Civic Changes Python Request

ToV

Warlord
Joined
Oct 17, 2005
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Hi. I'm ToV. I am working on changing the civics; however, some of the changes I want need python. Since I know nothing about pythin, I thought I would come to you. If someone could make these changes (and tell me where in the CustomAssets folder to put them), I would be grateful.

Here are the changes that need python. Before you start working, please remember I downloaded the new patch, 1.62 (or whatever it is)

Nationhood:
+1 unhappiness per foreign nationality*



Decentralization: (I wanted this to double as another civic, corporatism. Easier that way)
+25% production from factories
+4 health from factories


Free Market: (Which, according to the civopedia, is the regulated market we have today)
+10% production from factory

Environmentalism:
+20% production from Recycling Center

That is a small list, but I am sure it will keep some of you busy. Any help will be appriciated.
 
Have you looked in the xml files? I am, specifically, thinking of the CivicInfos.xml file. I haven't seen any changes, of the nature you are looking for, in any other file, python or not.
 
senwiz said:
Have you looked in the xml files? I am, specifically, thinking of the CivicInfos.xml file. I haven't seen any changes, of the nature you are looking for, in any other file, python or not.
I have. In fact, I was able to do most of my changes with XML; these are the only few I cannot. I cannot change anything except happiness with buildings in xml, and the Nationality thing, I cannot find anywhere in the xml file.
 
Here is a list of all of my intended changes. Just remember only the python will be locked once I get it, since I have no python experience myself.

Government:
Despotism
Low Upkeep
+10% distance maintenance* (Despots are corrupt)

Hereditary Rule
Monarchy
Low Upkeep
+1 happiness per military unit

Representation
Constitution
Medium Upkeep
+2 happiness in largest cities
+3 science per specialist

Police State
Fascism
High Upkeep
+25% military production
-50% war wariness
+2 happiness per military unit* (The military keeps order, which is what CIV happiness represents)
-50% great people points* (A police state is a repressive regime. It is also to counter the free speech civic)

Universal Suffrage
Democracy
Medium Upkeep
+1 hammer and commerce from town*
+100% growth for cottage, hamlet, village*

Legal:
Barbarianism
Low Upkeep
-1 Happiness in largest cities* (“The strong take what they want from the weak”)

Vassalage
Feudalism
High Upkeep
Free units <+5 base, +10% pop>
+2 experience to new units

Bureaucracy
Civil Service
Medium Upkeep
+50% hammers and commerce in capital

Nationhood
Nationalism
None
Can draft 3 unit per turn
+2 happiness from barracks
+1 unhappiness per foreign nationality* (Xenophobia)

Free Speech
Liberalism
Low Upkeep
+100% culture in all cities
+50% great people points* (The government does not suppress ideas)
+50% war wariness*

Labor:
Tribalism
Low Upkeep
+10% city maintenance* (Tribalism is not effective in large cities)

Slavery
Bronze Working
Low
Can sacrifice population to rush production

Serfdom
Feudalism
Low Upkeep
Works build improvements 50% faster
+1 commerce from watermill, windmill* (You&#8217;re serfs must pay fees to uses these services. And for a host of other things, too)
-50% growth for cottage, hamlet, village* (Urbanization is not encouraged, since most of the population is needed to works the field)

Caste System
Code of Law
Medium Upkeep
Unlimited artists, scientists, and merchants in cities

Emancipation
Democracy
Low Upkeep
Can spend gold to finish production*
+1 happiness in largest cities*
Gives Civs without Emancipation unhappiness <400>

Economy:
Decentralization
Low Upkeep
+20% production with factories* <additive>
-4 health with factories

Mercantilism
Banking
Medium Upkeep (May change to high if overpowered)
No distance maintenance* (This bonus seemed better here, since most European colonial empires ran this civic)
+1 gold per specialist*
No foreign trade routes

Free Market
Economics
Medium Upkeep
+2 trade route per city
+10% factory production <additive>

State Property
Communism
Low Upkeep
2 free specialist*
+1 food from workshop, watermill
-1 trade route* (Individual incentives are not encouraged, because everything belongs to the state, anyway)

Environmentalism
Medicine
Medium Upkeep
+6 health in all cities
+1 happiness from jungle, forest
+1 food from farms* (Hydroponics offer higher yields; in addition, now you need less farms, leaving room for other, more useful improvements)
+15% production from recycling center* (As much as possible is recycled)

Religion:
Paganism
Low Upkeep

Organized Religion
Monotheism
High Upkeep
Can build missionaries without a monastery
+25% building construction with state religion
+1 extra happiness from state religion* (I just thought it would be interesting)

Theocracy
Theology
Medium Upkeep
+2 exp in cities with state religion
Halts the spread of non-state religions
+10% military production* (It is easier to recruit a Holy Army)

Pacifism
Philosophy
None
+100% Great People points in cities with state religion
+1 gold per military unit
+100% War Wariness* (You&#8217;re citizens are pacifists! What did you expect?)

Freedom of Religion
Liberalism
Low Upkeep
No state religion
+1 happiness for every non-state religion in a city
+20% science* (Religion does not censor ideas. It is increased to counter the new culture penalty)
-10% culture* (To simulate the morally lax society described in the Civopedia)
 
ToV said:
Hi. I'm ToV. I am working on changing the civics; however, some of the changes I want need python. Since I know nothing about pythin, I thought I would come to you. If someone could make these changes (and tell me where in the CustomAssets folder to put them), I would be grateful.

Here are the changes that need python. Before you start working, please remember I downloaded the new patch, 1.62 (or whatever it is)

Nationhood:
+1 unhappiness per foreign nationality*



Decentralization: (I wanted this to double as another civic, corporatism. Easier that way)
+25% production from factories
+4 health from factories


Free Market: (Which, according to the civopedia, is the regulated market we have today)
+10% production from factory

Environmentalism:
+20% production from Recycling Center

That is a small list, but I am sure it will keep some of you busy. Any help will be appriciated.

I don't think these changes can be done with XML or python. You'll need to use the SDK to define new code for these parameters, Then you'll need to add new defs to the CIV4GameInfosSchema.xml and then each of those parameters would have to be added (with values) to the CIV4CivicsInfos.xml file.

This is the only way I can think of to do what you're suggesting. So if you don't know C++ then it can't be done. Sorry. :(
 
I don't think these changes can be done with XML or python. You'll need to use the SDK to define new code for these parameters, Then you'll need to add new defs to the CIV4GameInfosSchema.xml and then each of those parameters would have to be added (with values) to the CIV4CivicsInfos.xml file.

This is the only way I can think of to do what you're suggesting. So if you don't know C++ then it can't be done. Sorry.
I do not even know python, let alone C++! That's why I placed this request. (I thought it would be OK, seeing as I already did the bulk of the work)
 
ToV said:
I do not even know python, let alone C++! That's why I placed this request. (I thought it would be OK, seeing as I already did the bulk of the work)

Ahh I see. Makes me wonder if their is a topic around here somewhere that those of us who don't know C++ can post a request in for certain things.

Perhaps you'll get lucky and someone with the knowledge will make this for you. ;)
 
According to another member, at least some of this is possible through python. I hope he is correct, but you may be right.
 
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