Doto [AdvCiv ModMod]

you think there is too little gp gen?
i always thought there is too much...
I didn't say it's too little. I just said we can easily rebalance it.

or it can give out culture?
Ah, that's just extra :commerce: turned into :culture:


we can do gp i guess, but to me it was always too high.
huh, here is an idea, a cap for city gp count with cottages to make it higher?
I don't really like artificial caps like that. I know that there are mods or modcomps with a population cap but im not fond of that.

Can we create a new thing?
iRuralWorkForce
Improvements have different values for it: Cottage 1, Hamlet 2, etc.
Count this value around the city, divide it by 10 and that is how many workers come to the city in the form of free specialists. Is that doable?
 
population cap
Doto has it as a game options for years now :)

I don't really like artificial caps like that
i applied such for wonders. i dont mind caps.

Can we create a new thing?
depends on the complexity for the AI.
many workers come to the city -> like 5 workers can become a gp?

well, heck, why no make a specific gp counter that can get its points only from cottages ?
 
yeah,
maybe can add a bard per city or something.
also can give it some special tag ( i have health and happy tags in Doto).

call it a governor . allow only 1, but each bar level filled - upgrade the governor perks.
i think i can do upgrading GP.


----
for others,
fixed many critical bugs and refined ranged attack.
new release coming.
 
yeah,
maybe can add a bard per city or something.
also can give it some special tag ( i have health and happy tags in Doto).

call it a governor . allow only 1, but each bar level filled - upgrade the governor perks.
i think i can do upgrading GP.
A Governor? Wow!
That's a great idea! I love it! 😍
So how do you imagine it?

I imagine it this way:
Maybe a special unit that cannot move? It takes Xp from city population and Cottages and have their own unique promotion tree? Is this what you have in mind?
If so, I can do the buttons' graphics.
 
hehe yeah, Governor huh.

I was writing a comment that a unit on the map would be tough.
But, cone to think about it,
Might ve cooler, have a promo tree.
Perks that affect the plot its on, eg city.

Unit cant move, cant attack and cant be killed nor executed.
only on city conquer it will parish
.

It can accumilate xp from rural improvements as you said.

I like this.

Ok , so,
Which perks should i add to promotions?
 
ok i finished off the fixes i wanted for now.

so, either i release Doto 113 or i hold to try the Governor.
The Architecture of if:

city:
- cache of governor XP
- cache tags for every optional perk.
- Functions to read from the plot all the units:
from the gov unit:
read and update city perks (commerce, yields, unit/building production haste / GP ..etc)
run every turn
- Function to clear cache if the Governor perks changes for any reason.
- on city trade kill the Governor

units:
- cache tags for every perk.
- cache for xml tags perks
- checks to disable movement, execute, fortify always,
cannot give unit.
unit can be killed like a worker.

promotions:
- cache xml tags for every perks
- new promotion tree

text widgets:
- for promo xmls tag
- city perks added text

Python:
maybe some city screen indication of a governor.

how does it sound @<Nexus> ?
 
Interesting ideas... How are you guys planning on off-setting PHI civs? If your planning on capping GP, what's the point of playing PHI?
 
Okay, so here's my imagination of the Governor promotions. Each of them has 3 levels, where the 1st level is best for a new, smaller city, while the 3rd level benefits mature cities more.

Artisan 1-2-3
  1. +3 :hammers:
  2. +5% :hammers:
  3. +10% :hammers:

Farmer 1-2-3
  1. +3 :food:
  2. +5% :food:
  3. +10% :food:

Economist 1-2-3
  1. +3 :commerce:
  2. +5% :commerce:
  3. +10% :commerce:

Research Coordinator 1-2-3
  1. +4 :science:
  2. +5% :science:
  3. +10% :science:

Patron of Arts 1-2-3
  1. +6 :culture:
  2. +5% :culture:
  3. +10% :culture:

Tax Collector 1-2-3
  1. +5 :gold:
  2. +5% :gold:
  3. +10% :gold:

Investigator 1-2-3
  1. +6 :espionage:
  2. +5% :espionage:
  3. +10% :espionage:

Healer 1-2-3
  1. +1 :health:
  2. +2 :health:
  3. +3 :health:

Entertainer 1-2-3
  1. +1 :c5happy:
  2. +2 :c5happy:
  3. +3 :c5happy:

Academic 1-2-3
  1. +3 :gp:
  2. +5% :gp:
  3. +10% :gp:
 
i dunno,
you tell me :)
founding a city is easy, but,
how about, a specific culture level?

i have began working on the city code :)
this is my implementation:
every turn start,
a loop will run for the units on the city,
if the unit is the governor -> it will check the level to the previous level (default is 0).
if the level changed,
if will update the city governor tags -?
lets say, Commerce Rate if science .

the units will have a cache if tags per promo type and the city, chase tag for every equivalent tag.
unit will update the city tags if level changes.
(maybe i should count promotion count change instead).

im thinking what would be faster, reading the promotion tags directly to the city, or cache it in the units
and read it unit to city.
maybe looping on all promotions will spare the memory size ill need to save for the game (more tags more memory).
 
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Oh no what am i baballing about!

Im just gonna use the great peope!:
When gov unit pops,
Add the gp type governor to the city!
All the tags are there hehe.

When level changes, eg promotion added,
Change the gp perk tags :)
Easy!
I will overwrite the xml values with each change :)))
So all the code that reads the tags will think its the xml values !
For every such change, i kill the gp and re add the updated one,i think.

Coool
 
made some progress.

i linked new tags from unit to gp and it works,
but my implementation is wrong,
i know my mistake, but its gonna be cool once its done.
 

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Governor coming along quite cool.
Im almost done with adding all the widget text to the city screen.
Need to make sure that the GP Governor wont get perks from other gp tags/

next,
im gonna handle the unit parameters,
unable to move or execute any orders other than sleep, fortify and ...promote.

then im gonna work on its XP progress from city population + Cottages .

this is one cool feature.


----
woohoo
500 download marker :)

Governor is coming along very nicely.
im pretty sure this feature doesn't exists in any mod for civ4.
it will be a nice touch for city customization progression.
 
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im almost done !

The promotion Tree , missing several more promos and dependancies.

- ai promo code -> done
- text addition to everything from city, unit and promos -> done
- adjusted all the codes for miss balance of yield and commerce checks -> done
- governor unit - movement, available commands, ai logic -> done
- gp governer tags -> done
- code for city create, conquered or trade -> done

left:
- finish promo tree
- add xp counter for governor unit
- add xp counter adders from city size increase and surrounding cottage improvements.


ptree.JPG
 
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