Civics: need modification?

Well, here were my thoughts. A Barter Economy grants trade routes +2 food and +1 hammers. A Cash Economy grants trade routes +1 Food and +2 gold. A Mercantilist Economy grants trade routes +2 Gold, +1 Hammer. A State-Run Economy grants trade routes +2 Hammers and +1 food. A Free Market Economy grants trade routes +3 gold. Lastly, an Environmentalist Economy grants no net benefits from trade routes, but grants health, happiness and 'efficiency' benefits to all cities.
Anyway, just a thought. I would like to know what you think.

Yours,
Aussie_Lurker.
 
Aussie how are you giving trade route +gold, +hammers, and +food? Is that with python?
 
Nope Korn-no Python Neccessary. If you look up the CivicInfo.xml file you will find this line
Code:
<TradeYieldModifiers/>
According to the Apolyton Modiki, this refers to the hammers, gold and food that a trade route provides. As I said previously, my only disappointment is that they don't have a
Code:
<TradeCommerceModifiers/>
section for allowing trade routes to provide additional culture and science. Perhaps we should lobby them for that? ;)
EDIT: Oh, and just found out that it gives a % bonus to food, hammers and gold NOT a direct amount, which I think is even better!!

Yours,
Aussie_Lurker.
 
Aussie,

When you change information in the following block of xml text, what other xml files does it change?

<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
<Type>CIVIC_HEREDITARY_RULE</Type>
<Description>TXT_KEY_CIVIC_HEREDITARY_RULE</Description>
<Civilopedia>TXT_KEY_CIVIC_HEREDITARY_RULE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CIVIC_HEREDITARY_RULE_STRATEGY</Strategy>
<Button>,Art/Interface/Buttons/Civics/Hereditary_Rule.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,3</Button>
<TechPrereq>TECH_MONARCHY</TechPrereq>

like for example if i changed hereditary rule's name to monarchy, and wanted to change it's button which other files would i need to modify to make it work properly?

One other question, how much have you experimented with the trade route modifier? Would it only work on items such as corn (food), coal (hammers), and gold (commerce) or what exactly?
 
@Korn469

As to your first question, the only other place you really NEED to go is the CivText folder and alter the relevent sections of the CivObjectsText.xml file. In this case, find CIVIC in the file, scroll down to CIVIC_HEREDITARY_RULE and change it to CIVIC_MONARCHY. It's that easy. Oh, but if you change the name of one the civics that you vote on in the UN, then you will need to find VoteInfo.xml and change the relevent section too (this last part isn't vital, as it doesn't cause the game to crash during loading).

As to the second question, it says +20% food per trade route (with the 3 arrows) for example. What this means, I think, is that if you have two cities connected by a road-and a trade route forms, then each city will have 20% more food to play with. So, by default, we have a form of food and hammer trading in the game ;)! Like I said, if only they allowed the same thing for culture and science (tradecommercevalues) then we would be 'In Like Flynn')
Hope this answers your questions. If not, I will have me economics section of the mod finished by the end of today, and will post it here for you to look at.

Yours,

Aussie_Lurker.
 
Thanks for the info to the first part of my question! That really helps out quite a bit. I've been playing more than modding lately, but I intend to release an update to the Blitz mod that will include the altered civics values I posted here (with a few changes).

As to changing the values in trade routs, that sounds like a slightly odd effect. It may be the reason why no civic in the civ4 defaults uses it.
 
Well, as I said, the inability for cities to trade food-or hammers-always seemed a major omission, IMO, and though the health benefits of traded food resources was a step forward, it wasn't really the same thing. Now, at least, you have a means, within the civics system, to represent the domestic and international trade in commodities.

Yours,
Aussie_Lurker.
 
This is the BEST thread in the entire forum. I just wish more people would see it.

The two biggest aspects of this game IMHO are religion AND civics. I modded my game so that you choose which religion you want and research that 1st. I usually play me against 12 other civs. This means only 8 of us can be founders and reap the benefits of same(gold, culture, science etc.).

Because of this there is no more religion monopolies by the sprituals. I enabled religious victory and trying to get more than 50% of the world to your religion is almost impossible without ALOT off finese and some luck. The AI now just does not religion hop if they found a religion as much anymore.:cool: In addition, I added a few more civics that do not allow non state spread. VERY different game now.

Finally, I added a Atheism civic and boy did I find some GREAT things fooling with this. Basically you get some happiness, culture, gold and science bounses, BUT strict penalties for state religion or ANY religious buildings in your city. So strict that you "really" have to play as an atheist or your people will all go :mad:. Great flexibility to create good social engineering has been given to us. :D As you can see by doing this you can indeed restrict certain civics combos that don't make sense (Police state/free speech):eek: :crazyeye:
 
Good thread, because I'm doing some modding by myself.
I wanted to implement land-owning church civic, like in medieval times, so that it gives +4 gold per priest specialist but no happines from state religion in city. However it seems like I can't assign gold bonus to priest specificaly, at least not in civicinfos.xml, while I can assign it for any building in buildinginfo.xml (look at angkor watt wonder) Any advices?

Also, how to mod phyton so that I can build building only under specifical government?
Thx in advance
 
I did some thinking aloud and tried so see if I could come up with some civics that would have only a couple of bonuses/penalties just like the game in its current state, and also to configure the bonuses/penalties in a way that would require only some XML modding: Here goes nothing...

CONCEPTUAL CIVICS

GOVERNMENTAL
Military Dictatorship &#8211; High Upkeep
Positives: +25% miliary unit & military building production, +1 happiness per military unit stationed in a city
Negatives: -2 (or 3?) happiness in six largest (or perhaps all?) cities (lack of free speech)

Police State &#8211; High Upkeep &#8211; Change from original version
Positives: Spies can be built without Scotland Yard
Negatives: -1 (or 2? or 3?) happiness in all cities (citizens afraid of secret police)

Fascism &#8211; High Upkeep
Positives: +2 experience to new military units, can draft 3 units per turn, -50% war weariness,
Negatives: No foreign trade routes (ultra-nationalistic society), no state religion (the state is the religion)

Monarchy &#8211; Medium Upkeep &#8211; Change from Hereditary rule
Positives: +50% gold output, +50 (or 100?)% culture in capital (Monarch demands fine goods & arts), can draft 1 (or 2?) units per turn
Negatives: +25 percent maintenace cost for distance from captial (extra police needed to ensure Monarch's absolute rule)

Despotism &#8211; change from original &#8211; High Upkeep (corruption rampant away from capital)
Positives: +1 happiness per military unit stationed in a city
Negatives: ???

Republic &#8211; Low Upkeep &#8211; Keep original from game (Representation)
Positives: +3 research per specialist, +3 happiness in 6 largest cities
Negatives: ???

Democracy &#8211; Medium Upkeep &#8211; Change slightly from original (Universal Suffrage)
Positives: +1 production from Town, Gold use allowed to hurry production, +1 happiness in all cities
Negatives: +25% war weariness

City-States &#8211; Low Upkeep
Positives: +1 culture, +10% gold/production/research in all cities (high degree of autonomy)
Negatives: +50% (or 100%?) maintenance cost for distance from capital (required due to each city's high degree of city autonomy &#8211; lack of governmental intervention can mean warring among rival city-states)

This is nowhere near finished (I typed it up in about 25 minutes) and I just copy-pasted from the Open Office program I was using; personal notes included. Obviously I've just started since I've typed up only governmental civics, but I'm hoping for a high degree of variety between civics. Thoughts? Ideas so I can fill in the areas with question marks? At the very least I want to mod this for myself because there just seems to be nowhere near enough civic options in the game and it's finally bugging me.
 
Hi TheJopa.

The best thing for the latter question is as follows:

in the CvGameInterface.py file, find the def CannotConstruct section.

Add the following:

Code:
def cannotConstruct(argsList): 
        pCity = argsList[0] 
        eBuilding = argsList[1] 
        bContinue = argsList[2] 
        bTestVisible = argsList[3] 
        bIgnoreCost = argsList[4]
 
        if eBuilding ==gc.getInfoTypeForString('BUILDING_FEUDAL_MANOR'):
                 if pPlayer.getCivics() == gc.getInfoTypeForString('CIVIC_SLAVERY'): 
                           return True

Now, you need to repeat this code for every civic category EXCEPT the one you want to be able to build the improvement/wonder in. Then, as your last line, write
Code:
return False
Now, I realise that this is time consuming, but it is far more 'foolproof' than the CanConstruct section, which would only look to confirm you are in the right civic or not-not whether or not you have any other prerequisites.
However, if you want to try this approach, it is pretty much the same-but simply write:

Code:
def canConstruct(argsList): 
         pCity = argsList[0] 
         eBuilding = argsList[1] 
         bContinue = argsList[2] 
         bTestVisible = argsList[3] 
         bIgnoreCost = argsList[4]
 
         if eBuilding ==gc.getInfoTypeForString('BUILDING_FEUDAL_MANOR'):
                  if pPlayer.getCivics() == gc.getInfoTypeForString('CIVIC_SERFDOM'): 
                           return True

         return False

Now, I haven't tried this myself but, based on the experience of others, either of these SHOULD work.

Yours,
Aussie_Lurker.
 
OK, now your first request is a LITTLE bit harder to do, but all I can suggest for now is:

Code:
def OnBeginPlayerTurn (Self, argslist)
         'Called at the beginning of a players turn'
         iTurn, iPlayer = argslist

         player = gc.getActivePlayer()
         if (player.isCivic(gc.getInfoTypeforString("CIVIC_CHURCH_PROPERTY"))):

                       if (city.isSpecialist(gc.getInfoTypeforString("SPECIALIST_PRIEST"))):
                                for i in range(player.getNumCities())
                                        player.getCity(i).getCommerceChange(gc.getInfoTypeforString("COMMERCE_GOLD"), 4)

else:
                               for i in rang(player.getNumCities())
player.getCity(i).getCommerceChange(gc.getInfoTypeforString("COMMERCE_GOLD"), 0)

Anyway, I can't confirm this will work, but there IS a certain logic to it. It might at least be worth a try. Even if I am wrong, it might start your feet in the right direction ;)!

Yours,
Aussie_Lurker.
 
Unhappiness in police states could be connected to scientific buildings like Libraries, Universities and Laboratories. In such states (Nazi Germany, Soviet Union, Nationalist Spain, People's Republic of China), students and academics have usually been the largest threat against security of the state.
 
Optimizer said:
Unhappiness in police states could be connected to scientific buildings like Libraries, Universities and Laboratories. In such states (Nazi Germany, Soviet Union, Nationalist Spain, People's Republic of China), students and academics have usually been the largest threat against security of the state.

Yep, that's the idea.:goodjob:
 
Aussie_Lurker said:
Well, as I said, the inability for cities to trade food-or hammers-always seemed a major omission, IMO, and though the health benefits of traded food resources was a step forward, it wasn't really the same thing. Now, at least, you have a means, within the civics system, to represent the domestic and international trade in commodities.

Those both dilute the value or identity of individual cities, though. Fishing villages wouldn't be nearly so interesting if you could just divert the output of a core city for three or six turns to *shazam* give it lighthouse, harbor, courthouse, and the other basic buildings it'd need. Instead, you have to weigh the eventual commerce return against the long startup time when it'll be underdeveloped and draining your coffers...
 
Aussie lurker, thanks. I will try these, I downloaded phyton editor, though I don't have any experience in it yet.
If someone wants to mod slavery civic, in unit graphic section of forum is slave unit along with phyton script which allows slaves to be spawned after combat (20% chance) if your civic is slavery. And I would also add slaves ability to join city as slave specialist, like great people, so that they produce few additional hammers. This can be done in xml files, however they wouldnt count in population. This may cause some unbalace, because you could have hoardes of slaves, which give production without unhealthines or overcrowding penalties. But I suppose this could be edited in phyton.
 
@TheJopa. I should warn you that, even if my suggested script for the Priest works, I have a strong suspicion that it will ONLY work for the first specialist in each city-NOT for every priest you produce. Sorry about that, but until they improve the XML schema, we are kind of stuck with it :(. Guess its better than nothing though

@Kidinnu. I don't think the trade route yield modifiers will be quite as diluting as you think. Remember, they are percentage modifers, so only act on what is already there. So a fishing village with only 6 hammers to its name will-even with a 100% bonus from trade-only boost its hammer output to 12.
All I am talking about is a 10-30% bonus at best. However, it WILL be an added incentive for players to found more trade routes. As for my views on the ability to trade shields/food in previous games, I always said that there should be some kind of restriction on the MAXIMUM shields/food a city could send/recieve on a per turn basis-probably determined in part by tech level. Trust me, I wanted realism, but NOT at the expense of gameplay and strategy.

Yours,
Aussie_Lurker.
 
Hi again everyone. Well sorry for the delay, but here is the latest update to my civics mod. This time around I have altered the Labour civics. Just a note, I have removed Emancipation from the Labour Civics (I plan to move it to a new option called 'Rights') and have added Professional, Conscription and Organised Labour to the list instead. As always, this IS a work in progress, so I will greatly appreciate any feedback you might be able to give :)!

Yours,
Aussie_Lurker.
 

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y not add confederation??
 
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