Corporations

I'm completing re-working Vincentz guilds to get rid of the extra resources he added. It should make it simpler for the AI and players to understand.

To do this, I've add a slew of new tags which you will be able to use in Beta10 (when I release it.)

To summarize all the tags I've added this far for Corporations:

  • iRevolutionIndexModifier
  • iHappiness
  • iHealth
  • iMilitaryProductionModifier
  • iFreeXP
  • CommerceChanges
    List of iCommerce tags, put a whole number of commerce changes that any city with the active corporation will receive.
  • YieldChanges
    List of iYield tags, put a whole number of Yield changes that any city with the active corporation will receive.
  • CompetingCorporations
    Creates a list of competing corporations. You can use this to set corporations that compete with this one, without making them consume the same resource. Corporations that do consume the same resource will still be listed as competing. This just allows you to force other corporations as competing. (Could be useful for News Media Corps)
  • PrereqBuildingClasses

Those should give you a lot more flexibility with corporations. If you have any last minute requests before I seal the SDK code for AND 1.60, speak now or forever hold your peace. ;)
 
I'm completing re-working Vincentz guilds to get rid of the extra resources he added. It should make it simpler for the AI and players to understand.

Good I got the "get extra resources" quest and one of them was a guild charter of which there can only be one :)
 
I could never understand why Guild charter was required.. I guess it isn't needed anymore.

@Afforess - Ye gods. So many tags. Yeah, this will make it pretty flexible. Sorry, right now, I cannot think of anything off the top of my "pin"head to add to the SDK for corps, so, go ahead and seal it for 1.6 in this particular department.

I'm wondering.. this is... hypothetical. If I were to change the naming of a guild tag, say, corporation_artistguild (I like names for tags, rather than numbers) into Guild_Artist, what kind of coding is required for that? I'd assume the gamefont would have to be modified too, right?

Another thing, I think I saw this somewhere.. all those lines of code in various buildings, units, etc... really aren't needed, right? You can strip them down to the bare essentials, and if you produce resources, you need to keep those intact, correct?

I'll post 1 version of the FHFQ and NHTC tonite, if I don't get distracted, heh.
 
I could never understand why Guild charter was required.. I guess it isn't needed anymore.

Vincentz designed guilds to have 3 seperate groups of guilds that competed with one another; so you couldn't get more than 3 guilds in a city. Since resources were the only way to make Corporations compete (at least, they were), he made up a charter resource. I decided to make a much cleaner and XML friendly way to do that.

@Afforess - Ye gods. So many tags. Yeah, this will make it pretty flexible. Sorry, right now, I cannot think of anything off the top of my "pin"head to add to the SDK for corps, so, go ahead and seal it for 1.6 in this particular department.

Kk, I though you would appreciate it. I'm going to run through your corporations and see if I can put some of the new tags on them. I cleaned up your buttons too, you might want to dig up some tutorial on how to make them, or ask on these forums, a lot of people can tell you how.

I'm wondering.. this is... hypothetical. If I were to change the naming of a guild tag, say, corporation_artistguild (I like names for tags, rather than numbers) into Guild_Artist, what kind of coding is required for that? I'd assume the gamefont would have to be modified too, right?

The names are meaningless; they are stored in the engine as 0, 1, 2, 3... etc, the strings are converted to the number. Just make sure that you change all references to that new name if you change it.

Another thing, I think I saw this somewhere.. all those lines of code in various buildings, units, etc... really aren't needed, right? You can strip them down to the bare essentials, and if you produce resources, you need to keep those intact, correct?

Yeah, you can delete all the 0's, falses, and NONE's. They are just an eyesore.
 
1. Yeah, that CompetingCorporations tag should help ALOT in that area.

2. Buttons? I hadn't realized there was something wrong with them... they seemed fine on my system, but then again, I honestly don't know what I'd have to look for.

3. Good on names then.. so in my head, i'm thinking modern corporations would remain corporation_*name*, corporation_*nameguild* would be renamed to Guild_*name*, the renaissance era companies would be Company_*name*, and the conglomerates/megaconglomerates would be hmm... conglomerate_*name*. For me, that's an easy way to quickly scan.. other people, other ways, ya know? I like to keep it simple, heh.

4. That is definitely good to know. All that code was irritating to me, ya know?

Thanks for your help, Afforess! And when ya change the corps/guilds, I'm gonna look at it and see how ya did it, so that I know when I do mine, well, it'd be that much better.

*EDIT*

Sigh. I've been slammed for the past few weeks and it looks like it will be more of the same for the next few weeks. I might be able to sneak in odd moments to do some work on this stuff, but with Civ 5 coming out near the end of the year, well, hmm.. that doesn't mean I'll stop working on this for Civ4, but I'll try and get a few corps/companies up and going. I AM happy about Civ 5 coming out though, heh.
 
Apologies... I was going to try and finish off what I said I'd do, then my gaming system kicks the bucket. It won't back up until middle of the month. Sigh. No way for me to test since my other system just cannot handle RoM or RoM/AND.

Hopefully I can get something done before Civ5 comes out, heh heh...
 
Vincentz designed guilds to have 3 seperate groups of guilds that competed with one another; so you couldn't get more than 3 guilds in a city. Since resources were the only way to make Corporations compete (at least, they were), he made up a charter resource. I decided to make a much cleaner and XML friendly way to do that.

Just saw this. And the answer is ... better late than never ;)

I made 3 guild charters so that each civilization could only found 1 guild each from each different categories (Not just 3 guilds in each city). It was the only way to make it work (in XML), and it seems that the AI had a pretty good grasp of it. Every game I played would have all Guilds founded and the AI spreading them a lot.

I'm not sure the tags give the same results.

Anyway. I removed the different resources that some guilds would give (Carpentry, Medicine and Anual Fair) and by removing the 3 (IMO since they have no units or buildings using them, and they are all in lategame where resources already are plentifull) useless resources from RoM, (Biofuel, Fertilizers and Smart Medicine) the Guilds are working again.
Instead of the bonus resources the "lesser" guilds would give, I gave them a Guild Hall each. F.ex. the Carpenters Guild Hall would give 1 specialist for each lumbermill, The Apothecaries Guild Hall gives +2 health and the Heal promotion to unit built in the city, etc etc.
 
Mr. CivTbone,

Do the Corps patches work for ROM 2.9 ??

If it doesn´t, can you work on it?

Once i get my system up and running, hopefully tonite, I'll take a look at the 2.9, and see. In the meantime, you could probably try installing the corporations part into the folder, and see if the game gives you problems or not.

If it does, let me know. I'll see what I can do. Corporations, and Vincentz' Guilds is folded into AND as a selectable option, ya know.
 
Just saw this. And the answer is ... better late than never ;)

I made 3 guild charters so that each civilization could only found 1 guild each from each different categories (Not just 3 guilds in each city). It was the only way to make it work (in XML), and it seems that the AI had a pretty good grasp of it. Every game I played would have all Guilds founded and the AI spreading them a lot.

I'm not sure the tags give the same results.

Anyway. I removed the different resources that some guilds would give (Carpentry, Medicine and Anual Fair) and by removing the 3 (IMO since they have no units or buildings using them, and they are all in lategame where resources already are plentifull) useless resources from RoM, (Biofuel, Fertilizers and Smart Medicine) the Guilds are working again.
Instead of the bonus resources the "lesser" guilds would give, I gave them a Guild Hall each. F.ex. the Carpenters Guild Hall would give 1 specialist for each lumbermill, The Apothecaries Guild Hall gives +2 health and the Heal promotion to unit built in the city, etc etc.

Now that sounds cool, Vincentz... did you use your original files, or did you use the modular version of your files I did?
 
Just saw this. And the answer is ... better late than never ;)

I made 3 guild charters so that each civilization could only found 1 guild each from each different categories (Not just 3 guilds in each city). It was the only way to make it work (in XML), and it seems that the AI had a pretty good grasp of it. Every game I played would have all Guilds founded and the AI spreading them a lot.

I'm not sure the tags give the same results.

The new commerce tags got added to the AI code, so they are aware of them. As for the other tags, prerequisite tags rarely are in AI code, since there is usually not much you can do to fulfill them immediately. Exceptions are techs and buildings. But they all seem to work, and the AI builds guilds. It makes the Guilds civic really useful, since it's a medieval civic and lower corp maintenance.
 
I would simply like to know how to change the resources needed for each corporation already in the game. I can't figure out which file to look in and as such don't know exactly what to modify. Please let me know the simple answers. Thank you.


Snootch
 
I would simply like to know how to change the resources needed for each corporation already in the game. I can't figure out which file to look in and as such don't know exactly what to modify. Please let me know the simple answers. Thank you.


Snootch

Assets/XML/GameInfo/CIV4CorporationInfo.xml don't forget to back it up before you do anything :).
 
Thanks, Dancing.

Also, I am wondering how to fully change them, from name, prereqs, etc. From what I have seen in the file that you mentioned, there are things about altering that are not obvious. For example, for all seven corporations, their prereq tech is NONE. Hmmm... And I can't seem to figure out how to change Sid's Sushi corp to something else.

Basically, I am fine with the graphics and whatnot. I just want to change the resources, the benefits, and all that stuff.

Thanks for your time.


Snootch
 
Thanks, Dancing.

Also, I am wondering how to fully change them, from name, prereqs, etc. From what I have seen in the file that you mentioned, there are things about altering that are not obvious. For example, for all seven corporations, their prereq tech is NONE. Hmmm... And I can't seem to figure out how to change Sid's Sushi corp to something else.

Basically, I am fine with the graphics and whatnot. I just want to change the resources, the benefits, and all that stuff.

Thanks for your time.


Snootch

The prereq tech for the corporation is NONE. I think you need to find the building that founds the corporation and look at its prereq techs. ;) One warning, with corporations the order they are defined in is very important.
 
Your advice does not provide me with obvious details either, friend.

I primarily just want to change the following on my corporations, keeping the seven graphics right where they are:

1) Names
2) Resources
3) Prerequisite technologies
4) The benefits that they provide
5) And maybe the costs for each


Thanks.


Snootch
 
Your advice does not provide me with obvious details either, friend.

I primarily just want to change the following on my corporations, keeping the seven graphics right where they are:

1) Names
2) Resources
3) Prerequisite technologies
4) The benefits that they provide
5) And maybe the costs for each


Thanks.


Snootch

1) this is done in one of the game text XML files. It depends on which corporations you are changing as to where this may be.

3) Find the founding building in the Building Infos XML it defines the prerequsite technologies

2, 4, ad 5) don't know, and I have not been able to find a tutorial which may help either, sorry.
 
If anyone has specifics on these things, I'd sure appreciate learning them.

Thanks for the effort, Dancing. See ya.
 
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