C2C : Empire Earth

MrAzure,

do you think about updating your SVN for people interested in your modmod?
 
MrAzure,

do you think about updating your SVN for people interested in your modmod?

Sure, if you don't mind it being a work in progress at an Alpha Stage. I'll make a habit of updating everything to SVN.


SVN 6- 10 "Foundation"
:trophy2:Added Platyping's Civic Screen

Added Tweaked UpkeepInfos
Civic Upkeep:
Low:
ipopulationpercent from 8 to 16
iCityPercent is now 60

Medium:
ipopulationpercent from 12 to 49
iCityPercent is now 80

High:
ipopulationpercent from 16 to 81
iCityPercent is now 100

Extreme:
ipopulationpercent from 30 to 121
iCityPercent is now 120


Added Tweaked HandicapInfos
Summary: Difficulty just got harder.

Raised Percentage of iNumCitiesMaintenancePercent. Settler is 100 all the way to Diety is 200.

Unitcost raised from Noble of 120 to Diety of 220 with AiCost set at 100.

Added Tweaked CivicInfos
New Civic: No Medicine
New Civic: No Defiance
New Civic: Naturopathy
New Civic: Criminal Haven
New Civic: Piracy
Moved Banditry to Defiance
Moved Mercenaries to Defiance

Trade Civic:
Before:
50% Food, 50% Production, 50% Commerce

After:
15% Food, 15% Production, 15% Commerce


Added Tweaked CivicOptions
New Civic Options:
Medical
Defiance

Added Folders:
Assets
Assets/Modules
Assets/Modules/xEmpireEarth
Assets/Python
Assets/XML
Assets/XML/GameInfo
Assets/XML/Text

Buildings, Tech and Wonders
Will add in next SVNs when they are finished product as I rework them and add Alberts2 new Schema XSD when avaliable.
 
I forgot to mention there is a new Civic Upkeep class called Very Low Upkeep with a Value of 4.

SVN 11
Added New Civics GameText.

I still need to add Button Art but here is a preview of some of the new Civics.


Society

Hunter Gatherer (Work in Progress)
Spoiler :
ddrfv6H.png



Medical
The Medical Option later in the game will have Civics that later in the game cost quite a bit of :gold: but help reduce :health: and disease and/or have stuff that allows an increase of unit heal rate.

No Medicine / Naturopathy
Spoiler :
3vKfk7O.png


Defiance
Currently its called Defiance, but will probably have it name changed. This Civic Option is about optional civics that are on the "black market" side, with both rewards and consequences. This civics are for the "evil minded" player. Currently there is No Defiance ( + 5% :gp:), Banditry, Criminal Haven, Piracy, and Mercenaries. More will be added this week. Currently the stats are being reworked but one of the main consequences are increased crime, reduced :gp:, and certain unit classes take longer to train. Rewards are this Civics will help reduce War Weariness and other rewards. There will be exclusive buildings for this civics that will balance out these civic choices even more.

Criminal Haven
Spoiler :
K1Mss40.png


Piracy
Spoiler :
3qYem8l.png
 
I was going to see if I could come up with a World View - Banditry/Piracy to balance the current criminal unit usage. :D I was not going to change the GP rate but was going to affect international relations.
 
I was going to see if I could come up with a World View - Banditry/Piracy to balance the current criminal unit usage. :D I was not going to change the GP rate but was going to affect international relations.

That is good news. I was looking to have Banditry/Piracy affect international relations but a World View works better.

SVN 12

Civic Piracy:
Added: Combat Class Law Enforcement takes 50% to build.
Tweaked: Upkeep from Low to Medium.

Misc.
Added Alberts2 XML Validator as .zip to Tools for quick Accessibility.
Added missing DancingHoskuld/Captives_CIV4CivicInfos
Added missing HydroChanges folder for Crime Buildings (changes to Piracy stuff).

Added New Buildings
[Tech Conduct, Civic Chiefdom] Honor Codes
[Tech Conduct, Civic Chiefdom] Labor Codes
[Tech Conduct, Civic Chiefdom] Female Dignity
[Tech Conduct, Civic Chiefdom] Dishonored Banishments

Replacements
Alpha Male is now replaced by Chiefs Hut.

SVN 13
Tweaked new Conduct buildings for Balance and Strategy
Fixed Schema Error in Conduct BuildingClassInfos
Fixed Art Path for Conduct Buildings
Fixed -10 Error in CivicInfos under Anarchism
Added GameInfo Schema for verification purposes.

SVN 14, 15
Civic Hunter Gatherer
Melee now takes 33% Longer to Train
Recon now takes 33% Longer To Train

Added Folder Modules/xEmpireEarth/Text/GameInfo2
Moved all Tweaked GameInfos to that location.

SVN 16, 17
Moved all XML files inside XempireEarth
Deleted External XML Folder

SVN 18
Berry Bushes now requires Root Tubers
Wild Mushrooms now requires Root Tubers
Wild Herbs now requires Berry Bushes OR Wild Mushrooms
Seed Camp now requires Berry Bushes OR Wild Mushrooms

Note: Will fix Naturopathy text in next SVN
 
MrAzure, please don´t add so many building dependancies. While it is somehow more realistic to have Berry Bushes dependant on Root Tubers it destroys the idea of using building lists to reduce micromanagement. While this definitely is not so much an issue in prehistoric it is really a pain in the ass on what you did to the Transhuman Age buildings.

And then there is still the vicious circle where you need nanobots to construct the buildings that are needed to build nanobots. A big number of TH buildings can never be constructed at all (iirc they were included by you).
 
And then there is still the vicious circle where you need nanobots to construct the buildings that are needed to build nanobots. A big number of TH buildings can never be constructed at all (iirc they were included by you).

Mr Azure suggested ideas of new buildings, Hydro made stats for them and I implented them. Since Hydro is the "supervisor" of buildings I wait for him to come up with a solution that suits best.
 
Does the SVN of Empire Earth replace your MrAzure folder in Modules or are they designet to co-exist next to each other?

Just want to kow before i start downloading. ;)
 
MrAzure, please don´t add so many building dependancies. While it is somehow more realistic to have Berry Bushes dependant on Root Tubers it destroys the idea of using building lists to reduce micromanagement. While this definitely is not so much an issue in prehistoric it is really a pain in the ass on what you did to the Transhuman Age buildings.

And then there is still the vicious circle where you need nanobots to construct the buildings that are needed to build nanobots. A big number of TH buildings can never be constructed at all (iirc they were included by you).


That's a big problem because the Transhuman Era is about 30% completed. It's currently a train wreak. Some buildings are now going to be obsoleted or be replaced by a another building.

As with everything, there has to be an equilibrium, but there will be new building upgrade chains like what I just posted about Root Tubers. I just want less "building" spam, but only 10-20% of buildings will be affected.


Does the SVN of Empire Earth replace your MrAzure folder in Modules or are they designet to co-exist next to each other?

Just want to kow before i start downloading. ;)

They are 100% independent. You are going to have to do an SVN of Empire Earth outside your Caveman2Cosmos folder and copy and paste the main directory (Assets.XML) to your Caveman2Cosmos directory because you cannot have two SVNs in one folder.. I am looking at easier ways to do this.

Currently the only files that are overwritten are:
Modules/MLF Loading Controls
Assets/Config/init.xml
Assets/Config/Romsettings.xml
Python/Screens/CvCivicScreen.py

I am trying to add everything that is possible under Modules/XEmpireEarth
--------------
How do you guys feel about certain Technologies becoming World Techs?
http://forums.civfanatics.com/showpost.php?p=12845667&postcount=838
Platyping said:
Set a Global Limit to certain Techs
Since I created Natural Wonders as World Features, Artifacts as World Promotions, why not World Techs. With this restriction, you can grant certain benefits to only first X teams that research the tech, such as access to certain units, bonus to worker speed etc.

I can see this apply to Religion technologies.

Also one of the main issues I have is that currently no Technologies can be "dead end". I would like to change that because not everyone needs to build everything. Any Technologies you guys would like to see become dead ends?

How would you feel if Alternative Timelines were National Wonders instead of World Wonders so that everyone had a chance to build all Alternative Timelines? We could of course increase the cost of those buildings.

SVN 19
Moved Gametext back to XML/Text that are required to be there (Civics , Civic Changes text).

Empire Earth texts in XML/Text have a "xx" prefix for easy recognition.

SVN 20
Updated MLF_CIV4ModularLoadingControls.xml because of C2C SVN 6679

SVN 21
Added new Button Art to New Civics.
 
SVN 22
Moved Civic Infos and CivicOptions to external XML/GameInfo so Civics are at the right place in Civics screen

SVN 23
:trophy: Added Basic Tech Conquest

I noticed enhancedTechConquest mod was disabled in init.xml so I added a BUG 4.4 version called Basic Tech Conquest.


http://forums.civfanatics.com/showthread.php?t=451367
TechConquest is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.

The number of points you get is based on the size of the city that is captured. You always get a minimum of 25% of the cost of the tech, plus a random amount. The random amount is from 0 to (city size x 5)%. So for a size 4 city, you would get 25-45% of the tech cost. For cities greater than size 15, you get an ever increasing chance of getting the full tech. For example, for a size 20 city, you would get 25-125% of the tech cost, where anything over 100% would get rounded back to 100%.

SVN 24
Disabled CvEnhancedTechConquestEventManager in init.xml


SVN 25
Tweaked Civic No Medicine:
From 10 Unhealthy to 5 Unhealthy

Tweaked Naturopathic Medicne
From 5 Unhealthy to 2 Unhealthy

Tweaked Starting Gold for Eras.
 
but there will be new building upgrade chains like what I just posted about Root Tubers. I just want less "building" spam, but only 10-20% of buildings will be affected.

Building chains in general are important but their depth can be a problem. There are currently 13 levels in TH age but I would suggest to have not more than 5 per era.


How would you feel if Alternative Timelines were National Wonders instead of World Wonders so that everyone had a chance to build all Alternative Timelines? We could of course increase the cost of those buildings.

Good idea. Gives the smaller civs a chance to not fall back even more.
 
SVN 26, 27

Elder Council:
From 25% Science to 10% Science

ALL Myths now give 1% Commerce (Science or/and Culture or/and Gold) rather than +1 Science / +1 Culture/ +1 Gold. This will reduce science in Prehistoric.. Except for the conversion from +1 to 1%..stats haven't changed.

Combined they still give a good tech boost, but not as much as before. In my test game near the middle-end of Prehistoric I went from 76 :science: to 45 :science: with 25 Myths Built. That is a 59% decrease for me with Techs around 9 Turns at Snail.

The 4 Institutes at Marine Biology now give 10%.

Balanced Several of the new Civics.


Subdued Animal Source

Feel that the 1% Commerce (Science, Culture,Gold) given by Myths is not enough?

Go to the main directory and under the folder Tools unzip Subdued Animals Source.zip
Using your favorite text editing program, Find XXX and replace it with the percentage you want.

Then place the edited file in Modules/DancingHoskuld/Subdue_Animals. I recommend an increase from 1% to 2-5% max to get to original levels.
 
Oh dear. The point of the Myths was to simulate the Neolithic burst of knowledge, but more importantly I am in the process of changing all Myths and adding in Tales, Stories and Legends to fit the new tech tree. The Myths would be auto build and go back to becoming obsolete at Writing.
 
Oh dear. The point of the Myths was to simulate the Neolithic burst of knowledge, but more importantly I am in the process of changing all Myths and adding in Tales, Stories and Legends to fit the new tech tree. The Myths would be auto build and go back to becoming obsolete at Writing.

Add all of them, I like Myths to be auto build too. Tales, Stories, and Legends are good. I can always evolve.

I noticed the Minimum Cultural Level tag is quite underused. I am going to make some "arts" like Dances require a minimum level of Poor or Fledgling so you have to be established in new cities before you can build optional stuff.

I might also require a Population Level of 2, 3, 4, 5 for certain buildings in Prehistoric so you don't get bombarded with alot of buildings when building a new city but gradually unlock a few at start.
 
Yes there must be loads of underused tags, so best of luck finding uses for them. Also good idea with the varied population level requirements, all of them being 6 or 13 (or none) does seem to be a waste of the available flexibility. :goodjob:
 
Yes there must be loads of underused tags, so best of luck finding uses for them. Also good idea with the varied population level requirements, all of them being 6 or 13 (or none) does seem to be a waste of the available flexibility. :goodjob:

Varied population level requirements could be the key to reduce ""building spam" if we can categorize majority of buildings. It also gives Population level a bigger role.

It's similiar to Pokemon, were to learn a certain move your Pokemon had to be a certain level. We can use that concept to have buildings have population level requirements, starting with Prehistoric and then working Era by Era.

When you found a new city, you need to have the basics first in order to survive. Then as your population grows, you unlock new buildings as it get bigger.

Monument might be 3 while its upgrade Obselisk might be 4.
Dance Hut might be 2 while the Dances are 3.

I will have to make a list first. This is very interesting.

EDIT With Ls612 new tag IobsoletePopulation

Dance Hut might be 2, Obsoletes at 10.
Monument might be 3, Obsoletes at 12.
while the Dances are 3, Obsoletes at 12.
Obselisk might be 4, Obsoletes at 15.
 
I already don't bother building civic related buildings because they will stop functioning. This will add a new set of buildings I wont build because they obsolete when my population gets too big.:D

To be honest the only population related buildings I like are the ones that stop your population growing if you don't have them like in the Civ IV mod Total War or in Civ III.
 
I already don't bother building civic related buildings because they will stop functioning. This will add a new set of buildings I wont build because they obsolete when my population gets too big.:D

To be honest the only population related buildings I like are the ones that stop your population growing if you don't have them like in the Civ IV mod Total War or in Civ III.

Well, I will first do the Prereq Population Levels, and MinCulturalLevel for some of the art buildings, as that is a higher priority for me. The Obsolete with Population level will be a later discussion that may or may not be needed. On the bad news I am adding new civic related buildings that will not suit your playstyle lol.

If I had SDK kills i would merge some things from Total War like Population Limit, Governors Loyalty , and
Units' Loyalty .
 
They are 100% independent. You are going to have to do an SVN of Empire Earth outside your Caveman2Cosmos folder and copy and paste the main directory (Assets.XML) to your Caveman2Cosmos directory because you cannot have two SVNs in one folder.. I am looking at easier ways to do this.

Currently the only files that are overwritten are:
Modules/MLF Loading Controls
Assets/Config/init.xml
Assets/Config/Romsettings.xml
Python/Screens/CvCivicScreen.py

I am trying to add everything that is possible under Modules/XEmpireEarth
Thanks for clarification. :goodjob:
 
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