LS Civilization Mini-Game

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It was used like the second option, taking city names and evolving into cities. Fort is named Barcelona.

Unfortunately, happened what I was excepting and I miserably failed in AI coding. In "rethought" version settling a new city will be rather a big deal, though I think I am gonna keep adding names to the forts (which will attack/defend itself like a city, taking control over nearly tiles ~ basically a city with no production or other yields generation). They will control their own territory (so losing a City will be not equal to losing Forts. Same for colonies and Holy Sites (those three are like a Capture points).
You see, I haven taken maybe a bit cheesy path of world generating. The world is pretty much done at turn 0, with some RolePlaying mechanics. I find settling cities as one of the most interesting aspects of civ5, but hopefully giving up on it will save a precious gameplay time (I aim into action packed short games) and AI coding for me.
 
Anyway, I except two months for completing a base and adding Art then the fun begins. I would like to post gameplay videos since then. Finish Classical Era at Summer (with AI fully coded). Then I am gonna decide if I am gonna rush a new era or add more stuff.

I need Culture and Code of Laws to achieve certain level of Happiness, and Forts/Citadels combat. Oh and UI upon finishing the game, obviously.
Oooh, two months. Good, I didn't fail to make it watchable by today then.

Culture is done. All the designed buildings have effects. Made a Fort/Citadel system. Coded my first LUA method, but haven't coded a Law yet.

What is next. Now is rather boring part of coding everything up. Today I have even polished some tooltips and interface. Gonna make a Trait system to balance game between Tribe/CityState/Kingdom/Empire. Tribe will get alternate way of acquiring units (since no city). CityState some extra production to be not overwhelmed.
Oh, a nice CityView UI is good next step.

I am slowly gathering icons, flags and models for Unique Units.
Spoiler :
U1fIZhw.png


I added civ icons to the game (there were so many Arabias before).
Spoiler :
wrwtWx4.png


And started the Cartography. Heavily inspired by Heroes III obelisks. Maps will be showing locations of Holy Grail, or rather something more ancient.
Spoiler :
PzdMW7s.png

I am gonna actually try a map in game tomorrow. I wanted some complicated stuff like rotating (map without directions described), but I don't think there is a need for that.
 
I think I might work on it in three days past month. Dll modding became boring, coding tooltips is not fun as well. I am gonna post next update when I got into it again, design is pretty much fulfilled by now. At least for ancient era. I have not started balancing off new combat system, city conquer system is still not coded. The world generating scripts will be improved once there will be sense to play whole game. And promised short video: link.
 
A video through dropbox? What kind of wizardry is this?

There's some curious glimpses of cool features in there. Like that progress table towards unique units, and the victory points system of course, the set up looked like a Risk game, which is nice.

Also, stacking units? That's heresy!
 
Early Pre-Beta Access
Once again I simplified the concept in order to save time. The effect is that I managed to play a game finally. With all the design simplification, mainly focusing on reusing civ5 AI, I am not sure I can call it a mini-game anymore, it is more like an addon to base game. Anyway, the current beta name is "Scenario Generator", and to better explain the name:
  • The World is generated at the game init, based on the number of civs/city-states/size/map type you choose. It means cities, units, relations.
  • Technology tree is greatly restricted (two eras), starting techs are assigned, tech acquiring is much less important than in base game.
  • There is no victory conditions. Just some statistics at the game end (currently 101 turns).
  • Players are distributed into role-plays, "Culture Types", which determines things from starting technologies, through units and buildings, to additional gameplay mechanics.
That's shortly it. I am gonna focus on what is done, instead what I would like to do. Right now, there is one "scenario", New World, taking place in Medieval/Renaissance Eras, with Conquistadors and Native forces as two culture groups.

Installation
0. (optional) Delete "...\Documents\My Games\Sid Meier's Civilization 5\cache".
1. Download: ModGraphics and ModCore, and just put them into your mods folder.
2. Disable any other mod.

Deinstallation
Since mod is changing some PreGame options, like No Science, No Happiness (etc.) and it seems those are not set back to normal, there is deinstallation needed right now.
1. Delete "...\Documents\My Games\Sid Meier's Civilization 5\cache".

Last Words
ToolTips are far from done, I am not gonna ruin the fun from jumping into deep water. Consider it an adventure. Below I listed some mechanics if needed:
Spoiler :
1. Promotions are now linked to unitclass, not certain units. There is also a limit for max number of promotions (base 5) and some promotions cannot be chosen with other ones. However, better promotions now require only certain amount of promotions acquired, so there is no need for Accurancy III, you can choose Accurancy I/Barrage I/Cover. Etc.

2. Wonders are now a mini-races, one assigned each 10 turns for the winner. To participate in race, you have to sacrifice a Religious/Cultural bonus first. Points to race are "Great Engineer points" and process production (similar to Worlds fair):
Spoiler :
AYaSotr.jpg


3. Ancient Ruins does not disappear. Every player gain his own reward upon visiting them. Note that some of Ancient Ruins are already "visited" at game start, not visited ones are indicated with icon label.

4. Happiness is local and it is dropping periodically. The worst punishment right now are riots (~4 turns of resistance) that also boosts back Happiness.
Spoiler :
6TdOs2W.jpg


5. Civilians are removed, except the Workboats that are now actively collecting naval resource for food (each year/4 turns those resources reappear in water areas). Great Works are earned just for Great Artist points collected (players also have the artistic style, the newest ones are getting +% towards Great Artist generation and better rewards)
Spoiler :
LTJlFjU.jpg


6. Stacking is different than in civ5, Siege Units have their own stack type, Scouts as well.

Many mechanics are removed, like pillaging, building improvements and trade routes. Here is the concept of Game End Popup:
Spoiler :
Wqsrczc.jpg
 
October Update
Quite ok, implemented Trade Routes, Espionage and Improvements/Pillaging. Initial Currency and Goverments mechanics are up as well.
1. ModCore (still requires ModGraphics)
 
April update III
1. ModCore v7
It simply fixes enormous turn time of version 6, I think time was reduced by 66-80%.
I have some hopes to reduce processing time even further one day.
 
January update
1. ModCore v9
2. ModGraphics v6
+I had the first two-era game on huge, 17 civs (unfortunately turn time increases a lot in comparision to large, 10 civs).
Make era progressing more consistent, add some notifications' icons, check what handicaps are actually providing and introduce 2-3 mini-mechanics (Festivals, Plagues, Academies). Some further optimization would be great. By April.
 
May update
1. ModCore v10
2. ModGraphics v7
Completed previous targets, had 4 full games.
I am gonna try to rush new eras. Next is Classical one, which I would like to finish by September. Other than that I would like to revisit Trade Routes and Fishing, also introducing Mercenaries to balance out Unit purchasing.
 
September update
1. ModCore v11
2. ModGraphcis v8
I would like to introduce "Ideologies" with fourth era next time. Basically three dimensional tenets' tree, in which Ideology gonna be forged based on chosen tenets. Most "radical" ideologies gonna be rewarded.
Other than that I started redesigning Wonder system to become more rewarding one.
Finally, gonna rethink open borders system.
Finishing or starting before February would be great.
 
February Update
1. ModCore v12
2. ModGraphics v9
I managed to implement a lot more than I aimed for (inability to play helped a lot).
Played the entire 400 turns of game, semi-verified version.
Last three updates implemented new eras, but I think that I will leave modern era for later. I would like to focus on balance, AI, UI, graphics, algorithms by making notes during playing.
I started revisiting the oldest mechanics, Espionage was reworked. I am gonna redesign Goverment and some legal-related mechanics now. I would truely like to implement my Building Palace's mechanic. Hopefully finishing before Summer.
 
May Update
1. ModCore v13
2. ModGraphics v10
I think Economics remains the last thing requiring rework, in this case I will go with full redesign, because current iteration is the least interactive and the most ignorable mechanic.
I started designing Stock Exchange with annual investing (quite simple prediction game: for example investing in "Construction", will compare amount of buildings constructed within next 14 turns with the previous 14 turns, which will generate shares rise or drop).
I would like to redesign Resource trading a lot, Currency Resources and Currency Power calculating. The first one is gonna force players to use some pseudo-Auction House, while normal resource trading will be restricted to DoFs and Peace Treaties - though I will see how it turns out. It would reduce amount of AI spam for sure and unfix the prices of Resources.
Other than that I aim for adding new subculture(s) and making Heresy more impactful.
 
August Update
1. ModeCore v14
2. ModGraphics v11
Apparently I am able to do a lot shortly when PoE's league is unpleasant. Still not happy with some reworked things (Currency Resources, Embargos) yet progress was made.
I am planning to introduce the last planned era in next update, would be great if before 2020. I hope to create basics by September.
 
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