JosEPh_II
TBS WarLord
I'm going thru the xml files that relate to crime.
I was asked what my take on crime would be as I have not been a fan of this property since it's inception. I'm finding that Rwn's table in the Strategy and Tips subforum is missing quite a bit of info. The files are really a mish mash and are hard to sort out and understand. But I'm going to give it a try.
So this is the OP to what may become another Modmod. That is my intention.
As I sort thru the CIV4PropertyInfos xml and SpecialBuildings_CIV4BuildingdInfos xml I will post my findings.
One thing that strikes me as odd (and I'm trying to wrap my head around it) is why some of the <iMinValue> in the CIV4PropertyInfos are so high. (Has anyone really ever let their Crime levels reach 1300+?)
I also feel that the 84 CrimeBuildings have some really odd entries as well.
Almost all give either or both <iHappiness>, <iHealth>, but many also include other Properties like Disease, Flammability, Crime, Pollution. And still others add <iYield> and <iCommerce> values along with BonusCommerceModifiers that have a laundry list of Bonus Resources that get penalties. One alone has 16 Bonus Resources that give <iCommerce>-1 (1st iCommerce which is Gold). Almost all these <iXXXXX> values are -X, but strangely several are +X (Mistakes in typing?)
More to follow.
EDIT: 1st working version of Crime Modmod. It also includes both my Pests and Disease modmods. Place it in the Assets\Modules\My_Mods folder
I will attempt to post a Change log, sort of, later.
EDIT: New version Crime v1.3. After unraring rename to Crime and place in Assets\Modules\My_Mods folder. Contains recent SVN changes.
EDIT 2: Updated version Crime v1.31 with some xml errors fixed, and Crime levels adjusted further. Example bench mark crime Murder with minCrime level 700 reduced to 500. Range reduced from 10 to 1000 down to 10 to 700.
Warning: if you let crime hit the 600+ range you will have a serious problem. These upper level Crimes still have some very strong Malus that I am still working on.
Still have Crimes to move to different Prereq techs as Preh, Ind, and Modern Eras have too many. And Ancient, Med, Ren, and TH have too little. This will most likely be area addressed in next version.
Thank you for your patience. Feed back always welcome.
EDIT:The Modmod is now being incorporated into the Main Mod
JosEPh
I was asked what my take on crime would be as I have not been a fan of this property since it's inception. I'm finding that Rwn's table in the Strategy and Tips subforum is missing quite a bit of info. The files are really a mish mash and are hard to sort out and understand. But I'm going to give it a try.
So this is the OP to what may become another Modmod. That is my intention.
As I sort thru the CIV4PropertyInfos xml and SpecialBuildings_CIV4BuildingdInfos xml I will post my findings.
One thing that strikes me as odd (and I'm trying to wrap my head around it) is why some of the <iMinValue> in the CIV4PropertyInfos are so high. (Has anyone really ever let their Crime levels reach 1300+?)
I also feel that the 84 CrimeBuildings have some really odd entries as well.
Almost all give either or both <iHappiness>, <iHealth>, but many also include other Properties like Disease, Flammability, Crime, Pollution. And still others add <iYield> and <iCommerce> values along with BonusCommerceModifiers that have a laundry list of Bonus Resources that get penalties. One alone has 16 Bonus Resources that give <iCommerce>-1 (1st iCommerce which is Gold). Almost all these <iXXXXX> values are -X, but strangely several are +X (Mistakes in typing?)
More to follow.
I will attempt to post a Change log, sort of, later.
EDIT: New version Crime v1.3. After unraring rename to Crime and place in Assets\Modules\My_Mods folder. Contains recent SVN changes.
EDIT 2: Updated version Crime v1.31 with some xml errors fixed, and Crime levels adjusted further. Example bench mark crime Murder with minCrime level 700 reduced to 500. Range reduced from 10 to 1000 down to 10 to 700.
Warning: if you let crime hit the 600+ range you will have a serious problem. These upper level Crimes still have some very strong Malus that I am still working on.
Still have Crimes to move to different Prereq techs as Preh, Ind, and Modern Eras have too many. And Ancient, Med, Ren, and TH have too little. This will most likely be area addressed in next version.
Thank you for your patience. Feed back always welcome.
EDIT:The Modmod is now being incorporated into the Main Mod
JosEPh