[Development Thread]WW1 Mod: Blood and Iron

This looks very nice, I am glad that someone is doing one. WWI always seems to be overshadowed by WWII. This may be for solid reasons, but WWI really had a major effect on the world, almost, it could be argued as WWII..
 
There are a few mods that allow for "plant forest" abilities. Don't know of any off the top of my head, though.
 
The easy way is to have the unit build a 'fake' improvement which you then remove and replace with the correct feature. This lets you 'trick' the AI as well if you want them to build those improvements you can give the improvement a high yield change even though the feature doesn't add anything the AI won't know any better.

To further guide the AI you can makes some duplicate terrain types and only allow your fake improvement to be built on those terrains. It's a cheap hack, but it will work without having to program any special changes into the AI except to get it to use a non worker unit to build improvements which isn't too hard.
 
Is that something possible through XML, or done with the SDK? I've been looking through the XML for improvements and features, and can't find a way through that alone.

Thanks again for your help... I hate not knowing how to do things like this that seem like they should be easy.
 
I saw russian modcomp made by Blacksun some time ago adding terraforming.

http://blacksun.civfanatics.ru/
Enter Moдbi
and it's under
Beyond the Sword Тераформинг для патча 3.13

I didn't tested it tough
 
Personally, I would do it in the SDK although it is also possible in python. Either way you need to do some XML work but it can't be done in XML alone.

In the SDK there is a doTurn method for plots. In the normal game this is called every turn for every plot and used mainly to handle tile ownership and cultural borders. Adding a quick check for a specific improvement and removing it and then assigning a new feature (and even a new terrain if desired) is insignificant and will have no impact on game performance, well unless you stuck one of those improvements on every single tile on the map. I use that mehtod in my mod to calculate per plot pollution and to move fallout around and create wasteland tiles. I don't notice any slowdowns even in the middle of a decent sized nuclear war.

As far as I can tell there is no python function to do the exact same thing so you have to find an alternate method for the code. Most python mods that change improvements work with the standard improvement upgrade functions and they require the improvement to be within city a city radius and being worked by the city. This means that to handle it in python you'd have to actively look for those improvements (bad idea, it would be slow) or write your own handler for the build action (better idea, but more work to get the AI to use it).

So... If I was doing this for my mod I'd have the improvement (in XML), the feature (in XML) and the new build option for the new feature (also XML). I would also have specific terrains that allowed this improvement to control where they could be built, adding terrains is very easy and if you do custom graphics the map will look very cool compared to a standard Civ4 map with the default terrains. For a WWI game I'd probably have a whole set of custom terrain specifically to make Europe look like Europe, things like farm fields and pastures that occupied multiple tiles. This would allow you to skip standard improvements entirely and have precise control over the yield output per city to maintain historic accuracy. This would also make it possible to have multiple versions of those terrains for seasonal effects and battle damage if desired. This would also make things like Dale's 'Scortched Earth' much easier to impliment. But then that's me, I like world maps that look unique and interesting instead of seeing the same yellow-green grass everywhere :)

In fact, since I have quite a bit of experience in manipulating the terrain and features in the game I'd ba happy to impliment the whole thing for you if you can just supply the working models. I actually enjoy this kind of stuff so taking a wee break from my mod to do it wouldn't be a problem.
 
In fact, since I have quite a bit of experience in manipulating the terrain and features in the game I'd ba happy to impliment the whole thing for you if you can just supply the working models. I actually enjoy this kind of stuff so taking a wee break from my mod to do it wouldn't be a problem.

Awesome! I'll start getting some basic trenches started for you to use... I'll make the final versions later.
 
In TAM we gave the Roman Legionary UU the ability to build forts ...

It's done simply through the XML. If you're worried about the AI using it then just give them the worker AI as a secondary "AI."

Alternately you could duplicate the "worker UnitAI" code and adjust it exclusely for the new improvement/feature.
 
In TAM we gave the Roman Legionary UU the ability to build forts ...

It's done simply through the XML. If you're worried about the AI using it then just give them the worker AI as a secondary "AI."

Alternately you could duplicate the "worker UnitAI" code and adjust it exclusely for the new improvement/feature.

Sounds similar to what I was thinking - normal foot soldiers can build trenches but the other improvements are still built by workers.
 
I sent you a PM as I am very interested in helping out even though I'm of no use for programming. I do have some ideas and I'm actually putting together a spreadsheet for the tech tree.

1) Gas attacks. Instead of making a separate unit for gas weapons (like the cruise missile or tac nuke), when the tech is researched, grant artillery the ability to fire gas rounds. It should hinder defense and attacks in the square as well as reducing any attributes of said square. There is a MOD out there that turns terrain into battlefield terrain with a nice smoking effect (think Dale did this or its in his mod).

2) Forts should be replaced in the game as Airfields. Trenches would do the job of the fort but Airfields are different. The main reason for this is that WWI fighters had very little range and in terms of CIV squares, 2 or 3 would be the max for a fighter, 4 for a bomber, and maybe 5 or 6 for an airship / zeppelin. I don't think anyone has created an airfield terrain improvement though this is probably due to the Fort allowing planes to be based there.

3) At the onset of the war, nations (all) should start out with the basic rifleman unit. This would represent the tactical limitations and doctrines that were in place at that time. Given that the war didn't just start in the trenches, they were infact still marching their troops (and this sadly continued throughout the war) across the battlefield to their deaths. Trench warfare shouldn't appear immediately but a later, infantry unit should be able to dig them (as noted in earlier responses).

4) events...would love to see some events in place like the Christmas Truce of 1914 and the Fokker Scourge of August 1915 to March 1916 incorporated into the event list.
 
Sounds similar to what I was thinking - normal foot soldiers can build trenches but the other improvements are still built by workers.

It's really not a problem. If you check the Civ4UnitInfos.xml file under the Worker you will see that all actions / improvements they can undertake / build are defined in the XML. You just give to the foot soldier the action you want them to perform (construction of a trench), and you're good as gold.
 
Of Helgolands, Ostfrieslands, Thüringens & Oldenburgs

S.M.S._Ostfriesland_2_2_.jpg


SMS_Ostfriesland.jpg


Thanks Snafu for offering to model the Helgoland class. Here's the info I have dug-up so-far... let me know if you need more...

SMS_Ostfriesland-linedrw_top-and-side_1914a.gif

http://www.sms-navy.com/SMS_Ostfriesland-linedrw_top-and-side_1914a.gif

http://www.worldwar1.co.uk/battleship/sms-helgoland.html

I really like this link here.

http://www.sms-navy.com/SMS_Oldenburg-pt.jpg

This Link should be pretty helpfull too...

Let me know if these help or you need more Snafu.
 
Of Nassaus, Westfalens, Rheinlands & Posens

Thinking more on the subject, the Nassau class is the literal German answer to the HMS Dreadnought... being the first German class of Dreadnoughts... this might also be a good class to do for Germany's Dreadnought... like the Helgoland class, this class sported the hexagonal turret layout (which I think is pretty cool, even if it's innefficient).

So Snafu... I'll let you make the final decision... I'd be happy with either class of ships... the Nassau or the Helgoland class would both make a pretty cool German dreadnought model in Civ4.

S.M.S._Nassau_2.jpg


nass3.jpg


sms_nassau_klasse.jpg

http://www.flottenbasis.de/marine_kurier/ausgabe0604_04/sms_nassau_klasse.jpg

This link is FANTASTIC for color and detail.

http://en.wikipedia.org/wiki/SMS_Rheinland

http://www.worldwar1.co.uk/battleship/sms-nassau.html

http://images.google.com/imgres?img...firefox-a&rls=org.mozilla:en-US:official&sa=G
 
In regards to Albania, here is some information from the U.S. Library of Congress about Albania during the time periods relevant to your mod:

The Balkan Wars and Creation of Independent Albania (1911-1914):
Spoiler :
http://countrystudies.us/albania/22.htm

The Albanians once more rose against the Ottoman Empire in May 1912 and took the Macedonian capitol, Skopje, by August. Stunned, the Young Turks regime acceded to some of the rebels' demands. The First Balkan War, however, erupted before a final settlement could be worked out. Most Albanians remained neutral during the war, during which the Balkan allies--the Serbs, Bulgarians, and Greeks--quickly drove the Turks to the walls of Constantinople. The Montenegrins surrounded Shkodër with the help of northern Albanian tribes anxious to fight the Ottoman Turks. Serb forces took much of northern Albania, and the Greeks captured Janina and parts of southern Albania.

An assembly of eighty-three Muslim and Christian leaders meeting in Vlorë in November 1912 declared Albania an independent country and set up a provisional government, but an ambassadorial conference that opened in London in December decided the major questions concerning the Albanians after the First Balkan War in its concluding Treaty of London of May 1913. One of Serbia's primary war aims was to gain an Adriatic port, preferably Durrës. Austria-Hungary and Italy opposed giving Serbia an outlet to the Adriatic, which they feared would become a Russian port. They instead supported the creation of an autonomous Albania. Russia backed Serbia's and Montenegro's claims to Albanian-inhabited lands. Britain and Germany remained neutral. Chaired by Britain's foreign secretary, Sir Edward Grey, the ambassadors' conference initially decided to create an autonomous Albania under continued Ottoman rule, but with the protection of the Great Powers. This solution, as detailed in the Treaty of London, was abandoned in the summer of 1913 when it became obvious that the Ottoman Empire would, in the Second Balkan War, lose Macedonia and hence its overland connection with the Albanian-inhabited lands.

In July 1913, the Great Powers opted to recognize an independent, neutral Albanian state ruled by a constitutional monarchy and under the protection of the Great Powers. The August 1913 Treaty of Bucharest established that independent Albania was a country with borders that gave the new state about 28,000 square kilometers of territory and a population of 800,000. Montenegro, whose tribesmen had resorted to terror, mass murder, and forced conversion in territories it coveted, had to surrender Shkodër. Serbia reluctantly succumbed to an ultimatum from Austria-Hungary, Germany, and Italy to withdraw from northern Albania. The treaty, however, left large areas with majority Albanian populations, notably Kosovo and western Macedonia, outside the new state and failed to solve the region's nationality problems.

Territorial disputes have divided the Albanians and Serbs since the Middle Ages, but none more so than the clash over the Kosovo region. Serbs consider Kosovo their Holy Land. They argue that their ancestors settled in the region during the seventh century, that medieval Serbian kings were crowned there, and that the Serbs' greatest medieval ruler, Stefan Dusan, established the seat of his empire for a time near Prizren in the mid-fourteenth century. More important, numerous Serbian Orthodox shrines, including the patriarchate of the Serbian Orthodox Church, are located in Kosovo. The key event in the Serbs' national mythology, the defeat of their forces by the Ottoman Turks, took place at Kosovo Polje in 1389. For their part, the Albanians claim the land based on the argument that they are the descendants of the ancient Illyrians, the indigenous people of the region, and have been there since before the first Serb ever set foot in the Balkans. Although the Albanians have not left architectural remains similar to the Serbs' religious shrines, the Albanians point to the fact that Prizren was the seat of their first nationalist organization, the Prizren League, and call the region the cradle of their national awakening. Finally, Albanians claim Kosovo based on the fact that their kinsmen have constituted the vast majority of Kosovo's population since at least the eighteenth century.

When the Great Powers recognized an independent Albania, they also established the International Control Commission, which endeavored to exert its expand its authority and elbow out the Vlorë provisional government and the rival government of Esad Pasha Toptani, who enjoyed the support of large landowners in central Albania and boasted a formidable militia. The control commission drafted a constitution that provided for a National Assembly of elected local representatives, the heads of the Albanians' major religious groups, ten persons nominated by the prince, and other noteworthy persons. The Great Powers chose Prince Wilhelm of Wied, a thirty-five-year-old German army captain, to head the new state. In March 1914, he moved into a Durrës building hastily converted into a palace.

After independence local power struggles, foreign provocations, miserable economic conditions, and modest attempts at social and religious reform fueled Albanian uprisings aimed at the prince and the control commission. Ottoman propaganda, which appealed to uneducated peasants loyal to Islam and Islamic spiritual leaders, attacked the Albanian regime as a puppet of the large landowners and Europe's Christian powers. Greece, dissatisfied that the Great Powers did not award it southern Albania, also encouraged uprisings against the Albanian government, and armed Greek bands carried out atrocities against Albanian villagers. Italy plotted with Esad Pasha to overthrow the new prince. Montenegro and Serbia plotted with the northern tribesmen. For their part, the Great Powers gave Prince Wilhelm, who was unversed in Albanian affairs, intrigue, or diplomacy, little moral or material backing. A general insurrection in the summer of 1914 stripped the prince of control except in Durrës and Vlorë.


World War I and Its Effects on Albania (1914-1918):
Spoiler :
http://countrystudies.us/albania/23.htm

Political chaos engulfed Albania after the outbreak of World War I. Surrounded in by insurgents Durrës, Prince Wilhelm departed the country in September 1914, just six months after arriving, and subsequently joined the German army and served on the Eastern Front. The Albanian people split along religious and tribal lines after the prince's departure. Muslims demanded a Muslim prince and looked to Turkey as the protector of the privileges they had enjoyed. Other Albanians became little more than agents of Italy and Serbia. Still others, including many beys and clan chiefs, recognized no superior authority. In late 1914, Greece occupied southern Albania, including Korçë and Gjirokastër. Italy occupied Vlorë, and Serbia and Montenegro occupied parts of northern Albania until a Central Powers offensive scattered the Serbian army, which was evacuated by the French to Thessaloniki. Austro-Hungarian and Bulgarian forces then occupied about two-thirds of the country.

Under the secret Treaty of London signed in April 1915, the Triple Entente powers promised Italy that it would gain Vlorë and nearby lands and a protectorate over Albania in exchange for entering the war against Austria-Hungary. Serbia and Montenegro were promised much of northern Albania, and Greece was promised much of the country's southern half. The treaty left a tiny Albanian state that would be represented by Italy in its relations with the other major powers. In September 1918, Entente forces broke through the Central Powers' lines north of Thessaloniki, and within days Austro-Hungarian forces began to withdraw from Albania. When the war ended on November 11, 1918, Italy's army had occupied most of Albania; Serbia held much of the country's northern mountains; Greece occupied a sliver of land within Albania's 1913 borders; and French forces occupied Korçë and Shkodër as well as other with sizable Albanian populations, regions such as Kosovo, which were later handed over to Serbia.


Albania's Reemergence after World War I (1918-1921):
Spoiler :
http://countrystudies.us/albania/25.htm

Albania's political confusion continued in the wake of World War I. The country lacked a single recognized government, and Albanians feared, with justification, that Greece, Yugoslavia, and Italy would succeed in extinguishing Albania's independence and carve up the country. Italian forces controlled Albanian political activity in the areas they occupied. The Serbs, who largely dictated Yugoslavia's foreign policy after World War I, strove to take over northern Albania, and the Greeks sought to control southern Albania. A delegation sent by a postwar Albanian National Assembly that met at Durrës in December 1918 defended Albanian interests at the Paris Peace Conference, but the conference denied Albania official representation. The National Assembly, anxious to keep Albania intact, expressed willingness to accept Italian protection and even an Italian prince as a ruler so long as it would mean Albania did not lose territory.

In January 1919, the Serbs attacked the Albanian inhabitants of Gusinje and Plav with regular troops and artillery after the Albanians had appealed to Britain for protection. The Serb forces massacred some of the Albanians and forced about 35,000 people to flee to the Shkodër area. In Kosovo the Serbs subjected the Albanians to brutalities, stripped them of territory under the guise of land reform, and rewarded Serb colonists with homesteads. In response, Albanians continued guerrilla warfare in both Serbia and Montenegro.

In January 1920, at the Paris Peace Conference negotiators from France, Britain, and Greece agreed to divide Albania among Yugoslavia, Italy, and Greece as a diplomatic expedient aimed at finding a compromise solution to the territorial conflict between Italy and Yugoslavia. The deal was done behind the Albanians' backs and in the absence of a United States negotiator.

Members of a second Albanian National Assembly held at Lushnjë in January 1920 rejected the partition plan and warned that Albanians would take up arms to defend their country's independence and territorial integrity. The Lushnjë National Assembly appointed a four-man regency to rule the country. A bicameral parliament was also created, appointing members of its own ranks to an upper chamber, the Senate. An elected lower chamber, the Chamber of Deputies, had one deputy for every 12,000 people in Albania and one for the Albanian community in the United States. In February 1920, the government moved to Tiranë, which became Albania's capital.

One month later, in March 1920, President Woodrow Wilson intervened to block the Paris agreement. The United States underscored its support for Albania's independence by recognizing an official Albanian representative to Washington, and in December the League of Nations recognized Albania's sovereignty by admitting it as a full member. The country's borders, however, remained unsettled.

Albania's new government campaigned to end Italy's occupation of the country and encouraged peasants to harass Italian forces. In September 1920, after a siege of Italian-occupied Vlorë by Albanian forces, Rome abandoned its claims on Albania under the 1915 Treaty of London and withdrew its forces from all of Albania except Sazan Island at the mouth of Vlorë Bay. Yugoslavia pursued a predatory policy toward Albania, and after Albanian tribesmen clashed with Serb forces occupying the northern part of the country, Yugoslav troops took to burning villages and killing and expelling civilians. Belgrade then recruited a disgruntled Geg clan chief, Gjon Markagjoni, who led his Roman Catholic Mirditë tribesmen in a rebellion against the regency and parliament. Markagjoni proclaimed the founding of an independent "Mirditë Republic" based in Prizren, which had fallen into Serbian hands during the First Balkan War. Finally, in November 1921, Yugoslav troops invaded Albanian territory beyond the areas they were already occupying. Outraged at the Yugoslav attack and Belgrade's lies, the League of Nations dispatched a commission composed of representatives of Britain, France, Italy, and Japan that reaffirmed Albania's 1913 borders. Yugoslavia complained bitterly but had no choice but to withdraw its troops. The so-called Mirditë Republic disappeared.
 
Plus, here's an AWESOME World War I site that I found, that has many primary documents, memoirs, and diaries relating to the Great War.

This particular link will lead you to the "Weapons of War" section. It splits them up into Bayonets, Flamethrowers, Grenades, Machine Guns, Pistols, Poison Gas, Rifles, Tanks, and Trench Mortars:

http://www.firstworldwar.com/weaponry/index.htm

It has a timeline and loads more information on the First World War. Enjoy!
 
Just came up with some tech tree paths for Tanks, Fighters, and Bombers (partial). Thoughts on the Tanks track?

Tanks
Mechanized Warfare-->Engine Design-->Riveted Armor-->Suspension and Track Design-->Tank Prototype-->Tank-->Improved Tactics-->Mass Tank Formations

It's similiar to the tech tree in Hearts of Iron. The Tank Prototype would allow a country to build armored cars (also grant the country the armored car blue prints) while the Tank would obviously let them build actual Tanks. Improved Tactics leads to Mass Tank Formations which would Promote all existing tanks to the Combat I (10% STR bonus). All newly built tanks will start with Combat I. The BLITZ promotion needs to be removed for this MOD as 1) that tactical doctrine didn't come about until well after WWI and 2) tanks of this era were notoriously unreliable, slow, and had poor range. A movement rating of 1 for tanks would be best for them to start out with.

Branching off of the Tank tech would also be the following:
-->Improved Control-->Improved Endurance

Improved Control would make tanks become more reliable as early tanks were notoriously unreliable. While Improved Endurance would improve their movement rate increased by 1. Again, the BLITZ promotion should not be made available. I'm thinking the easiest thing for this would be to grant them one of the movement promotions.

Branching off of the Improved Control tech would be:
-->Improved Weaponry

Improved Weaponry gives a 10 - 15% bonus to attacking Machine Gun units. This would reflect their original design criteria of being used to punch holes in enemy lines. (I know how to add a bonus to a unit vs. other units of said class [would require making machine gun units a class of their own] but I don't know if it is possible to limit this ability to only those nations that have researched the necessary tech level.)
 
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