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Dynamic City Development

Discussion in 'Civ4 - Modpacks' started by Olleus, Sep 13, 2009.

  1. Olleus

    Olleus Deity

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    Intro
    Adding more depth and scope to the peaceful aspects of empire building is the aim of this mod. It provides increased choice on how to develop your cities and get the best out of them and opens up new options on how to run your empire, while keeping any extra micromanagement to a minimum. If you're a warmonger because you find peace boring or a builder who wants to try new strategies, then give this mod a try!


    New Concepts
    In the same way as you can't build a village or a town but have to build a cottage and wait for it to upgrade itself as it is worked, so a lot of new improvements have been added which do the same thing. For example, instead of building a farm you build a grange (+1 food) which then upgrades to a farm (+1 food, +1 health) and finally to an estate (+2 food). Similar things have been added for virtually every improvement. Having an empire powered by wind farms is now viable, but even a farm based economy is very vulnerable to pillaging!

    But by far the biggest addition that this mod makes is adding a new type of commerce (the existing being gold, science, culture and espionage) called Investment. Like the others it is controlled by an empire-wide slider (available with Mathematics) but what it does is completely different. Every city has bar which gets filled up with the investment produced by that city and slowly decays over time so that it reaches a stable level, which goes from destitute to meagre to affluent. The higher the level the more bonuses the city receives which includes extra health, a population that increases more quickly and improvements around the city that upgrade faster. In the long run, it is often worth having a slightly lower science slider in order to have more investment in your cities which makes them a lot more productive.

    Also includes BtS Better AI (0.80) and Better Unaltered Gameplay (4.0) to create a harder challenge in a more user-friendly environment. I also strongly recommend playing this mod with Blue Marble.


    Download
    You can download the mod by following this link. Please note that it is only compatible with Beyond the Sword v3.19. If you have any suggestions at all or have found any bugs or strange AI issues then please don't hesitate to post them here. Sources are included.

    Once you have downloaded please extract to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods. Note that once extracted the file path should read Mods\Dynamic City Development 0.23 Beta\Assets without any extra folders in the middle.

    To get the custom opening menu shown above launch the game and go to options->graphics and chose the BeyonTheSword menu (not the classical one).

    Change Log
    Spoiler :


    • 0.23 beta
    • Fixed bug where random events would cause ciites to gain thousands of food
    • Fixed CTD on Windows Vista caused by AI obtaining mathematics
    • Added missing TXT_KEY_BUILDING_TOWN_HALL_STRATEGY
    • All mines give 1 less hammer; opencast mines upgrade 5 turns faster; drift mines upgrade 5 turns slower; removed unhealthiness from shaft mines

      0.2 beta
    • Started with BtS v3.19 with BBAI 0.80 and BUG 4.0
    • New commerce type "Investment"
    • Replaced Farm improvement with Grange->Farm->Estate
    • Replaced Mine Improvement with Opencast Mine->Drift Mine->Shaft Mine
    • Replaced Watermill with Water Wheel->Water Mill
    • Replaced Workshop with Workshop->Mill
    • Replaced Windmill with Windmill->Wind Farm
    • Replaced Lumbermill with Lumbermill->Sawmill
    • Investment slider can be adjusted with Mathematics
    • New building Town Hall available with Monarchy, +50% investment
    • Public transportation gives +50% Investment but no health bonus
    • Hereditary rule upkeep cost raised to medium
    • Serfdom upkeep lowered to none and now gives +50% investment
    • Colosseum gives +1 happiness per 5% investment
    • Theatre gives +1 happiness per 5% investment
    • Each 5% increase of the culture slider gives a 10% GPP bonus to every city
    • Courthouse gives -1 happiness
    • -1 starting happiness on some difficulty levels
    • Bunker has been moved from Electricity to Radio
    • Popups added at intervals during the game to explain new features


    Screen Shots
    Spoiler :




     

    Attached Files:

  2. doompigeon

    doompigeon Chieftain

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    This looks great, but I have to ask: Does the AI know about this?
     
  3. Olleus

    Olleus Deity

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    Yes it does, not perfectly but to an adequate standard. It knows how to cope with upgrading improvements itself and I've added some code to make it use the investment slider. Its basicaly a copy of the old culture slider code with a few modifications.
     
  4. Afforess

    Afforess The White Wizard

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    This is beautiful and genius, if I might add.

    I have some input, if you don't mind. If you want to help the AI to use it correctly, make sure that they consider any buildings that would give a healthiness/happiness bonus due to investment. So if the AI has a lot of hospitals, and hospitals give +1 healthy per 10% investment, and the AI has lots of unhealthiness, they will increase investment.
     
  5. darkedone02

    darkedone02 The Suggestor

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    nice, I've been looking forward on seeing this on other people's mod, especially Rise of Mankind and Fall From Heaven 2. Did you by any chance make a build option for it? like when you research Alphabet, you can now be able to use 50% :hammers: for :science:? it will be nice if you can add an additional build for it.
     
  6. Afforess

    Afforess The White Wizard

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    Oh, I just downloaded, But there's no sources in sight. Could you please upload your SDK for this?
     
  7. Olleus

    Olleus Deity

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    Oh I'm very sorry, completely forgot about uploading the source, doing so at the moment. Check the OP for it. The AI already does consider the existence of theaters and colosseums when deciding the value of the slider, but in a rather arbitary way, I'll improve that in the next release.

    No, I didnt think of that actualy, but its a good idea. Any idea for a name and with what tech it should be available?
     
  8. Afforess

    Afforess The White Wizard

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    Thanks for the sources. I working on adding it to RoM, and converting it to a game option.
     
  9. Cybah

    Cybah Emperor

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    I'm interested in your game option convertion. :)
     
  10. Afforess

    Afforess The White Wizard

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    It might take awhile, since I have to do python AND SDK, but I'll tell you when I'm done, for sure.
     
  11. Afforess

    Afforess The White Wizard

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    Okay, I'm now looking at your Source code, and I really dislike the way you implemented the food changes. I have some experience in that area, so I'm going to try to move them over to CvPlayer.cpp, where the thresholds are actually determined.

    Edit:

    More specifically, the way you coded it, your food production was partially dependent on your investment level. If I made a large change in investment, very quickly, my cities could go from growing to starving. I'm not sure how food production has to do with investment. Rather, I'm going to change it so that the threshold of food needed for the next city size gets changed, based on the investment level. This way, suddenly lowering investment doesn't basically kill a player cities. I'm sure the AI would really suffer from this as well.

    Edit2:

    Nice startup screen.
     
  12. NBAfan

    NBAfan boss

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    Wow, what a great idea!:king::goodjob:

    I am looking forward this.:D
     
  13. Olleus

    Olleus Deity

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    No, I think you dont quite understand how its determined. Each level gives a 25% to surplus food. So investment has no effect on a city which isnt growing, some effect on a city which produces slightly more than it consumes and a larger effect if its only working loads of farms. Try it yourself in world builder.
     
  14. Afforess

    Afforess The White Wizard

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    Hmm... that still seems a strange way to do it. Let's see if I understand
    • If City X has 4 surplus food, and one investment level, it gets 5 surplus food.
    • But, if next turn, it grows to the next size, then, then it only has 2 surplus food, which, because investment, is bumped up to 2.5 surplus food. The new citizen becomes a specialist (so no new food is added)
    • Later, it grows again, creating another specialist, so the city has no surplus food, and nothing is added.
    So, the surplus food doesn't actually help the city get larger, it just helps the city get larger, faster.

    The same result could be achieved modifying thresholds then. Like I said before.
     
  15. Ninja2

    Ninja2 Great Engineer

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    Very original mod, I must say! :goodjob: At least in concept and description, I haven't tried it yet. Making this into a game option would be cool, I would certainly then include it in Merged Mod! ;) Presumably, to support the bar at "Affluent" would require a high slider setting. And how high would that be?
     
  16. darkedone02

    darkedone02 The Suggestor

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    it will be niceif we just got a huge food slider, and with this mod, it help make my city grow bigger. I wish the slider just give me more food and not decreased unless i moved the slider, it wil help my city grow faster in no time with the help of farms, i can finally be able to have a 50+ city population.
     
  17. Olleus

    Olleus Deity

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    Not quite, there are two differences with the way I do it compared to what your suggesting.

    Firstly the way I do it gives a bonus to production when building workers and settlers, but thats rather minor.

    More importantly it gives a continuous bonus rather than at the end. Imagine this a city is poor for 10 turns and then affluent for 10 turns (this is impossible as it would take time to get from one to other but never mind that for now). In your system if it fills its population bar when it is affluent then it doesnt matter that the city was poor before as only the conditions at the end matter. In my system the amount of investment there is every single turn matters. I'm not sure thats very clear, do you understand what I mean?
     
  18. Olleus

    Olleus Deity

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    From the play testing I've done I can keep a city affluent in the medieval period using around 20-25% investment, which is very high. However once you get intercontinental trade routes which boost commerce without increasing population and more buildings that multiply investment (town hall and public transportation) and more mature cottages I imagine that you might be able to keep a city affluent using 10-15% investment, which is what I've been running in my play tests and what the AI often aims for.

    The problem with just adding more food is that it greatly upsets game balance. There is even less incentive to build farms with it and production would sky rocket as there is no reason not to work more mines. Also having higher populations isnt more fun in itself, it just multiplies everything. You then have twice as many units, twice as many specialists, twice as many great people, tech twice as fast, ect... There's nothing new, just more of the same.
     
  19. Afforess

    Afforess The White Wizard

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    Not really. But, I'll try. So, each turn that a city is affluent, it gets a bonus to it's surplus food, is that what you're trying to tell me?

    Those levels seem reasonable. However, maybe you should add one more investment level for the modern era, so there is still a reason to investment. Another thing, higher investment should offer some mitigation to extreme attacks, (e.g Nukes). If your infrastructure is well built up, you should be able to get a 5% bonus against nukes per investment level. Also another idea would be that higher investment levels give protection against pillaging. That way, when an enemy attempts to pillage there is a 5% chance per investment level that the pillage will fail, and the unit will lose a turn.

    Are you saying that this is a problem this mod suffers from, or this is a problem with adding more food in general? Either way, I agree. That is why I would modify thresholds. For example, on epic speed, a city requires 82 food (I think) to grow to size 2. 82 is the threshold the city must reach in surplus food for it to grow. If you had it so each investment level lowered the threshold by 25%, then, then the same city with level 2 investment (meager, I think), would require only 61.5 food to grow to size 2. You didn't alter the food at all doing this, just the amount of food needed to grow.
     
  20. TheLadiesOgre

    TheLadiesOgre Aspiring Codesmith

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    First off, really like the idea, however I got a CTD last night. I was playing as Churchill, Large Terra, Marathon Custom Game (Advanced Start, No Tech Brokering, Permanent Alliences and New Random Seed on Reload). I started with London and York, added Nottingham about 80 turns in, settling on a Cow Resource (which I think may have been what caused the problem). Well, Nottingham's food bar was full and every turn I gained another population without fail (except for me whipping a library and walls :eek:), until Nottingham had a population of 38 or 39 and then I crashed when I clicked on end turn.
     

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