Spatzimaus
Mad Scientist
Okay, status update: I was originally hoping to have v.0.23 done by Friday, but things are a bit hectic at work so it's probably getting pushed to Saturday at the earliest. I've already updated the various Lua scripts to account for the new patch, and I didn't see much in the XML that would impact anything I've done, but I'm still testing to see if there's some conflict I missed.
On the bright side, the negative-happiness buildings are VERY close to functional. The UI will be really flaky on them, but it should work. Effectively, the way it works is that I created a new policy branch, containing two new policies. One of those two policies is given immediately, the other is NEVER given. (That way, you can't complete the branch to get closer to a cultural victory.) I'm in the middle of rewriting the policy tab to explicitly not show that branch.
The policy that you start with gives you -2 happiness per Genejack Factory. Actually, it gives you -1, but the bug that makes you get policy happiness twice doubles that to -2, although only -1 of that applies on the first turn after the building is completed.
Likewise, it also gives -1 happiness per Children's Creche, Gravity Shield, and Robotic Assembly Plant. Yes, the bug doubles that to -2, but I also added +1 happiness to these buildings, so the net is -1 (-0 on the first turn).
And finally, I created a custom building that adds -10 (two -5s, actually). When someone completes the Dream Twister, one of these is created in every other civ's capital. Right now, the Dream Twister doesn't do what it's supposed to.
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There's one major problem with this method: giving a player a free policy screws up the cost progression, since it counts you as having taken a policy. (For whatever reason, the <CultureCost> field in the policies table just isn't used.) So I'm having to change the progression. Currently, it's 25 + 6*(N^1.7), rounded to the nearest 5. By changing that to 15 + 5*((N+1)^1.7), the progression is nearly identical up until you have ~15 policies, at which point they're slightly cheaper than before.
I'm in the process of tweaking the numbers on this in a spreadsheet to find something that works better. Which brings us to a question: What do people think about the pace of policy gain in the future eras? Personally I feel it's a bit fast, since the stacked +culture buildings really add up, but I don't usually try for a culture win.
There's also one small abuse: the free policy is awarded at the start of the SECOND turn, since the "start game" event isn't triggering correctly. So if you start in a later era and buy all of your policies on the first turn, before it's awarded, you'd get a huge cost discount. The AI won't abuse this; it never buys more than 1 policy per turn, no matter how much culture it has. But players can break it if they're not careful.
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Also, I'm still testing that SDI bit. It's looking like the nuke interception just doesn't work at all, meaning those other mods that have made their own SDI variants can't be working either. But I'm going to implement some anti-nuke stuff as-is, under the assumption that it WILL get fixed, so don't be surprised to see that stuff in the patch notes. (I haven't tested it since the patch, though, so SDI might work...)
On the bright side, the negative-happiness buildings are VERY close to functional. The UI will be really flaky on them, but it should work. Effectively, the way it works is that I created a new policy branch, containing two new policies. One of those two policies is given immediately, the other is NEVER given. (That way, you can't complete the branch to get closer to a cultural victory.) I'm in the middle of rewriting the policy tab to explicitly not show that branch.
The policy that you start with gives you -2 happiness per Genejack Factory. Actually, it gives you -1, but the bug that makes you get policy happiness twice doubles that to -2, although only -1 of that applies on the first turn after the building is completed.
Likewise, it also gives -1 happiness per Children's Creche, Gravity Shield, and Robotic Assembly Plant. Yes, the bug doubles that to -2, but I also added +1 happiness to these buildings, so the net is -1 (-0 on the first turn).
And finally, I created a custom building that adds -10 (two -5s, actually). When someone completes the Dream Twister, one of these is created in every other civ's capital. Right now, the Dream Twister doesn't do what it's supposed to.
---------
There's one major problem with this method: giving a player a free policy screws up the cost progression, since it counts you as having taken a policy. (For whatever reason, the <CultureCost> field in the policies table just isn't used.) So I'm having to change the progression. Currently, it's 25 + 6*(N^1.7), rounded to the nearest 5. By changing that to 15 + 5*((N+1)^1.7), the progression is nearly identical up until you have ~15 policies, at which point they're slightly cheaper than before.
I'm in the process of tweaking the numbers on this in a spreadsheet to find something that works better. Which brings us to a question: What do people think about the pace of policy gain in the future eras? Personally I feel it's a bit fast, since the stacked +culture buildings really add up, but I don't usually try for a culture win.
There's also one small abuse: the free policy is awarded at the start of the SECOND turn, since the "start game" event isn't triggering correctly. So if you start in a later era and buy all of your policies on the first turn, before it's awarded, you'd get a huge cost discount. The AI won't abuse this; it never buys more than 1 policy per turn, no matter how much culture it has. But players can break it if they're not careful.
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Also, I'm still testing that SDI bit. It's looking like the nuke interception just doesn't work at all, meaning those other mods that have made their own SDI variants can't be working either. But I'm going to implement some anti-nuke stuff as-is, under the assumption that it WILL get fixed, so don't be surprised to see that stuff in the patch notes. (I haven't tested it since the patch, though, so SDI might work...)