Expansionism

I do empathize with the "tired of video games" sort of vibe...I'm 65 and there is obviously much more to a normal life than just playing these games. But for me they remain a viable diversion from the bigger issues that impinge upon my peace of mind. Hope you hang in there and keep on modding... :thumbsup: Take a break if that's what you need and don't let them get you down.
I'm really new to CiV, and I am even newer to the Civilization Fanatics community, but I've got to say something. It makes me happy to hear that it's not just teens and young adults enjoying the Civilization series. Such fun times.
 
I have some questions about this mod.
The mod basically increases FLAVOR_EXPANSION but doesn't that kind of undermine the other flavors?
I.E. civs won't flavor defense or culture boom as much?

Unless you set the increased flavor to expire after a certain amount of turns I fear this might end up making the AI too aggressive and less focused on the now-more-important aspects such as culture booming and the like.

Just out the top of my mind, I haven't tried the mod yet (there is like 40°celsius in Italy, I can't play videogames without MELTING haha)
 
I have some questions about this mod.
The mod basically increases FLAVOR_EXPANSION but doesn't that kind of undermine the other flavors?
I.E. civs won't flavor defense or culture boom as much?
Of course: some civilization may choose to build a settler instead of a wonder for example.

But keep in mind that this is nuanced in two ways:
* Not all civs will have their expansion flavor set to 10. Without this mod it ranges between 5 and 10, with this mod it ranges between 8 and 10 (a simple +3 bonus for everyone with a cap at 10). So unless a civ was already fairly expansionist, this flavor won't become more important than their primary flavor that is already at 10 (sometimes 9).

* A flavor of 10 does not always take over a flavor of 9 I suppose, otherwise what would the point of such numbers? I guess it is rather a matter of degrees: if it is easy to expand, then expansion will take over, but if it hard I think, the AI will prefer the second flavor. I guess that every possible action has a given value that is modulated by the corresponding flavors, and the highest wins.

Unless you set the increased flavor to expire after a certain amount of turns
This is not possible with a simple mod. Maybe it would be possible if I were modifying the dll, I didn't look. This would create incompatibilities with other mods that modify the dll anyway.

Just out the top of my mind, I haven't tried the mod yet (there is like 40°celsius in Italy, I can't play videogames without MELTING haha)

37°C here, I LOVE this summer! :D
And I LOVE working at home, half-naked, bathed in light, even more. :cool:
 
@Janboruta
As explained on the first page, Expansionism must be loaded after a civ for it to be modified. If you add a civ after that, it won't be modified.

So it all depends on the loading order but it doesn't look like there is any way to control it.
 
Would adding a dependency to the mod enforce a load order? Though this would have to be done on a per mod basis and by the users of the mod themselves.
 
Referencing mods to fix the loading order
  • You want Expansionism to be started after all mods adding or modifying civs.
  • For that purpose, you must declare that Expansionism depends on those other mods.
  • We will assume that you do have a mod named MyNewCiv that adds a new civilization.

1) Close civ5.

2) Open MyNewCiv.modinfo in the notepad. You must not modify this file. You will see something like this. Notice the two fields we want to know: the numeric identifier and the identifying name.
<?xml version="1.0" encoding="utf-8"?>
...<Mod id="5c267234-09b4-4c45-a36c-b42b1b680740" version="1">
......<Properties>
.........<Name>My New Civ</Name>


3) Open Expanionism.modinfo. This is the file you must modify. Modify the references markup as illustrated below. Make sure the ID and name are exact replicates of the ones written in the other file, including whitespaces and character case.
<Dependencies />
<References>
...<Mod id="5c267234-09b4-4c45-a36c-b42b1b680740" minversion="0" maxversion="999" title="My New Civ" />
</References>
<Blocks />

Voilà! It should work.





Mods already referenced
  • None.

Please report names and ID to me. Do not give the name alone: I won't download mods and search for those informations myself.
 
To save some time, here is a complete list of my mods which are up-to-date for Brave New World.

Spoiler :
Code:
Prussia:

Mod id: a70b4ba7-74de-405c-bb3f-6c9369f29218
Name: The Kingdom of Prussia

Norway:

Mod id: 57333c43-77f3-49e4-8191-16d93c296723
Name: The Kingdom of Norway

Hungary:

Mod id: 1fcd9459-75d6-4e44-83e5-c88e4b00b795
Name: The Kingdom of Hungary

The Franks:

Mod id: a201fdab-3566-4de1-b47f-5337d6cd39f1
Name: The Kingdom of the Franks

The Vandals:

Mod id: 975ffe33-ab4f-4668-8058-92dd836fe746
Name: The Kingdom of the Vandals

The Visigoths:

Mod id: 9a5ab54f-da8f-42a2-b2a3-11eb2ac9b38f
Name: The Kingdom of the Visigoths

The Maori:

Mod id: 0201f7a4-16b4-47f9-890c-f37374c1d10f
Name: The Maori

Germany:

Mod id: bcc0585b-ad35-46f8-9fee-162cf06482eb
Name: The Nazi German Empire

Great Britain:

Mod id: 794e1857-d1ee-4b4e-b583-73fe5182a9af
Name: The United Kingdom of Great Britain

Italy:

Mod id: 66848788-892a-442f-8cb1-a24977efdd9e
Name: The Kingdom of Italy

Spoiler :
For reference sake, the new expansion flavours would be:

Prussia: 10 (was 7)
The Maori: 8 (was 6)
Hungary: 10 (was 8)
Italy: 10 (was 9)
Norway: 10 (was 7)
Franks: 10 (was 8)
Vandals: 8 (was 5)
Visigoths: 8 (was 2) - that is surely a mistake
Great Britain: 10 (was 9)
Nazi Germany: 10 (was 10)


With that in mind, I think I need to re-examine my flavours and update them as well.
 
Ah, I didn't mean for you to go through all the trouble of looking up that information. And the information you've provided should be more than enough to help people get the references working on their own.
 
@JFD
Wow! Exactly what I wanted and so fast, thank you very much for this, I will include those. :)

@Stackpointer
When someone asks a question, you can be sure that many other people are also going to. It's better for everyone to have a ready and detailed answer: more helpful for the users, less questions to answer for me.
;)
 
@JFD
Wow! Exactly what I wanted and so fast, thank you very much for this, I will include those. :)

Not a problem. And I will post the details for my other Civs when they are updated for Brave New World.
 
I changed the value to a +2 instead of a +3 and expansion of the civs was also very good just not as crazy.

Thanks for this.
 
Nice one Don as always.

Question: What Job do you do which allows you to work from home, are you a programmer?
 
@DonQuiche -
Thanks for all your work.
At 66 I understand (and agree with gunnergoz) about taking time for what's important. Contrary to prevailing belief in some corners, video games aren't everything. Take your time, enjoy; should you again spend some time tinkering with Civ I suspect we shall all enjoy and benefit from it.
Peace, love, dope. Or something. [grin]
 
Spoiler :
Code:
The Soviet Union (Stalin):

Mod id: e85d229f-2e34-4ebf-8314-b29876e119a2
Name: The Union of Soviet Socialist Republics (Stalin)

The Soviet Union (Lenin):

Mod id: 454c179b-9894-4566-885f-47530b57d4cf
Name: The Union of Soviet Socialist Republics (Lenin)

The Empire of Russia (Nicholas II):

Mod id: cdac4a7d-b4ac-4361-afe3-373f3e8ffa26
Name: The Empire of Russia (Nicholas II)
 
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