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Exploration Continued Expanded (Obsolete)

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Scurvy is very, very, very annoying. I am literally losing ships as soon as they leave my borders, right after I build/purchase them. Can that be toned down (or am I missing a way to deal with it)?
 
Scurvy is very, very, very annoying. I am literally losing ships as soon as they leave my borders, right after I build/purchase them. Can that be toned down (or am I missing a way to deal with it)?

Either you exaggerate, are extremely unlucky, or are using an outdated copy of the mod. Do you lose ships in coast?
 
yes and I just downloaded the newest version of the mod so hopefully that makes a difference.
 
So the Great Lighthouse can prevent scurvy? Is that new?
 
I watched AI ships sail around the coast, never getting lost but none the less experiencing attrition damage. It's amusing watching them slowly kill themselves, but there's probably nothing that can be done to make them understand how to play with these new conditions.

It's going to take some getting used to, but I like the fact that I can now no longer blindly rush into open ocean or through dense forests. At first I was getting angry about losing important units, but then I realized that I just needed to learn to play smarter and that that would increase my enjoyment overall.

For what it's worth, I haven't lost any naval units in the coast yet and neither has the AI.
 
So the Great Lighthouse can prevent scurvy? Is that new?

Yes

I watched AI ships sail around the coast, never getting lost but none the less experiencing attrition damage. It's amusing watching them slowly kill themselves, but there's probably nothing that can be done to make them understand how to play with these new conditions.

It's going to take some getting used to, but I like the fact that I can now no longer blindly rush into open ocean or through dense forests. At first I was getting angry about losing important units, but then I realized that I just needed to learn to play smarter and that that would increase my enjoyment overall.

For what it's worth, I haven't lost any naval units in the coast yet and neither has the AI.

Unfortunately, I haven't DLL wizardry at my disposal.
 
When you say 'load first' for mod compatibility, do you mean for those to load first, or for EXCE to load first? ^^

how do i computor

Well I have all my mods broken up into 15 different sub-folders within the MODS folder itself, but I think ExCE is in with JFD's folder, and that loads before everything (except the DLL) first.

So basically after ExCE you want to load P+P if you're doing that, and then in order to get the State Religion mechanic to function properly it seems the Health and Plague has to be loaded after EVERYTHING else. I couldn't possibly explain why this works, but it does, for me at least.

Also, and this is just a for instance in case you didn't know, it's not just the order that you activate the mods in the menu that counts, you actually have to physically place them in the folder in the correct order and that is what the game loads.
 
Camps are rigidly tied to the resource on which they are improved, so not really (every other improvement will still produce a graphic wen placed on a resource; this just an invisible camp) - otherwise I certainly would've. Point me in the direction of this mod and I can work out some support.

Re-coloured textures for the Feathers resource are included in the mod, but are just sitting there, because Firaxis hates pretty birds.

Okay. I went as far as getting the resource to be improved by a Camp, at Trapping, like I wanted, by editing Exploration_Improvements.sql, Exploration_Resources.sql and ArtDefines.sql, but the ingame graphics of the camp don't show; I only get a working boat hiding in the jungle. I removed (the jungle) after to get a better look.

The mod in question is "Trading Posts Grow into Towns" by TofuSojo, available in the workshop or here:

https://dl.dropboxusercontent.com/u/3597242/Trading Posts grow into Towns.zip

Spoiler :
As they are worked by citizens over time, Outdoor Markets grow into Trading Posts, Villages, and finally Towns yielding more gold as they grow, just like Cottages in Civ IV grew into Towns. The Towns are still improvements, not a new city. I loved this system as I thought it was more immersive and fun. I have also strived hard to make this mod balanced, but if it ends up not being so, I still think it's fun.

Special thanks to fuch1141 at the civfanatics forums for making the original unfinished mod with which I began and PawelS for showing me how to have them use the original art.


-Outdoor Market: +1 gold

-Trading Post +2 gold, +5% defense

-Village: +3 gold, -1 food or prod, +10% defense

-Town: +4 gold, -2 food or prod, +15% defense

Villages reduce the food of their tile by 1 to feed the citizens living there while Towns need 2 food. If a tile doesn't have the food but does have prod, the people living there will trade their prod for food removing the prod from the tile instead. The defensive bonuses are self explanatory and are meant to add to immersion. Each gives slightly more gold when pillaged.

Outdoor Markets can be built in all tiles but Snow, which means they can now also be built in Marshes without destroying the Marsh. As a Floridian, I can tell you there are settlements in wetland regions :). Besides, now they don't always have to be destroyed, which is terrible given their rich biodiversity in real life. They must still be drained (destroyed) to build a farm, if you need food instead of gold. If a Marsh containing a Village is drained, the Village will then start growing into a Town. The reason why not to drain them, besides personal taste, would be if you have a mod that gives Marshes science with a university, just like Jungles.

For immersion's sake, Desert tiles without Flood Plains and Tundra tiles without Forests cannot support anything greater than a Trading Post (which happens to result in the exact same yields as upgraded Trading Posts in base game). If a Forest on a Tundra tile containing a Town or Village is chopped down, the improvment will downgrade to a Trading Post.

Since Towns give no food but twice as much gold as upgraded Trading Posts in the base game, one should build fewer Villages and Towns but more Farms. This results in pretty much the same total food and gold yields.

Since they grow and upgrade themselves, none of them get a boost from the tech tree anymore (In the base game Economics gives Trading Posts +1 gold). The Commerce Finisher Policy now gives +2 gold but now to Towns and the Free Thought Rationalism policy now gives +2 science but also to Towns. The bonuses were doubled since you'll have half as many Towns as you would Trading Posts in base game.

Also, Outdoor Markets can be built starting at Trapping instead of Guilds (BNW) or Currency (pre-BNW), which makes more sense and allows the player to starting building up their economy sooner if they want to. Outdoor Markets won't start growing until the player is in the Renaissance Era, Trading Posts in the Industrial, and Villages in the Modern. Each tier takes longer to grow than the previous and their speed is dynamically based on the game speed, even if a mod is used to alter it.


The only compatibility issue might be if you have another mod that alters Trading Posts, the Free Thought Policy, or the Commerce Finisher Policy. Shouldn't require BNW.


I didn't understand your answer regarding the recolouring of the birds though. Are they hardcoded white then? Thanks.
 

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Oh yes, random detail remembered: while my game was being ridiculous with the added bonus resources and thinking they were luxuries at every opportunity, I did get an improved one in my borders and, after all the build up, it's still bonus. So at least that's still functioning as intended. Sort of.
 
Pretty much every bit of text added is just all TXT_KEY_JFD_stuff, except for Portugal's UA. Kind of a common problem for me with mods so it's likely a thing on my end, but hmm.
 
Pretty much every bit of text added is just all TXT_KEY_JFD_stuff, except for Portugal's UA. Kind of a common problem for me with mods so it's likely a thing on my end, but hmm.

Load P&PBP first, or delete the Terrain folder.

ExCE updated:

  • Fixed a CTD related to settling on top of Tribes.
  • Embarked units now correctly receive Scurvy attrition.
  • Reduced the chance of losing a unit to Jungle attrition when they are moving along river or coast.
  • Tribes should no longer spawn adjacent to another Tribe.
  • Added Colonies:

    Colonies
    • Cities founded a certain distance (adjustable in options) begin as colonies: special puppet cities in which you may still purchase items with gold or faith, but are limited as to what kinds depending upon the type of colony founded. Colonies begin with free items, depending upon the type. Colony types cannot be changed and colonies cannot normally be integrated into the empire; these features will be included in Piety & Prestige.
    • National Treasury reintroduced; East India Company now unlocks Trade Colonies.
    • Portugal may now (in addition to the regular effects of their UA) integrate colonies into their empire, and may re-locate their Capital whilst at war, as they please. (optional)
    • Colony loyalty determines the chance of a colony to go into a period of resistance or to defect from your empire (into Major Civs, City-States, or Barbarians). In order to achieve this, a proportion of the number of major and minor civs in the game are "killed off" and "reserved" to be respawned later. This proportion can be adjusted in the options file. Please note that the system seems somewhat unstable, and may result in CTDs if the possibility of flipping to majors or minors is enabled (it's really erratic in this regard). In addition, if the new civilisation is a specifically assigned one (e.g. America for England), you will need to restart the game in order for the leaderscene to show the correct leader. It is not possible to grant colonies independence; this is, unfortunately, a game limt. Use this mechanic at your own discretion. (optional)
      • High loyalty increases the culture and tourism outputs of colonies. Increase colony loyalty with Constables, Police Stations, Military Garrisons, WLtKDs, Golden Ages, and City Connections.
      • Puppet cities are affected by loyalty, and may flip back to their original owners.
      • Military Caste policy doubles the loyalty value of Military Garrisons (optional)

Pay heed to the compatbility installation instructions for EUI users.
 
Ah, in this case, you're using a version of the CP that precedes the release of this mod :p

So whats the current version?
I downloaded the one from the front page.

(Nevermind, i just looked up)
 
@JFD

Congrats on Colonies, looks very interesting. Couple of questions:

What do you mean by the civ spawning being "an assigned one"? I didn't get the term nor the example.

Could colonies be coded as to only be allowed on diferent landmasses, in addition to the distance condition (turned on/off in settings to acomodate pangea maps)? If so, would you pretty please consider doing it?

PS: as to my previous "feathers" question, since you kindly offered to give support, all the info needed is in my post 291 above. Thanks
 
I'm not sure if this is caused by ExCE or the Community Patch, but I started a game in the Industrial Era in order to test out colonies, and for some reason the AI simply refused to settle any cities, resulting in me getting a very quick domination victory.
 
@JFD

Congrats on Colonies, looks very interesting. Couple of questions:

What do you mean by the civ spawning being "an assigned one"? I didn't get the term nor the example.

Could colonies be coded as to only be allowed on diferent landmasses, in addition to the distance condition (turned on/off in settings to acomodate pangea maps)? If so, would you pretty please consider doing it?

PS: as to my previous "feathers" question, since you kindly offered to give support, all the info needed is in my post 291 above. Thanks

1. I thought it was apparent from the example, but to elaborate: normally the civ spawned from a revolting colony will be random, but certain civs will spawn specific other civs (if they're not already in game) - e.g. England spawns America, Portugal Brazil, and the Netherlands Indonesia. A lot of mods have added support.
2. Fine, but I won't be listening to people groan about the arbitrary criteria for "different landmass" again, because I cannot do more than restricting it by continent art type - whatever parameters are used by Indonesia and the Conquistador are hidden.
3. Yup, support will be in the next update.
 
The loyalty component seems like it'll have a huge performance load. Is that the case?
 
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