Castle Improvement Mod

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The White Wizard
Joined
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In the Medieval era, Castles were huge monoliths that presented a vast problem for wars. Year long sieges were carried out many times in attempts to capture these massive fortifications. The owners of castles were often assured safety for the foreseeable future. Then comes Civilization 4. Castles are weak structures, tossed into the game as a last minute waste of production defense building. I aim to fix that. I have created a module that adds several new "buildings" that act as additions to castles. They will hopefully strengthen your border cities and repel all but the most powerful armies.

I present the Castle Improvement Mod.

This modmod adds the following buildings:


  • Moat
  • Turrets
  • Gatehouse
  • Balistraria (arrow slits)
  • Keep
  • Secret Passageways
  • Herbalist
  • Dungeon

They all serve to enhance your city, after you build a castle. They all require the Castle to be built and become obsolete when it does.

Made for Rise of Mankind 2.71

This is a final release.

Release: v 1.13 Updates:
Spoiler :
  • Castles now Obsolete at Explosives (They work longer, making them more useful)
  • Many Addons Prereq techs changed.
  • Balancing.


To install, download the zip, extract, and place in your Rise of Mankind\Assets\Modules\Custom Buildings\ folder.

If you find any bugs or have suggestions, comments, improvements, or graphics, feel free to post.

Download Here
 
I shall be delighted to test such a flavoursome addition, in my very next game.

Thank you! Builder/Turtler players of the world, rejoice :)


Edit - Um, where do I put the folder?

/Modules ?
 
Each time I select the herbalist or gatehouse I get a CTD. Last time I saw this it was because the button was not an exact number of pixels in size. It is way past my bedtime and my initial look into the buttons also crashed so I think there is a moral there somewhere ;)
 
It should go in your modules folder, yes.

I'll check into those crashes, but I can assure you, it isn't the button. I made them all 64x64.

EDIT: I play tested all the building to check that they build right, and none of them crash in my game. What version of ROM are you using, this was made for 2.63.
 
There have been city defense enhancements before, but this looks like the most extensive one!:goodjob:
 
OK, I am going to assume something in my system is corrupt and wait until I get a clean version of the new RoM 'cause I am now getting CTDs when I click on the buttons!
 
updated. This release is a final release, I will only update to keep it compatible with ROM.
 
I notice that AAranda has also released a Moat building which therefor uses a folder of the same name. This may cause some problems for both of you if something conflicts. Perhaps you should talk to each other?
 
I notice that AAranda has also released a Moat building which therefor uses a folder of the same name. This may cause some problems for both of you if something conflicts. Perhaps you should talk to each other?

Thanks, I'll check it out.
 
Some feedback

I've now played a full game with these in, and I do genuinely loe the additional choices they give you.

Overall, I think they're a valuable addition and I will continue to use them.

In terms of balance, I think:

Overall they seem "Too good to be true".

They give a LOT and don't seem to cust very much. For example:

- the free promotions are way too good to pass up for the hammer cost. There is a WORLD WONDER that adds the medic I promotion to all units built in the city. Whereas with a castle, you can build a herbalist and that's that - pretty soon every unit in your entire empire has Medic I. Equally, the city defender I for free meant I could build quite ridiculous city defender units.

Realistically at any difficulty level where balance matters, people will be building all their units in 1-2 "Production specialised" cities. Which means for just a few hammers in my fastest-building city, I get two VALUABLE and FREE promotions for a huge chunk of the hardest part of the game.

- As a suggestion, maybe replace the medic I (which heals *all* units on the same tile) with something like HEAL (heals only that unit) or MARCH (allows healing while moving). They affect only the unit itself, and so are slightly less valuable (and also almost never chosen, to be honest).

- For the city garrison I promotion, I'd think it's possibly okay to replace it with the first promotion from the first strikes chain (DRILL I).

Or possibly just add more downsides to the sub-build that gives it (Keep).

Keep is the only normal price building in the list I think, and it gives an awful lot of bang for buck.

For 130 hammers (castle itself costs 110 hammers), you get:

- Free Garrison I promotion to all units built in city
- 65% defence (castle is 50%)
- 1 free noble (so even at basic rate, thats +2 coin, +1 culture)
- can turn 2 citizens to noble

The cost is 20% maintenance.

I think this building needs a heftier price - something to make you think twice about choosing it, and something to make you pay turn after turn for using it. I don't think the 20% maintenance is doing it, that's just coins and noone notices coins too much as they're pooled civ-wide.

- I think you probably have 2-3 too many options. I'd find myself not bothering to build them in any cities not directly on an attacked border. I think you could achive the flavour in the same way if you had say 3 additional castle-components after castle.

They could combine the bonuses and cost the same as a normal building, making them much easier to balance in the long-game way of thinking.

The ones with extra effects were built everywhere, which makes me wonder if they weren't a little too good as well (keeping in mind their hammer cost is a fraction of a normal building). For example, the 30% espionage points from secret passage ways. That's more than some espionage specific buildings and the secret passageways costs a tiny amount of the cost.

Also, the +1 health from Herbalist - it became a must have on Monarch and above, just to keep city health under control.

Maybe a suggested re-structure would be reduce your EIGHT buildings to FOUR/FIVE. Make sure each element has an associated COST to make it a more meaningful choice, rather than a no-brainer "Always build this, as it has no down side".

- Keep - massive defense bonus. Nobles, Trade bonus maybe, but it has to have a huge cost.
- Dungeon - (combine Dungeon with Secret passageways, get espionage, cost HAPPINESS not HEALTH)
- Moat - (defence at expense of HEALTH)
- Towers - (defence at expense
- Market Courtyard - traders inside the keep itself, combine herbalist and trade bonuses, maybe.



Overall, I love the mod, I think it's a great addition. I just think the costs and benefits don't quite add up at the moment.
 
I love your concept, but I myself find it rather imballancing.

Perhaps the real problem is the effectiveness of Catapults and Trebs, etc.

I personally feel that the Engineering Tech and the Architecture Tech should increase the defensive bonuses of your fortifications. Additionally, Protective civs should have stronger fortifications. Finally, defensive bonuses should repair faster than they currently do.
 
Overall they seem "Too good to be true".

They give a LOT and don't seem to cost very much. For example:

- the free promotions are way too good to pass up for the hammer cost. There is a WORLD WONDER that adds the medic I promotion to all units built in the city. Whereas with a castle, you can build a herbalist and that's that - pretty soon every unit in your entire empire has Medic I. Equally, the city defender I for free meant I could build quite ridiculous city defender units.

Agreed. I've found at normal speed I could build most of the improvements in 2 or 3 turns. Completely unrealistic as something like a moat should take many turns because of the hard work of excavation in the medieval era.

Realistically at any difficulty level where balance matters, people will be building all their units in 1-2 "Production specialised" cities. Which means for just a few hammers in my fastest-building city, I get two VALUABLE and FREE promotions for a huge chunk of the hardest part of the game.

My rational for that was that both of the promotions are non-aggressive abilities. City Garrision isn't going to help you capture other cities, medic I might help some.

- As a suggestion, maybe replace the medic I (which heals *all* units on the same tile) with something like HEAL (heals only that unit) or MARCH (allows healing while moving). They affect only the unit itself, and so are slightly less valuable (and also almost never chosen, to be honest).

I agree with you, in my next version, I'll make it so the herbalist doesn't give Medic I promotion anymore, or increase it's cost, alot. I haven't decided which.

- For the city garrison I promotion, I'd think it's possibly okay to replace it with the first promotion from the first strikes chain (DRILL I).

Or possibly just add more downsides to the sub-build that gives it (Keep).

Keep is the only normal price building in the list I think, and it gives an awful lot of bang for buck.

The only reason I don't want to change it to Drill I is that then that bonus would carry over to attacking, not just defending.

For 130 hammers (castle itself costs 110 hammers), you get:

- Free Garrison I promotion to all units built in city
- 65% defence (castle is 50%)
- 1 free noble (so even at basic rate, thats +2 coin, +1 culture)
- can turn 2 citizens to noble

The cost is 20% maintenance.

I think this building needs a heftier price - something to make you think twice about choosing it, and something to make you pay turn after turn for using it. I don't think the 20% maintenance is doing it, that's just coins and noone notices coins too much as they're pooled civ-wide.

- I think you probably have 2-3 too many options. I'd find myself not bothering to build them in any cities not directly on an attacked border. I think you could achive the flavour in the same way if you had say 3 additional castle-components after castle.

While I was thinking about what to balence, I remembered Zappara made some of the later era buildings national wonders which could have a limit, like 3. So I'm going to make it so you can only have three keeps in your empire, and raise the hammer cost. Alot. And the maintenance. I want to keep the noble specialist because hardly anything in the game right now ever compels you to use them.


The ones with extra effects were built everywhere, which makes me wonder if they weren't a little too good as well (keeping in mind their hammer cost is a fraction of a normal building). For example, the 30% espionage points from secret passage ways. That's more than some espionage specific buildings and the secret passageways costs a tiny amount of the cost.

I'm sure your thinking of the brothel here, as it gives +25% espionage. I happen to think that the secret passageways is probably more useful than a brothel for gaining information about the enemy, but maybe I'm biased. Regardless, I will make the passageways alot harder to build. After all, it's a massive excavation project in the medieval era, so it should take along time.

Also, the +1 health from Herbalist - it became a must have on Monarch and above, just to keep city health under control.

- Dungeon - (combine Dungeon with Secret passageways, get espionage, cost HAPPINESS not HEALTH)

I might combine them, but I still think health cost is better.
- Market Courtyard - traders inside the keep itself, combine herbalist and trade bonuses, maybe.

I had the idea of adding something like this, but I will wait until I return from vacation to make major changes.

@ Seidrik_The_Gray

I personally feel that the Engineering Tech and the Architecture Tech should increase the defensive bonuses of your fortifications.

Maybe I could make them build faster with these techs. However, what your proposing is not possible without alot of coding.

Additionally, Protective civs should have stronger fortifications.

Protective civilizations are already alot more useful with the Castles Mod as many of the buildings (6 or 7 of them) get built twice as fast if your protective.
 
While I was thinking about what to balence, I remembered Zappara made some of the later era buildings national wonders which could have a limit, like 3. So I'm going to make it so you can only have three keeps in your empire, and raise the hammer cost. Alot. And the maintenance. I want to keep the noble specialist because hardly anything in the game right now ever compels you to use them.

While national wonders do attempt to fix the spaming problem I am not sure it is good to have too many of them for this purpose - especially since obsolete national wonders still count towards your maximum number of wonders. Perhaps you could better go with the need x castles to build a keep. A better solution would be if Civ supported the idea that you can have 1 (y) building(s) per civ plus one more for each x castles, but we don't have that.:(

I agree with Sarkyn on many of his points although I find that even on marathon I only get to build most stuff in my older cities before they go obsolete. Probably my research paths as I get engineering and then beeline to get liberalism with economics as the free tech :)
 
Thank you very much for giving my feedback a thorough airing :)

I look forward to what you do with it for my next game.

Re: Dungeons Health vs Happiness

To reply - How do dungeons make people in the city unhealthy?

They're enclosed, stone chambers in a castle at the top of the hill. I can't quite see how they spoil the bread or add weevils to the grain, or make the milk of the population turn sour.

Whereas, I can see how knowing that people are being tortured just a few hundred metres away would make people unhappy. Especially if you can hear the screams.... :eek:

Re: Limiting Keeps

A good idea to make it 1 per 3 castles or something along those lines. Realistically, that will limit most players to making the hard choice of either putting them in their border cities for defence, or putting them in their unit production cities for the benefits.

Re: Brothel v Passageways

I really like the idea of more espionage boosting buildings. I think the spy-game is underplayed in most Civ, and I like anything that boosts a previously under used section. I do find the idea of a "building" makes me lean more towards recommending you add the ability to Dungeons and skip the passageways. At least with "Dungeon" you're building something solid and big and it can have a building graphic and a sizeable cost.
 
Re: Dungeons Health vs Happiness

To reply - How do dungeons make people in the city unhealthy?

They're enclosed, stone chambers in a castle at the top of the hill. I can't quite see how they spoil the bread or add weevils to the grain, or make the milk of the population turn sour.

Whereas, I can see how knowing that people are being tortured just a few hundred metres away would make people unhappy. Especially if you can hear the screams.... :eek:

I'm not sure how correct this is, but my reasoning for the unhealthiness was dungeon's often produce bodies, dead one's anyways, and they were never disposed of properly, at least not in those times. I can always lower it to +1 unhealthy and add +1 unhappy.


Re: Limiting Keeps

A good idea to make it 1 per 3 castles or something along those lines. Realistically, that will limit most players to making the hard choice of either putting them in their border cities for defence, or putting them in their unit production cities for the benefits.

Already included.

Re: Brothel v Passageways

I really like the idea of more espionage boosting buildings. I think the spy-game is underplayed in most Civ, and I like anything that boosts a previously under used section. I do find the idea of a "building" makes me lean more towards recommending you add the ability to Dungeons and skip the passageways. At least with "Dungeon" you're building something solid and big and it can have a building graphic and a sizeable cost.

Ironically, neither has a graphic. I haven't found a suitable one for the dungeon yet. I can't make them, so I'm forced to use other people's work on the forums, and so many of them are useless for realistic mods... But that's another rant, another day. I still think I like the idea of secret passageways enough to keep them, although they might get renamed to "Underground Tunnels" or something of the like. My hopes for them is that they could be used to flank the enemy, smuggle goods, and for spies.
 
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