pepper2000
King
- Joined
- Apr 14, 2013
- Messages
- 899
I am thinking some more about how we should delineate eras. There seems to be a consensus that the existing Transhuman Era is too long, as well as some dissatisfaction with how the Prehistoric Era is defined, but not a consensus of how to deal with these issues. And there's the reality that any change to the era structure will require surgery in several places throughout the mod.
I'm trying to build a list of all files that would have to be edited to add a new era. I have the following so far. What am I missing?
No wonder this hasn't been done.
Anyway, there are a lot of ideas floating around for new eras or replacements to existing eras. There's the Paleolithic, Neolithic, Machine, Atomic, Information, Nanotech, Cosmic, and plenty others.
I think the best way to get the eras worked out would be to add in one fell swoop all the eras that we would conceivably want. At first, the new eras would have no content, and they would be invisible to a player except when deciding which era to start. Then several proposals via modmods could be generated, we decide which delineation we like best, and then delete all eras that are not used. Fortunately, most of the steps outlined above would not be needed until the era delineation is decided on.
This task looks like ripping off a band-aid. Painful, dreaded, must be done at once, and we'll be better off for it.
I'm trying to build a list of all files that would have to be edited to add a new era. I have the following so far. What am I missing?
Spoiler :
- CIV4EraInfos.xml: where the eras are actually defined. This order in this file dictates the order in the make, making eras inherently nonmodular. New eras should probably have things like iGrowthPercent interpolated between surrounding eras.
- CvEraMovieScreen.py: determines what splash screen comes up at the start of a new era. Is easy to update, though suitable images would have to be found for each era.
- CIV4LeaderHeadInfos.xml: background music for diplomacy, which depends on era. Would be tedious to update without an XML generator.
- CIV4PropertyInfos.xml: Something about education target level. I'm not sure what this is, but I could interpolate values for new eras and hope for the best.
- BUG_CIV4GameText.xml: For the BUG menu, I guess. I'm not sure how this works.
- CIV4UnitCombatInfos.xml: In theory, I think this could be untied from the main era system, but that would be bad design. Would have to add CombatInfos for the new era and assign it to the appropriate units.
- CIV4GoodyInfo.xml: Define what comes out of goody huts. Could copy from existing eras.
- Civ4CityLSystem.xml: Not sure how this works either, but it looks like a job for Find and Replace, and least if cities in the new era will start off looking identical to cities for another era.
No wonder this hasn't been done.
Anyway, there are a lot of ideas floating around for new eras or replacements to existing eras. There's the Paleolithic, Neolithic, Machine, Atomic, Information, Nanotech, Cosmic, and plenty others.
I think the best way to get the eras worked out would be to add in one fell swoop all the eras that we would conceivably want. At first, the new eras would have no content, and they would be invisible to a player except when deciding which era to start. Then several proposals via modmods could be generated, we decide which delineation we like best, and then delete all eras that are not used. Fortunately, most of the steps outlined above would not be needed until the era delineation is decided on.
This task looks like ripping off a band-aid. Painful, dreaded, must be done at once, and we'll be better off for it.