New: Requires Quern Stone
New: Requires Storage Pit or Granary
 
Corn, Wheat, Barley, Rice Gatherer
New: Requires Quern Stone
New: Requires Storage Pit or Granary

In base C2C the Quern Stone requires grain which is provided by the Corn, Wheat, Barley or Rice Gatherer (or Farm). Have you changed this is or this going to be circular so you can't build either.:eek:
 
In base C2C the Quern Stone requires grain which is provided by the Corn, Wheat, Barley or Rice Gatherer (or Farm). Have you changed this is or this going to be circular so you can't build either.:eek:

I removed the Grain requirement. I am noticing that if I change the stats of buildings , the original stats of some parts remain.

For example for Quern in the Hydro folder
Changes in Red
Code:
<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_QUERN</BuildingClass>
			<Type>BUILDING_QUERN</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_QUERN</Description>
			<Civilopedia>TXT_KEY_BUILDING_QUERN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_QUERN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_QUERN</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>TECH_INDUSTRIALISM</ObsoleteTech>
			<PrereqTech>TECH_GROUND_STONES</PrereqTech>
			<VicinityBonus>NONE</VicinityBonus>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_AGRICULTURAL</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			[COLOR="Red"]<Bonus>BONUS_GRAIN</Bonus>[/COLOR]
			<PrereqBonuses>
				<Bonus>BONUS_STONE</Bonus>
			</PrereqBonuses>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>BONUS_FLOUR</FreeBonus>
			<iNumFreeBonuses>1</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>1</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>10</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>50</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>0.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<VicinityBonusYieldChanges>
				<BonusYieldChange>
					<BonusType>BONUS_WHEAT</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_BARLEY</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_CORN</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_RICE</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
			</VicinityBonusYieldChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_WATERMILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_WINDMILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_DONKEY_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_OXEN_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_MODERN_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>
		</BuildingInfo>


This is my file in XEmpireEarth/CoreChanges
Code:
<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_QUERN</BuildingClass>
			<Type>BUILDING_QUERN</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_QUERN</Description>
			<Civilopedia>TXT_KEY_BUILDING_QUERN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_QUERN_STRATEGY</Strategy>
			<Advisor>ADVISOR_GROWTH</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_QUERN</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>TECH_INDUSTRIALISM</ObsoleteTech>
			<PrereqTech>TECH_GROUND_STONES</PrereqTech>
			<VicinityBonus>NONE</VicinityBonus>
			<ProductionTraits>
				<ProductionTrait>
					<ProductionTraitType>TRAIT_AGRICULTURAL</ProductionTraitType>
					<iProductionTrait>100</iProductionTrait>
				</ProductionTrait>
			</ProductionTraits>
			[COLOR="Red"]<Bonus>NONE</Bonus>[/COLOR]
			<PrereqBonuses>
				<Bonus>BONUS_STONE</Bonus>
			</PrereqBonuses>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>BONUS_FLOUR</FreeBonus>
			<iNumFreeBonuses>1</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>1</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>10</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>50</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>0.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<VicinityBonusYieldChanges>
				<BonusYieldChange>
					<BonusType>BONUS_WHEAT</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_BARLEY</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_CORN</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
				<BonusYieldChange>
					<BonusType>BONUS_RICE</BonusType>
					<YieldChanges>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</BonusYieldChange>
			</VicinityBonusYieldChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_WATERMILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_WINDMILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_DONKEY_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_OXEN_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_MODERN_MILL</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>
		</BuildingInfo>

In this scenario what would I have to do to have Grain not be required for Quern in a Modular Folder?

Adding new stats I have problems, but how do I delete stats using Modules?
 
When you have a core file and a modular file for a same item (building), the modular one overwrites the core.
 
I removed the Grain requirement. I am noticing that if I change the stats of buildings , the original stats of some parts remain.

For example for Quern in the Hydro folder
Changes in Red

In this scenario what would I have to do to have Grain not be required for Quern in a Modular Folder?

Adding new stats I have problems, but how do I delete stats using Modules?

FWIW I would expect what you've done to work.

If it doesn't, then a) I have even less of a clue about this than I thought I did (which wasn't much to begin with...); and b) try this:
Code:
         <Bonus>BONUS_STONE</Bonus>
	 <PrereqBonuses/>
 
I removed the Grain requirement. I am noticing that if I change the stats of buildings , the original stats of some parts remain.

In this scenario what would I have to do to have Grain not be required for Quern in a Modular Folder?

Adding new stats I have problems, but how do I delete stats using Modules?

When you have a core file and a modular file for a same item (building), the modular one overwrites the core.

We are using WoC Modular. This means that
1) you only need to have the parts of the XML you are changing in your XML file

2) you can't set a value back to the default eg NONE. This is a known feature, since work on WoC has finished.​

To replace a value with the default value you need to

1) Have all the XML tags and use the bForceOverwrite value set to 1.

2) Have your module loaded after any other modules that change that entity.​
 
We are using WoC Modular.

1) Have all the XML tags and use the bForceOverwrite value set to 1.

2) Have your module loaded after any other modules that change that entity.​

Thank you for your very helpful advice, using the bForceOverwrite is critical because I wan't as much as possible self contained inside the module. Again, thanks you made my day.


SVN 28


Lichen Gatherer
New: -2 Disease

Fire Pit
New: + 1 Health +1 Culture +1 Production

Termite Mound
New: Requires Bug Catcher
New: Obsolete at Earth Oven

Anthill
New: Requires Bug Catcher
New: Obsolete at Earth Oven

Earthworm Gatherer
New: Requires Bug Catcher or Bark Gatherer
New: Obsolete with Crop Rotation

Snail Gatherer
New: Requires Bug Catcher or Bark Gatherer
New: Obsolete with Crop Rotation

Childbirth Hut
New: Requires Baskets or Pelts or Clothing or Furs

Childcare Hut
New: Requires Childbirth Hut


Corn, Wheat, Barley, Rice Gatherer
New: Requires Quern Stone
New: Requires Storage Pit or Granary

Quern
New: Removed Grain Requirement


SVN 29

Moved external Dancing Hoskuld Captives_CIV4CivicInfos.xml and Subdue_Animals_CIV4BuildingInfos.xml inside XEmpireEarth.

Applied bForceOverwrite to modified Subdue_Animals_CIV4BuildingInfos.xml.

Updated Subdued Animals Source
 
Next Changes for Next SVN

Fixed FirePit Name not showing up
Fixed Corn Gatherer not having Quern or Granary Requirement


New = In Addition to Existing Requirements

Slaughterhouse
New: Produces 1 Raw Meat

Butchery
Requires Population Minimum of 2.
New: Moved to Earth Oven

Dining Hall
New: Requires a Minimum Culture Level of Poor

Percussion Instrument Maker
New: Requires Stone Tools AND (Wood or Prime Timber)

Woodwind Instrument Maker
New: Requires Stone Tools AND (Wood or Prime Timber)

Music Hut
New: Requires a Minimum Culture Level of Poor
New: Requires Percussion Instrument Maker and Woodwind Instrument Maker

Dance Hut
New: Requires a Minimum Culture Level of Poor
New: Requires Storyteller Hut and Music Hut

Rain Dance
Requires a Minimum Culture Level of Poor

War Dance
Requires a Minimum Culture Level of Poor

Moon Dance
Requires a Minimum Culture Level of Poor

Nature Dance
Requires a Minimum Culture Level of Poor

Blood Dance
Requires a Minimum Culture Level of Poor

Fertility Dance
Requires a Minimum Culture Level of Poor

Harems
New: Requires Pelts or Clothing or Jewelry or Furs

Omega Child Crew
New: Or Grain

Hunting Instruction
New: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library

Monument
Requires a Minimum Culture Level of Fledgling
New: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library

Furrier
New: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library

Playing Fields , Juggler's Booth, Hot Potato , Jump Rope, Hopscotch
Requires a Minimum Culture Level of Poor
New: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library

Healing Clay
now requires Baskets or Pottery

Mud Bath now requires Baskets or Pottery

Clay Pit
New: Stone Tools or Tools

Chalk Pit
New:Stone Tools or Tools

Hematite Pit
New:now requires Stone Tools or Tools

Sand Pit (Beach)
New: now requires Baskets or Pottery

Sand Pit (Stone)
New: now requires Baskets or Pottery

Sand Pit (Desert)
now requires Baskets or Pottery

Poison Crafter's Hut
New: Requires Population Minimum of 2.

Venus of Willendorf
Requires a Minimum Culture Level of Poor
New: Requires Fertility Dance and Stone Tool Maker

Skinner
New: Requires Furrier
New: Obsolete with Plastics

Healers Hut
New: Requires Population Minimum of 2.
EDIT: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library

Cave Painting
Requires a Minimum Culture Level of Poor
New: Requires Storyteller's Hut

Fish Traps
Requires Hunting Instruction or Fisherman's Hut
Edited: Requires Baskets or Nets

Bonemarrower
Old: +1 Food -1 disease
New: +1 Food -3 disease

Rope Weaver's Hut
edit: Requires Knowledge Inheritance or Tablet Maker or Scroll Maker or Library
 
Hey did you read my post above?
I found some interesting things:

1. Culture Ranks

Raised each of the below by 2 each, because of the now Prehistoric and Galactic Wonders that were added to the game:

Code:
	<Define>
		<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_TEAM_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
		<iDefineIntVal>8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>

Those global defines are not used any more. Change the similar values in GameInfo/CIV4CultureLevelInfo.xml instead.




2. Government Types

Could you add more Government types
take a look at euIII or is too much already; :)
View attachment 282770
 
SVN 30
Commited the Changes in Post 155


@ James

Well be careful about burnout and getting disillussioned by trying to do too much. I know I am not a modder, but if a mod was a coporations, players are kind of like shareholders because they invest their time in your mod. I would focus to start with:

I agree with your statement.

1) Prehistoric Balance
2) Finish the buildings of the Ancient Era and balance that era.
3). The building movements you mentioned in Post 86.

That is actually my main priorities, while I would love to work on all Eras at once I am moving across the Y Axis in the Tech Tree and doing changes.


I wouldn't put any new Python enhancements until you get those first two points covered. You mentioned quite a bit of Diseases and Crimes, I would personally wait and discuss their inclusions. With the new Civics , I think their should be a discussion and you should post screenshots or details of tweaks or changes. If you want to market your mod, you need lots of detailed info about new changes, concepts, and tweaks to get new players "Hyped up". I would also review and add details to your first post.

1.) I am not looking to add new Python at the moment, this modmod is mostly an XML mod.

2.) With new Disease and Crime I am actually putting that on hiatus because I don't want to unbalance the game right now.

3.) I can definitely put up screenshots of new things I add, I have dome that before and will do it in the future.

4.) Civics to me personally are similar to Racial Traits in Space 4x Games. They help define the playstyle you want and I find this department somewhat lackluster in choices. I plan to change that and introduce new civic choices that are unique and with some for specific playstyles. And example is Hunter Gatherer under Society, that civic is perfect for players who want a boost in hunting animals, a boost in production and hammers but at an expense of having melee and recon build faster, and a malus on culture and science.


Since I recommend you start with Prehistoric Balance, I think we should first list all the buildings in Prehistoric, then we can categorize them into Population levels. I can do the half of them if you want, probably the 2nd half. Thoughts on what I posted?


It won't be necessary to waste time in posting all the prehistoric Buildings here. The way I am working with Prereq population is to require buildings that require the basic fundamentals of a city like a Healer Hut.

Consider me one of your biggest shareholders, I believe in your vision and want to be part of this modmodmod. I understand my opinions are not going to be all included, but you said feedback is always welcomed right?

That is great news to hear. Feedback is always welcomed.

We should open up SVN rights to others so they can add stuff that is rejected by C2C?

At this moment Sargon and Faustmouse are welcomed to add things that are rejected in the core, and I have publically awared them on that. When Version 1 comes out, perhaps I will add willing volunteers to this project.

Also I was wondering what is Empire Earth's identity? If you give me some pointers I can write a summary paragraph for the first post.

This post helps:
http://forums.civfanatics.com/showpost.php?p=12934124&postcount=100


I would say its identity is my vision of how I visualize Caveman2Cosmos should be with a focus on balance, new ways to play, and plenty of outside the box thinking. At the moment its been balance changes, but overtime with new exclusive content is going to be a different game strategywise than Caveman2Cosmos. I don't expect what I do here to make its way to C2C and anticipate many of the things I do will not be acceptable for certain members of the mod team. I automate my modding with macros, scripts, and programs so I can be swift with changes pretty quick. I also beleive having a central command (me) rather than a federation of modders allows changes uickly rather than have many modders locked in "islands" of Module folders unable to touch others stuff.
 
Dinosaurs + Cow
I have noncommercial permission of the designers to use the dinosaurs and cow units below. I just have to give them credit if I distribute or use them.

What should I do with them?

Put them all in Novo Paleontology and perhaps other late Transhuman /Galactic Techs?

Show they spawn at the start of the game but be incredibly rare. Like MMO games that sometimes have strong units in the early game way above your level we can do that here.

The Brachiosaurus could give like 35 :food: if "Professionally Butchered "but have like 11 Strength while the Tyrannassarus could have something like 24 strength.

CIV4 and Caveman2Cosmos is inspired by history but its not 100% hisotrically accurate since Native Americans appear at Prehistoric (When they appeared in Classical/ Medieval).

We could make the lore that the Age of Dinosaurs never ended and we coexist with them. The meteor killed 95% of them but small populations still lived.

This will put fear in leaving your Trackers unattended.

If we do, they would be incredibly rare.
I could make a Myth for all of them that has a stronger effect.

If I do add them, I can add Mythical creatures in a tech called Mythpunk and Dragons to Medieval as Dragonpunk. Monster Hunter anymore?

We could have new Promotions, and they will be scaled to be quite large.

I think Thunderbrd already added a Dinosaur combat class?

Conservative
They belong to Novo Paleontology in late Transhuman/ Galactic and Sparth can skin them to look cybernetic.

Liberal
Have them spawn and make them incredibly rare and/or be able to be subdued and/or create new hunter promotions.

HIRFpNm.jpg
 
Actually... might be interesting if we had a whole game option - Start in the Jurassic. (I haven't added a Dinosaur CC though I could. It'd probably be more useful as part of a module that includes this whole Jurassic 'mod' with a game option.)

You could also have a Jurassic Park event where the animals escape...
 
You could have a Jurassic Park event similar to the War of the Worlds event or perhaps a breach in time event where portals open between time zones, al la Primeval. Or even a remote island where even the vegetation is Jurassic.

Are these animated?
 
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