Civics: need modification?

Ok first an opinon then my ideas, 1 first, I think the Civics area left a WHOLE WHOLE lot to be desired, I'm afraid we got the old rush job thrown at us. But I digress

Economic Freedom

Traditonalism- people care for themselves growing thier own food and getting thier own water. Little if any trade takes place, there is no conecpt of it.

Barter (available with Curency)- Items are now assigned a new characteristic called "worth" the idea that some things are more useful than others leads to a privallged and non-privallged class +10% to unhappniess, +2 gold in every city

Cottage Industry: Small groups of people choose to sepicalize in a field and create products for that field. Competition has begun to surface as each industry attempts to make a better product, or starve. +2 hammers +1 free speicalist. Decreases chance of a great person (because their all workin' don't ya know)

Capitalism- The cottage industry has evloved into a corperation. Large companies make products for the consumer, while the goverment will inergect occasionally to break up unfair monoplies the busniess run on thier own. +3 gold +3 Hammers 10% of entire income is lost due to the citizens (gasp) wanting to keep thier own money.

Comunism the gaps between the rich and the poor are eliminated, everyone is paied teh same and has mostly the same stuff. The goverment controls all industry in the since that there is no competiton. -1 hammer (no incintive to work) +4 gold due to coruption in your favor.

Personal Freedom

Tribalism What is personal freedom, is that somthing you can have when you don't work your butt off all day growing your own damn food?

Despotism Whoever is the stronger makes the rules, and they are very rarely nice happy rules. No unhapiniess (if you don't like it you can leave or you can die) -1 hammer (ok I'll work pretty boy, but I won't be happy about it... ow leg cramp gotta take a break)

Constiutional Monarchy A king is in place, but his powers are limited by his underlings. Citizens have some freedom but treason is still defined by the king, and still punishble by death. +1 hammer can execute any unhappy citizen.

Constiutional Republic citzens have total controll of thier goverment through elections, they can voice thier opinons to thier representive, or random strangers on the street. +20% happniess, +2 gold, citzens vote on other civics every three turns, civics change imeaditly (no anarchy) after the vote whether you like the change or not it doesn't matter. All citizens also vote on going to war.

No idea...

Press freedom

Gossip Information is exchanged from person to person, meaning that the story at the end can be very different from what some people call the truth.

Heraldry Persons hired by you go and spread good news about your goverment, whether it's true or not. -10% to research. +10% happniess. Increases the odds of war being declared

Indpendant Media The media is sperate from the goverment, and reports with basic freedoms. However the King can lean on the press to paint a postive image of say, an upcomming war. There's no gurentee they'll do it though. The free thought increases research. +10% research postive or negitive effect on a war vote depending on how much money you used to lean on the press. +5% happniess[/B]

Free Press The news media is open to everyone. Various news sources dispense a variety of news from a variety of perspectives. However the view is largely negitive of your nation. +20% to research -10% happniess negitivily affects the chances of war being declared.

Relgious Freedom

Paganism
Relgion is primitive and has no real affect on personal behavior

Theocracy God is seen as the true ruler of the nation. The teachings of his profits are law. Leaders relgion becomes dominant in all cities. +3 gold from tithes, if the leader changes his relgion all of these are lost (might help to make relgions give bouneses but I doubt we'll get that)

Fundmentalism Relgion is seen as making this nation superior to all the others, it is the will of God that this nation conquer the infidels and make them belivers, or kill them. Leader relgion becomes same in home city, Fanatic is spawed every five turns in each city. Automatic war with every civ who has a leader of a differnt relgion, cannot declare peace until the leader converts or Fudmentalism is changed.

Free Relgion People are free to see God in their own way. +15% to happniess (Leaders relgion remains to check against Fundi civs). +15% research. Domestic terrorism is a possibilty in all cities.

What do you think?
 
Hey guys. I worked out what was causing those wierd numbers. There seems to be a conflict between State Religion and Negative happiness per religion in a city. So it looks like I will have to make that change via Python, which is unfortunate. Anyway, I will post the completed XML version later today for your perusal :)

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Hey guys. I worked out what was causing those wierd numbers. There seems to be a conflict between State Religion and Negative happiness per religion in a city. So it looks like I will have to make that change via Python, which is unfortunate. Anyway, I will post the completed XML version later today for your perusal :)

Yours,
Aussie_Lurker.

I ran into this as well, but I fixed it all in XML. I will take a look later to see what I did.:goodjob:
 
I don't know how RED DIAMOND. I only solved it by setting the State Religion Boolean to 0, but this means that you have no state religion under any of those Civics (something I don't want). If you solved it some other way, then I will eagerly want to hear how :).

Yours,
Aussie_Lurker.
 
Hey Aussie. Are the booleans set to zero for all of the other civics in that class?(ie. All other government civics set to 0, except for the one with State religion).
 
Hey RED. The State Religion Boolean is set to 0 in all the Civic Categories EXCEPT Religion. Even here, it is only Free Religion and Paganism which lack the State Religion setting.
The point is that, if your religious civic has 0 State religion, then you can't have a State religion-which is exactly what I don't want!

Yours,
Aussie_Lurker.
 
Hey Red or Aussie

I dont suppose there is a way of creating a special unit from having certain civics is there?
 
Well, some are pretty good, but Civics like Heraldry and Cottage Industry I find a little TOO specific. Some things should simply be left to the imagination IMO ;).

Yours,
Aussie_Lurker.
 
Oh, btw Riker. If the unit you want has no other requirement (eg. tech or resource) beyond the appropriate civic, then it should be quite simple.
Go into CvGameUtils.py and find the line def CanConstruct.
Then type something along the following lines (can't guarantee it will work without some changes though!):
Code:
def canConstruct(self,argsList): 
pCity = argsList[0] 
eBuilding = argsList[1] 
bContinue = argsList[2] 
bTestVisible = argsList[3] 
bIgnoreCost = argsList[4] 
if eUnit == gc.getInfoTypeForString('UNIT_CIVICSPECIFICUNIT'): 
if pPlayer.getCivics() == gc.getInfoTypeForString('CIVIC_SPECIFICCIVIC'): return True
return False

Hope this helps.

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Hey RED. The State Religion Boolean is set to 0 in all the Civic Categories EXCEPT Religion. Even here, it is only Free Religion and Paganism which lack the State Religion setting.
The point is that, if your religious civic has 0 State religion, then you can't have a State religion-which is exactly what I don't want!

Yours,
Aussie_Lurker.

Send me your file, I think I can fix it;)
 
Howdy RED. Here is the file for you to look at-hope you can fix the happiness issue for me.

Yours,
Aussie_Lurker.
 

Attachments

Aussie_Lurker said:
Howdy RED. Here is the file for you to look at-hope you can fix the happiness issue for me.

Yours,
Aussie_Lurker.

Darn, I looked this thing over top to bottom and found no errors. Even the entries with state religion and neg happiness seemed ok too:confused: At least they showed up ok in game. This is really wierd, but I remember having the same error, but for the life of me, I forgot what I did to change it.

As it is now, I did not get the error. Where does it show up, in game in the civlopedia?
 
Hi RED. The error actually shows up in both the civics screen AND the Civilopedia. I have since removed all happiness penalties from the religious civics, and will try and reintroduce them either via the '6 Largest Cities' Category, or via Python.
BTW RED, how were you able to squash the labels for your civics into the squares? Mine are mostly OK except when I have two word terms (like Parliamentary Democracy and Organised Labour).

Yours,
Aussie_Lurker.
 
Aussie_Lurker said:
Hi RED. The error actually shows up in both the civics screen AND the Civilopedia. I have since removed all happiness penalties from the religious civics, and will try and reintroduce them either via the '6 Largest Cities' Category, or via Python.
BTW RED, how were you able to squash the labels for your civics into the squares? Mine are mostly OK except when I have two word terms (like Parliamentary Democracy and Organised Labour).

Yours,
Aussie_Lurker.

Thats a flippin wierd error because I've seen it too, but not when I used your file:confused: Truthfully, that one has gotten my goat.

In terms of the 66 civics on one screen, I changed the size of things in the Civicscreen.py file. I have attached it for you to use. BTW, Parliamentary Democracy won't fit because of the letter and space limit of about 18.
 

Attachments

Aussie_Lurker said:
Oh, btw Riker. If the unit you want has no other requirement (eg. tech or resource) beyond the appropriate civic, then it should be quite simple.
Go into CvGameUtils.py and find the line def CanConstruct.
Then type something along the following lines (can't guarantee it will work without some changes though!):
Code:
def canConstruct(self,argsList): 
pCity = argsList[0] 
eBuilding = argsList[1] 
bContinue = argsList[2] 
bTestVisible = argsList[3] 
bIgnoreCost = argsList[4] 
if eUnit == gc.getInfoTypeForString('UNIT_CIVICSPECIFICUNIT'): 
if pPlayer.getCivics() == gc.getInfoTypeForString('CIVIC_SPECIFICCIVIC'): return True
return False

Hope this helps.

Yours,
Aussie_Lurker.

Thanks Aussie, I will give it a bash and let you know. ;)
 
Question, when playing with XML in CIVICS there is an option of <CIVICPERCENTANGER>, does this anger neighbours if I have this type of civic?

Example, If I put Slavery at 400%, would this mean my neighbours are angry because I have this civic or because they dont have that civic :crazyeye:

If you understand my ramblings please explain to me what the answer is. :lol:
 
Riker13 said:
Question, when playing with XML in CIVICS there is an option of <CIVICPERCENTANGER>, does this anger neighbours if I have this type of civic?

Example, If I put Slavery at 400%, would this mean my neighbours are angry because I have this civic or because they dont have that civic :crazyeye:

If you understand my ramblings please explain to me what the answer is. :lol:

That is a boolean(ie. it should be 0 or 1 only). What the 1 does is makes all other civs have unhappiness if they don't have that civic. A little counterintuittive but hey most programming things are:lol:
 
Thanks RED, but if its a boolean why does it say percentage, and in the original Civ4civicsinfos.xml it has 400 under emancipation?

Please clarify before I edit this part.

Many Thanks RED.

Riker13
 
Actually RED, it isn't a Boolean. How do I know? Because it doesn't say <bCivicPercentAnger>, it says <iCivicPercentAnger>. All Boolean settings have a lower case b next to them (i.e. just a 0 or 1 for no or yes), wheras CivicPercentAnger is an integer setting (or lower case i). This means that you can give it an integer setting relating to how much anger you want the civic to cause to your neighbours. Hope this helps guys.

Yours,
Aussie_Lurker.
 
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