Chronicles of Mankind

Hmmm, I wonder what those this little thingy in PythonCallbackDefines.xml does:
Code:
    <Define>
        <DefineName>USE_CAN_RAZE_CITY_CALLBACK</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
upload_2021-12-15_21-1-56.png
 
Hmmm, I wonder what those this little thingy in PythonCallbackDefines.xml does:
Code:
    <Define>
        <DefineName>USE_CAN_RAZE_CITY_CALLBACK</DefineName>
        <iDefineIntVal>0</iDefineIntVal>
    </Define>
View attachment 616531
Well... it does nothing. At least nothing that would solve our present problem.
How could I think that it would be so simple? :mischief:
 
emm.. did you write to yourself zeta?

anyway:

Name : Raze City Mod
Version : v1.0
Date : 27.04.2006
Author : 12monkeys (@civfanatics + @apolyton)
==================================================

============
Motivation :
============
The idea was born by the mod team of the "The Realism Mod". Their project leader "Houman" did ask me to help them by implementing an enhanced raze city function.


============
Features :
============
The city razing is changed, so that larger cities can not immediatly be razed. The razing process will now take several turns to be completed, where the number of turns is linked to the population size. A city could be re-conquered by another civ, while it is razed.

Here are some details :
If a city is conquered the player is still asked about "raze" or "keep". If you choose "raze", the population is checked. If it is smaller or equal than a certain value (-> INI file), the city is immediatly razed as before. If the population is larger, the city is set into "raze mode".

While a city is in raze mode the following happens EACH turn :
- the population is checked. if it is smaller the above mentioned limit the city is immediatly razed.
- the city is set to disorder. The length of the disorder (number of turns) is dependant eqaul the current population of the city.
- it is checked if there is a combat ground unit in the city. If not, the "raze mode" is set from "active" to "pause", which means that the razing is interrupted.
- the city population is decreased by a certain value (-> INI file)
- a certain number of buildings (-> INI file) in the city are destroyed.

Some more details about the razing :
- while a city is in "active raze mode" the city name gets a certain name suffix (-> INI file). The default suffix is "!R!".
- while a city is in "paused raze mode" the city name gets a certain name suffix (-> INI file). The default suffix is "?R?".
- the raze mode changes automatically from "active" to "paused" when the last ground combat unit leaves the city.
- the raze mode changes automatically from "paused" to "active" when one ground combat unit enters the city.
- once the razing is initiated it couldn't be stopped, it could only be paused.
- if the city is conquered by another civ while it is in raze mode (paused or active) the raze mode is automatically stopped (neither "active" nor "paused"). If the new conquerer decides to raze the city, the same procedure starts again. If he decides to keep the city, he can do so.

Remark :
during my tests the AI did recognize, that the city is not destroyed immediatly. It keep units in the city until the city is destroyed.


============
Requirements :
============
Civ4 patch 1.61.
This mod also contains another mod from me, which is not released yet. You can identify it by "Enhanced Game Utils". It is a small SDK adaption, which adds several C++ to Python loopbacks to the CvGameUtils.py. If you like to merge this in mod with another one, YOU MUST MERGE THIS ENHANCED GAME UTILS AS WELL!!!! The mod will not work without it!!!


============
Distribution :
============
Anybody who distributes this mod or uses parts of it in another mod, should always distribute it together with the c++ sources!


============
Installation :
============
All files have to be copied in there corresponding folders in the "\\My Documents\My Games\Civilization 4\". Do not copy them into your game installation!!!
- copy the *.py file(s) into their corresponding folders in the "\\My Documents\My Games\Civilization 4\CustomAssets" or, if you use it as a mod, into the correspoding "Mod" folder.
- copy the *.ini file(s) into the your "\\My Documents\My Games\Civilization 4" folder or, if you use it as a mod, into the correspoding "Mod" folder.
- copy the CvGameCoreDLL.dll file into the your "\\My Documents\My Games\Civilization 4\CustomAssets" folder or, if you use it as a mod, into the correspoding "Mod" folder.
- you don't need to install the *.cpp and *.h filesto somewhere, as long as you are not interrested to compile the DLL by your own.


============
Issues :
============
no known yet, so I count on you!


============
Ideas for future realeases :
============
Awaiting your comments and ideas.


============
Release Notes :
============
v1.0:
- initial release


============
Credits :
============
The team of The Realism Mod :
- for the idea of this mod

Dr. Elmar Jiggle :
- for the used INI Parser

Stone-D :
- for his SdToolkit

Teg Navanis
- for his improvements in the SdToolKit


============
External Download Links :
============
You can Download the CvGameCoreDLL.dll here

This razing option is interesting. Why not make another options:
city looting or pillage (dispand city and convert it to barbarians or rebels) and enslave population (Rome Total War type stuff)? This can be done by phyton, but AI needs SDK modification.

Similar to slavery code, if civic is slavery get slaves? It was the way in our past..



it can be useful for you guys?

https://forums.civfanatics.com/threads/sdkmod-raze-city-mod.168952/
 
i also notice Ai dont spread corporations like religions - expand is extremally slow compared to own religion spread
 
emm.. did you write to yourself zeta?
Yes, I thought I found something and got enthusiastic but a little later turned out it wa nothing.
This is the modcomp that is broken for some reason.

i also notice Ai dont spread corporations like religions - expand is extremally slow compared to own religion spread
Which option? Auto corporations or the normal?
 
i can still discover techs in transhuman era in 1-2 turns

i can count on small patch who increase cost of modern / transhuman era techs by 200-300% ?

(normal game speed)
(for testing do it would be fit well?)

my vassal discover nanomining in 1908..
 
it's nice and clear
M965WTl.png


it is opaque and completely unreadable

abHD44E.png
it's nice and clear
M965WTl.png


it is opaque and completely unreadable

abHD44E.png
I think it's the original BtS screen for Corporations. I don't know if it serves any real purpose. I mean with the Religion screen you can choose a state religion but there is no state corporation.
Do others experience the same?
 
I think it's the original BtS screen for Corporations. I don't know if it serves any real purpose. I mean with the Religion screen you can choose a state religion but there is no state corporation.
Do others experience the same?
I have newer used the screen so I can't say. But just looking at it right now I have no idea what it's supposed to be saying. I mean, is that the actual bonus from having the corp in the city? Is it the potential gain from spreading it? Something else entirely? And why are there two separate boxes with no labels to tell me which is which?
 
Last edited:
It's just listing all cities with all corporations inside them. Look at Calakmul: it has 3 corporations. One is giving 2 gold, the second 12, and the third one is giving 4 gold. But it's not indicated where one corporation ends and starts the next one.
And it has two identical boxes. It's just fitting better on one screen. At least in theory.
 
i can build corporate buildings when i have hivemind civ active (it should prevent me from building them)
pic related:

aYUMnTE.png
 
i can build corporate buildings when i have hivemind civ active (it should prevent me from building them)
pic related:

aYUMnTE.png
Upload a save file, please.
 
i think when civ switch to "hive" or "planned" or any civ who disband corporations, program should just wipe out all buildings, including coproration HQ
Well, maybe not "wipe out" but yes to "make inactive" and HQ could probably move to a different civ.

Checking your save now...
 
Well, maybe not "wipe out" but yes to "make inactive" and HQ could probably move to a different civ.

they cant move if you dont have "realistic corporations" option turned on

the same option atheism should have - make 0,5% per turn (it would be stack) to remove religion from city

and in 100 turns (~40 years in modern era) cities will be have 50% chance on remove religions (new generation of people born in pure - scientific society)
 
Okay, I checked your save:
So you can build a corporation building but you cannot use it. Which doesn't make much sense but at least it's not completely broken.
Maybe @Inthegrave wants to put it on his todo list.
 
So you can build a corporation building but you cannot use it. Which doesn't make much sense but at least it's not completely broken.
Maybe @Inthegrave wants to put it on his todo list.
I have trouble remembering off the top of my head but isn't there tags you can use to restrict certain buildings from being built with a civic?
 
I have trouble remembering off the top of my head but isn't there tags you can use to restrict certain buildings from being built with a civic?
There are but it's a different thing.
Can we build religious buildings with Atheist civic or non-state religious buildings with Intolerant? IIRC we can't.
 
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