Jungle MOD

kuneru

Chieftain
Joined
Jul 27, 2008
Messages
23
Location
Tokyo, Japan
Jungle MOD (MOD Component, for Beyond the Sword 3.13 or later)

DOWNLOAD:
There are two versions now. Choose your preferable one, please.
Version 1.5 : jungle is very powerful and useful
Version 2.5 : more realistic and well balanced

[ Concept ]

Jungle is a terrible feature in Civ4, isn't it? :cry:
The purpose of this MOD is to make "Jungle" feature useful. :)

We can take less food and unhealthyness from jungles, and if workers cut them, we get no production points (unlikely forests). You must make your workers cut and remove all the jungle features in your land, because jungles give nothing useful for your civ.
However, is it really correct for the environment of the planet?

Tropical rainforests are very important for global environment. Nearly half of all the living animal and plant species on the earth lives in rainforests, and they provide a source for medicines andfoods, but they are being destroyed very rapidly. Rainforest (including jungle, I suppose) conservation is an important theme of environmentalism.

I'm not an environmentalist or specialist of ecology at all, but I'd say that "Jungle is a GOOD feature for civilizations!"



[ 2 kinds of version ]

Ver 1.x:
Jungle is very very powerful and useful.
"Rainforest" mapscript with this MOD is a nice idea, I think. To use a leader of civilization near rainforest, such as Pacal II of Maya, is also good.
Now you'd better become a "King of Jungles". Your civilization is going to preserve and use jungles as much as possible, and it's shortest way to victory!

Ver 2.x:
I tried to make it more realistic and well balanced,
so jungle feature is a little weak compered to version 1.x.
It is recommended to use jungle only in limited situations (for example, making jungle preserve if it's near a city with natinonal park, or if you need more happiness point).

[ Specifications ]

red letter : version 1.x only
blue letter : version 2.x only

  • removed "food -1" penalty from jungle
  • we can get production outputs when a worker removes jungles, as well as forests.
  • removing a jungle takes 6 turns. (twice as long as forests)
  • jungles grow 3 times as fast as forest. (it's "twice" in normal civ4)
[Camps and Plantations in jungle]
  • workers can build a camp at jungle, even if there isn't any special resources (such as ivory). Bulidng a camp doesn't destroy jungle.
  • A camp provides +1 production, +1 commerce
  • workers can build a plantation without removing jungle.
  • a camp or plantation next to river gets +1 commerce
  • Civil Service technology provides +1 food to camps and plantations
  • Currency technology provides +1 commerce to camps and plantations (They can trade several products out of jungle, I suppose)
  • Ecology technology provides +2 commerce to camps and plantations(I mean camps for leisure)
  • Genetics technology provides +1 food to camps and plantations(same reason as rainforest preserve)
["Rainforest Preserve" - new improvement]
  • "Rainforest Preserve" is similar to Forest Preserve, except to followings. (rare animals and plants will help research. I described it as commerce point, because of systems of Civ4.)
  • Rainforest preserves can be built at jungles only.
  • Forest preserves can no longer be build at jungles. they are only for forests now.
  • Rainforest Preserves provide +2 commerce (without any condition)
  • Rainforest Preserves with Environmentalism civic provides +6 commerce and +1 production (in ver 1.x), or +4 commerce (in ver 2.x)
  • Ecology technology provides +1 production to Rainforest Preserves
  • Genetics technology provides +1 food to Rainforest Preserves (they research rare plants and animals in rainforests, and achieves to make new kinds of foods)
  • Workers can build lumbermill in jungles.
[ Summary ]
red letter : version 1.x only
blue letter : version 2.x only

  • Camp with Jungle : 2 foods, 1 production, 1 commerce
  • Camp with Jungle (provided Civil service and Currency): 3 foods, 1 production, 2 commerce or 2 foods, 1 production, 1 commerce
  • Camp with Jungle (provided Ecology and Genetics): 4 foods, 1 production, 4 commerce or 2 foods, 1 production, 3 commerce
  • Lumbermill and railroad with Jungle: 2 foods, 2 productions
  • Rainforest Preserve : 2 foods, 2 commerce, 1 happiness
  • Rainforest Preserve with Environmentalism : 2 foods, 1 production, 8 commerce, 1 happiness , or 2 foods, 6 commerce, 1 happiness
  • Rainforest Preserve with Environmentalism, Ecology, Genetics: 3 foods, 2 productions, 8 commerce, 1 happiness , or 3 foods, 1 production, 6 commerce, 1 happiness
* Hills provide -1 food and +1 production for all above
* "Next to river" condition provide +1 commerce for all above

[ Features not implemented ]

I tried to implement following features, but it seems to impossible only by editing XML files.
Please wait until I study Python (not scheduled), or do it yourself if you need.
  • Removing Jungles makes it change to Desert (50% probablility). (Destorying Rainforests and desertification is serious problem on the earth.)
  • Rainforest Preserve provides research points rather than commerce. For example, one rainforest preserve with Environmentalism civic provides one free scientist.
  • Medics technology removes unhealthyness of jungles. (I've dropped this idea according to a suggestion of "French guy")

[ How to Install ]

Same as usual MODs. Copy "Jungle" folder in your Mods folder.
Maybe, using this MOD in CustomAssets folder is also available, unless XML files conflict.

[ Update History ]

Ver 1.2 2008/09/16
- Shortcut key of "to Build Rainforest Preserve" is "Shift+J"
Ver 1.3 2008/10/02
Ver 2.0 2008/10/02
Two versions are available now. Jungles are powerful in ver 1.3 and moderate in ver 2.0.
New "build rainforest preserve" button.
Made many changes, thanks to French Guy, and producer of Like a Revolution.
- removing jungles takes 6 turns. (twice as long as normal civ4)
- jungles grow 3 times as fast as forest. (it's "twice" in normal civ4)
- Rainforest Preserves makes growth of jungles much faster
(twice as fast as growth of forests with forest preserves)
- Biology technology makes possible to build rainforest preserve.
(not scientific method, as forest preserve)
- Also changed some effects of camps and plantations.
- Also changed effects of forest preserves and rainforest preserves.
- a Gem provides +5 commerce point now (same as usual Civ4)
Ver 1.4 2008/10/05
Ver 2.1 2008/10/05
- Output from forest preserve goes back to that of normal Civ4 BtS.
- (v2.1)Rainforest preserve netxt to river provides +1 commerce again.
- (v2.1)Rainforest preserve with Environmentalism civic provides +4 commerce again.
Ver 1.4c 2008/10/07
Ver 2.1c 2008/10/07
- Fixed documents.
Ver 1.5 2008/10/28
Ver 2.5 2008/10/28
- Translated to German (by -sr)
- Merged Readme (for 1.x and 2.x)
- Fixed Civilopedia
- Reduced size of this MOD (thanks to -sr)

[ Special Thanks ]
  • French Guy
  • Producer of "Like a Revolution" MOD
  • -sr
and many people who have given me several ideas, and players of this MOD

[ Notes ]

- This is the first MOD I've created, so might be buggy. Bug Reports ,or report that it works well, is welcome at Civfanatics forum.
- Recommendations are also welcome.
- There are English, Japanese, German texts in this MOD. French, Italian, Spanish version are not available now, because I don't have their skills. Translation post (or fix of English) is welcome. If you are going to translate it, please see my post how to translate this MOD.
 

Attachments

  • jungle_screenshot4.jpg
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  • Jungle 1.5.zip
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  • Jungle 2.5.zip
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alerum68

Priest of Hiroshima
Joined
Jan 3, 2004
Messages
2,519
Location
San Francisco, California, United States
This looks interestnig Kuneru. For the 3 features you have listed:

1) This is doable. Look at the code for a forest growing for an example.
2) I don't think this is possible. The 3 options are Food, Commerce, or Hammers. What is done with the commerce is given to the user to decided how to use it.
3) This is doable as well. Probably easiest to have the techs give a +2 health bonus to negate the -1 for the Jungle and it will be +1 health.

I will test on BTS 3.17 english for you later today, but I don't see any conflics with the patch. And yes, you can put this into the CustomAssets without a hitch, as long as you don't have this file modified already.:)
 

moopoo

King
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Jan 5, 2008
Messages
729
Location
Adelaide, Australia
First of all, this looks great. Second of all, I disagree with alerum68 on 2). I reckon you'd definitely be able to unlock beakers as an alternative to commerce through SDK, and you might even be able to get it done (dodgily) via Python.
 

French guy

Chieftain
Joined
Aug 25, 2006
Messages
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Location
France, Gironde, Médoc
Nice idea, the concept is good!! ;)
I was disapointed to have to cut ALL the jungle.. all the time... :cry:

Truely, i think it could give some help for science... but, as said before... then it should be gold... cuz no science on tiles... :(

BUT, i think it should keep the dirty specificity, (unhealth points) because even nowadays, it's bad places cuz of malarya/Typhus/Dengue and many others...

the advantage, i think should be nice ONLY on modern era, for such places...
as pharmcy industry only consider jungles as gold mines since few time...
i don't remeber any civilization took off any power or advantage by living a jungle... (jungle habitants are more likely living like 3 000 years ago...:mischief:)

any WOC adaptation in the way???
 

kuneru

Chieftain
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Jul 27, 2008
Messages
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Location
Tokyo, Japan
to French Guy,
Thanks for your recommendations.
There are my opinions:

1. Rainforest preserves should provide commerce points, until I make it possible to provide research points from tiles by modifying Python script (some day, might be...) :p

2. OK, I agree with your opinion. I'm not going to remove unhealthyness from jungles now (,even we get medics technology). :)

3. Honestly speaking, it's hard to say that people have gotten any advantage from jungle (on ancient and medieval eras).
However, if I make jungles be useful ONLY on modern era, most of civ4 players will cut their jungles away on classical era, I think. (Considering game systems of civ4, getting advantage on ancient and classical era seems to be more important than that of modern era. They can achive conquering victory on industrial or former eras in some games)
Removing some jungles is OK, but removing MOST of jungles is not the purpose of this MOD... :(
Well, I'm considering, but have no good idea now. Please tell me if you have ideas.
 

French guy

Chieftain
Joined
Aug 25, 2006
Messages
55
Location
France, Gironde, Médoc
3.
=> just consider that the actual game give NO ADVANTAGES in any era for hte jungle...
I think jungle could stay as they are for start games...
ADDING the capacity of getting production when cutting a jungle yep, but, hte worker SHOULD work longer than a normal forest....
actually, at a start of the game (over a grassland)...
forest need 3 turn to be cut and give 20production (1 tile far from city)
jungle need 4 turns to be cut and give 0 production

could be:
forst 3 turn to cut => 20 production
jungle 6 turns to cut => 20 production

or maybe even 9 utrns!!!

i think it's still reallystic, cuz a jungle is not as easy to penetrate, and extract trees, and theres 200% or 300% more trees in a same surface (jungles are more tight in trees) so work it should be lot harder...
BUT, as jungle is made of many parasite trees, the production given mustn't be higher finally than a normal forest...

that way, people won't cut so much forest (or less fast)

anotehr thing could be the rapidity that jungle would have to reappear...

i think i read somewhere a forest can grow near another forest, if the tile is empty...
i guess it's the same for jungle no??
well, jungle should be able to re-grow, and do this twice faster than a normal forest !!!
this is reallistic, and another way to preserve a bit jungle tiles!!

finally... if building improvements on jungle can meliorate it, i'm not sure people will cut it all, despite it can give unheathyness...

(a city with half/rain forest and another tiles type improved should be nice yet, no???)

if you give rain forest good advantages on the modern era!!! with the pharmaceutics industry/technology
well, people would try to save such tiles...


finally, have you think about contacting WOC team, to integrate your mod!!??


by the way, if i can help for French/Spanish traduction...
let me know...
:)
 

kuneru

Chieftain
Joined
Jul 27, 2008
Messages
23
Location
Tokyo, Japan
To French guy,
Thanks for your response. Your ideas are good, I think.:)
It's realistic, and will make people keep a little more jungles.
From now, I'm going to update Jungle MOD. (it will takes 1-2 weeks as I'm busy now, sorry. ;) )

These are 2 points to be modified in next update, according to your idea:

1. jungle: 8 turns to cut => 20 production points (doubles the time to cut in normal civ4 - 4 turns)

2. Jungle re-grows "3 times faster" than normal forests now.
(Jungle already re-grows twice faster than forests in civ4, and I made it much faster!)

finally... if building improvements on jungle can meliorate it, i'm not sure people will cut it all, despite it can give unheathyness...

(a city with half/rain forest and another tiles type improved should be nice yet, no???)

if you give rain forest good advantages on the modern era!!! with the pharmaceutics industry/technology
well, people would try to save such tiles...

You mean that "make a reinforest preserve more effective in modern era", and "make a camp a little weaker", right?

OK, I'll try to change the MOD.
However, I'm not sure how to make balanced well in this mod.
I'm going to play this MOD some times and test if it's balanced. (using 'Rainforest" map script contained in BtS is good idea, isn't it?)
For example, this is one idea:
- Civil Service technology doesn't provide +1 food to camps
- Rainforest Preserves with Environmentalism civic provides +4 commerce+6 commerce points and +1 production point.

finally, have you think about contacting WOC team, to integrate your mod!!??
I have not know WOC until now.
Well, I will think about it after I update this MOD.

by the way, if i can help for French/Spanish traduction...
let me know...
:)
Well, I'm glad if you can translate it. :)
However, my anxiety is that my computer (using Shift JIS encoding of Japanese language) could misuse words written in ISO-8859-1 encoding. :confused:
I will be able to integrate your translation in this mod if we're lucky in this point. :p

These are text keys to be translated, for your information:
- TXT_KEY_BUILD_JUNGLE_PRESERVE (in XML\Text\CIV4GameText_BTS.xml)
- TXT_KEY_IMPROVEMENT_JUNGLE_PRESERVE (in XML\Text\CIV4GameText_Objects_BTS.xml)
- TXT_KEY_IMPROVEMENT_JUNGLE_PRESERVE_PEDIA (in XML\Text\CIV4GameText_Civilopedia_BTS.xml)
 

French guy

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Aug 25, 2006
Messages
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Location
France, Gironde, Médoc
- Civil Service technology doesn't provide +1 food to camps
- Rainforest Preserves with Environmentalism civic provides +4 commerce+6 commerce points and +1 production point.

by the way it would make environmentalism more interesting...
i must admitt i never ever used it... :rolleyes:
 

kuneru

Chieftain
Joined
Jul 27, 2008
Messages
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Location
Tokyo, Japan
"Cutting jungles off and building cottages is very useful in Civ4. How can I make Civ4 players leave and use jungles?"
I've thought that, and got a conclution as follows.

If I tries to make this MOD more realistic, then jungles are useful only in the modern era. getting 3 :food: from a camp in jungle are not realistic...
When a civilization creates a city and make it bigger (like capital or metropolis), then they are going to cut jungles around their city off. Making towns around the city makes more economic benefit than leaving jungles. It's natural, and not avoidable in this game.
If a civilization creates a city in a mountain far from their capital, then sometimes they reserve or use jungles, maybe.
I've created Jungle MOD Version 2.0, lokking jungles from such angle.

However, my second purpose of this MOD is to make players leave jungles in their country.
Then, how can I make Civ4 players leave and use jungles?
My answer is that "If camps in jungle provides more food:food: than cottage and city, they can leave them." and also, "Very powerful rainforest preserves are another idea."
I've created Jungle MOD Version 1.3, lokking jungles from such angle.

This is the reason why I've made two new versions of this MOD.

I've tested these MODs for some times, and made some change from initial idea (my post at Sep 24, 2008 04:23 AM)
For example, removing jungles takes 6 turns (8 turns are too long, I suppose).
 

kuneru

Chieftain
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Messages
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Location
Tokyo, Japan
Now I've got some recommendation from a Japaners user, and I'm planning additional update.(Version 1.4 and 2.1, Maybe)
He said that rainforest preserve had better provide more resource for researching, compared to forest preserve.
I wish a rainforest preserve with Environmentalism civic provide a free scientist, but I need to study Python to make such changes. So, I'm going to change it as follows:

- Output from forest preserve is going back to that of original Civ4 BtS.
- Raionforest Preserve will provide more commerce points.
 

johny smith

Deity
Joined
Mar 10, 2007
Messages
2,273
This does sound interesting. I am having thoughts already but I can make no promises. We added health yields and health commerces in the World of Civilization, but need to think more about how to implement it with this. One thing I do know though is you could have the improvements produce a health yield. Well I will let you know if we figure out something in the WoC.
 

kuneru

Chieftain
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Location
Tokyo, Japan
Now I released to version 1.4c and 2.1c.
I only fixed documentations. the feature of this MOD is the same as 1.4 and 2.1.

To johny smith,
> Well I will let you know if we figure out something in the WoC.
Thank you for your comment.
I'm not sure what does the word "health yield" mean... :confused:
 

kuneru

Chieftain
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Jul 27, 2008
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Location
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To johny smith,
Meaning the map can display health symbols just like food, production, or commerce.
I understand it now, Thanks.:)
I'm going to consider about this feature when I learn Python. As well as the idea I already have - "Rainforest Preserve provides research points rather than commerce."
 

-sr

Chieftain
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Jul 12, 2008
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Location
Austria
Kuneru, I just discovered your MOD, and I'm working on a German translation. If you don't mind, I'll put it up here in a few days.
 

kuneru

Chieftain
Joined
Jul 27, 2008
Messages
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Location
Tokyo, Japan
To -sr,
Translation of this mod is welcome.
Now, I do "copy & paste" my message to French Guy (on September 24th).
In addition to followings, if my computer cannot treat German language well, you may upload German version by yourself (and I'll edit my initial post to make link to your file).

Kuneru, I just discovered your MOD, and I'm working on a German translation. If you don't mind, I'll put it up here in a few days.

Well, I'm glad if you can translate it.
However, my anxiety is that my computer (using Shift JIS encoding of Japanese language) could misuse words written in ISO-8859-1 encoding.
I will be able to integrate your translation in this mod if we're lucky in this point.

These are text keys to be translated, for your information:
- TXT_KEY_BUILD_JUNGLE_PRESERVE (in XML\Text\CIV4GameText_BTS.xml)
- TXT_KEY_IMPROVEMENT_JUNGLE_PRESERVE (in XML\Text\CIV4GameText_Objects_BTS.xml)
- TXT_KEY_IMPROVEMENT_JUNGLE_PRESERVE_PEDIA (in XML\Text\CIV4GameText_Civilopedia_BTS.xml)
 

-sr

Chieftain
Joined
Jul 12, 2008
Messages
73
Location
Austria
OK, here we go.
I put up the complete mod here.
There are two new files, a German Readme (Readme_DE.txt) and a new Text XML (CIV4GameText_JungleMOD.xml).
Concerning patch 3.17: I have BTS 3.17, the mod seems to work without problems.
My suggestion: It's not necessary to copy the whole CIV4GameText_BTS.xml into your Assets/XML/Text folder. It's enough to copy the necessary tags into one file. You can reduce the space your mod requires. So I deleted the three XML files.
 

Attachments

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