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Mailbox's Economic Mod

Mailbox

King
Joined
Oct 6, 2007
Messages
888
FFH2 vanilla is focused heavily on warfare and the economic side is not quite as vital, although important. I wish to add a layer of interesting options to supplement the main game.

Download here:

http://forums.civfanatics.com/downloads.php?do=file&id=10512

NOTE: Create a new FFH2 folder in order to play this mod, and unzip the Assets folder there.
Mod Version is located with the file to prevent confusion.
Special Thanks to:

The FFH team (Duh :p)
Vehem for Fall Further
Xienwolf (Worker Mod, lots of help)
Sureshot (Inspired me to make MIMM in the first place)
Apepis, Ahwaric, MaxAstro for Wonder ideas
 
MEM Changes (Alpha):
Spoiler :



- Removed Dredge Boats

- Illian Great Prophets can now upgrade to Priests of Winter

- Smokehouse now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0

- Granary now stores 25% of food
- Cost reduced slightly to 100 hammers
- Aiweight changed to 0

- Fixed Worker Promos
- Aptitudes 2 & 3 are trainable at a lower level
- Mobility 1 & 2 are now trainable

- Added "Deep Mine"
- Khazad only mine upgrade
- + 2 hammers
- + 1 commerce
- + 1 hammer with Blasting Powder
- + 1 hammer with Arete

- Added "Ziggurats of Anmur"
- World Wonder
- Allows any Labor Civic
- + 4 culture
- + 1 Great Engineer GPP
- Construction

- Added "Gardens of Amathaon"
- World Wonder
- No Unhealthiness from population
- + 6 culture
- + 2 Great Priest GPP
- Commune with Nature

- Farms and Pastures now get + 1 food at Animal Handling

- Farms no longer get + 1 food at Sanitation

- Agrarianism now High upkeep

- Caste System now gives + 2 science instead of + 1 science and + 2 culture

- Added "The Glory of War"
- World Wonder
- Adds Training Yard to all cities
- Requires Training Yard in City
- Bronze Working

- Added "National Archers"
- World Wonder
- Adds Archery Range to all cities
- Requires Archery Range in City
- Archery

- Changed Javelin Throwers
- Now have a first strike chance + first strike
- Now have + 25 % Hill Attack
- Now have + 25 % City Attack

- Galley now has 2 cargo

- Goblin Waste event now gives Fallout (goes away over time)

- Sheaim get + 1 food on all hell terrain

- All Hell Terrain now gives - 1 food

- The Theatre is now priced a bit more reasonably at 180 hammers instead of 250.

- The City of A Thousand Slums is enabled by Taxation instead of Engineering.

- All Palaces grant a 25% defense bonus to the capital.

- Aqueduct Gives + 1 commerce on river tiles

- City ruins are now explorable

- Shaman can build Barrows

- Max trade routes changed to 16

- Added "Core of the Subtle"
- Gives all workers a spell to cast gain invisibility

- Added "Imperial Couriers" World Wonder (Limit: 1)
- Free Imperial Outposts in all cities
- + 1 trade route
- Horseback riding/mysticism required

- Added "Imperial Outpost" Building
- + 1 culture
- + 1 trade route

- Max trade routes changed to 16

- Units can train in cities in order to gain promotions (Tactics Line)
- Training Center (National Wonder, limit 2)
- + 2 Great Commander GPP
- + 1 XP
- + 25% Defense
- Tactics
- + 15% per rank up to 4 (60% total)
- 10 turns to train 1, 15 for 2, 20 for 3, 25 for 4 (70 turns total)
- Can only be trained in the Training Center city

- Moved Chopping to Mining

- Added "University" National Wonder (Limit: 1)
- +50% Science
- +25% GPP rate (Global)
- + 1 scientist
- + 1 engineer
- Feudalism required

- Added "Port Royale" National Wonder (Limit: 1)
- + 2 trade routes
- + 50% trade route income
- + 50% foreign trade route income
- + 35% defense
- Astronomy and Currency required

- Added Customs House
- + 100% foreign trade route income
- Optics and Currency required

- Added "Erebusian Trade Company" World Wonder
- + 25% gold
- + 25% foreign trade route income
- + 1 coastal trade route in all cities
- + 2 free merchants
- Can build "Explorers"
- Requires Astronomy and Mercantilism


From MIMM

Spoiler :
v 2.0

- Hunting grounds only take -1 hammers
- Strip Mines only take - 1 food

- Cottages now give + 0 commerce
- + 1 commerce with Education

- Hamlets now give + 1 commerce
- + 1 commerce with Education

- Villages now give + 2 commerce
- + 1 commerce with Education

- Towns now give + 3 commerce
- + 1 commerce with Education
- + 1 commerce with Taxation
- + 1 hammers with Guilds

- Strip Mine
- - 1 food
- + 2 hammers
- + 2 commerce
- Permanent

- Hunting Grounds
- + 2 food
- - 1 hammers
- + 1 commerce on riverside
- + 1 commerce with Commune with nature

v 1.9

- Added Levee (+ 1 hammers on river tiles)
- Required Tech: Construction

- Added Altar to the Sea (+ 1 hammers on Coastal/Ocean tiles)
- National Wonder
- Required Tech: Sailing

- Defensive Trait has 0 unkeep on Government Civics


v 1.8

- Fishing boats are back to + 1 commerce
- Fishing boats get + 1 commerce at Optics
- Fishing boats get + 1 food at Astronomy
- Workboats no longer buildable
- New unit: Sea Worker
- Starts with Water Walking
- Builds all sea improvements
- Can build them on any body of water
- AI knows how to use them (Important part)
- Unable to travel ocean until optics
- Cannot reveal territory

v1.7

- Fixed to work with v.32a
- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling

- 1 food
+ 2 hammers
+ 1 commerce

+ 1 food
+ 1 commerce at Astronomy

- Fishing boats now give + 1 food instead of + 1 commerce

- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines

- Changed Workboat AI

- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)

- Removed Watch Tower (too many LoS bugs)

- Farm Complexes are back! + 1 food than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)

- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)


v1.6

Improvements:
- Clams now give:
+ 1 food
+ 1 hammer
+ 2 commerce
- New Improvement: Watch Tower
- 3 line of sight
- Buildable outside borders
- Optics Enables
- Fishing Boats now give + 1 food at Astronomy instead of Optics
- Whaling Boats give + 1 hammers at Astronomy instead of Optics
- Ritual Node and upgrades fixed (thanks Xienwolf)
- Farm Complexes removed
- Farms now have an increased chance to find resources (1 in 4500)
- Farms now give:
+ 1 food with Corn
+ 1 hammers with Wheat
+ 1 food with Rice

Civics:

- Public Healers now gives +25% GPP
- City States
- Culture penalty increased to -50%
- Town penalty increased to - 2 commerce

Techs (Not working at the moment):

- Archery changed to Carpentry (in name only)
- Bowyers changed to Advanced Woodworking (in name only)
- Lumbermills moved to Carpentry
- Windmills and Watermills moved to Advanced Woodworking

v1.5

NOTICE: I know upgraded improvements sometimes don't display properly, this is an Art Defines / Art thing and I'm not quite sure how to fix it.
- Adjusted Rice/Wheat Farm Complex values.
- Changed Advanced Start values to -1 for all improvements (so AI does better [builds more cities] on No settler Advance starts)
- Graveyards not restricted to flatlands
- Ancient Towers now able to be razed
- Adjusted Farm Complex values to no longer give penalties
- Removed ability to build Graveyards
- Removed metropolises
- Towns gain + 1 hammers at Guilds (tech)
- Fishing Boats give + 1 food at Optics
- Whaling Boats give + 1 hammers at Optics
- Greater Ritual Node discovery chances increased

v1.4 for .31d

New Improvements:

- Farm Complex: Farm Upgrade
+ 2 food
- 1 hammers
- 1 commerce
+ 1 with Irrigation
+ 1 with Sanitation


- Manufactory: Workshop upgrade
- 1 food
+ 2 hammers
+ 1 commerce

+ 1 hammers with Guilds
+ 1 commerce with Construction


- Metropolis: Town upgrade
+ 1 hammers
+ 4 commerce
+ 10% Tile Defense
Acts as a city

+ 1 commerce with Taxation


- Waterworks: Upgrades from Watermill
+ 2 hammers
+ 2 commerce

+ 1 hammers with Machinery
+ 1 commerce with Machinery


- Windmill Farm: Upgrades from Windmill
+ 1 food
+ 1 hammers
+ 2 commerce

+ 1 hammers
+ 1 commerce with Machinery


Civic Changes-

City States:

- Town
* -1 commerce
- Metropolis
* -2 commerce


Aristocracy:

- Farm Complex
* -1 food
* +3 commerce
- Pasture
* -1 hammers
* +2 commerce
- Ranch
* -1 hammers
* +2 commerce
- Winery
* -1 food
* +2 commerce
- Vineyard
* -1 food
* +2 commerce


Nationhood:

- Fort
* +1 commerce
- Castle
* +1 commerce
- Citadel
* +1 commerce


Arete:

- Deep Mine
* +1 hammers
* +1 commerce
- Strip Mine
* -1 food
* +1 hammers


Slavery:

- Plantation
* +1 hammers
* -1 commerce
- Estate
* +1 hammers
* -1 commerce
- Open Pit
* +1 hammers
* -1 commerce
- Strip Mine
* +1 hammers
* -1 commerce


Military State:

- Fort
* +1 hammers
- Castle
* +1 hammers
* +1 commerce
- Citadel
* +1 food
* +1 hammers
* +1 commerce



Serfdom:

- Workshop
* +1 food
- Manufactory
* +1 food


Agriculture:

- Farm Complex
* +1 food
* -1 hammers
- Pasture
* +1 food
* -1 hammers
- Ranch
* +1 food
* -1 hammers
- Camp
* -1 food
- Hunting Ground
* -1 food


v1.3 for .31d

- Tested for .31d
- Fixed text errors (Thanks xienwolf)


v1.2 for .31c

NEW IMPROVEMENTS

Engineered Ritual Nodes

- Able to discover raw mana (1/9000)
- Gives + 1 unhappy
- Buildable at Sorcery (with workers)
- Upgrades to Greater Ritual Node

Greater Ritual Nodes

- Able to discover raw mana (1/4500)
- Gives + 3 unhappy
- Upgrades to Unstable Ritual Node

Unstable Ritual Nodes

- Able to discover mana (1/1500)
- Gives + 5 unhappy

Note, new nodes must be pillaged before they can be turned into usable nodes.
Unhappy keeps them from being spammed but yet allows players to discover more mana if they are patient.
These abilities are given to workers as an abstraction and for simplification reasons. I'm assuming a society with the knowledge of Sorcery wouldn't need a whole unit of adepts to build a ritual node and the adepts are still needed to build the actual node.


v1.1 for .31c

NEW IMPROVEMENTS---

Hunting Grounds: Camp Upgrade

+ 2 food
- 2 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature

Bonuses:

Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 3 hammers
+ 1 commerce


Sawmill: Lumbermill Upgrade

+ 2 hammers
+ 1 commerce
+ 1 commerce on riverside


Deep Mine: Mine Upgrade

+ 2 hammers
+ 1 commerce
+ 1 hammmers with Blasting Powder

Bonuses:

Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers

Open Pit: Quarry Upgrade
- 1 food
+ 1 hammers
+ 2 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers

Strip Mine: Open Pit Upgrade

- 2 food
+ 2 hammers
+ 2 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers


Estate: Plantation Upgrade
+ 2 commerce
+ 1 hammers

Bonuses:

Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce


Ranch: Pasture Upgrade
+ 1 food
+ 1 hammers
+ 1 hammers on riverside

Bonuses:

Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce

Vineyard: Winery Upgrade

+ 1 food
+ 1 commerce

+ 1 food with Feudalism

Bonuses:

Wine:
+ 3 commerce







v1.0 for .31c

*YIELD CHANGES:


Camp: Forest, Ancient Forest, New Forest, Scrub

+ 1 food
- 1 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature

Bonuses:

Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 2 hammers
+ 1 commerce


Cottage:
+ 1 commerce
Hamlet:
+ 2 commerce
Village:
+ 3 commerce
Town:
+ 1 hammers
+ 3 commerce
Acts as City for Combat



Farm: Grassland, Plains

+ 1 food
+ 1 with Irrigation
+ 1 with Sanitation

Bonuses:

Corn:
+ 2 food
Rice:
+ 1 food
+ 1 commerce
Wheat:
+ 1 food
+ 1 hammers


Fishing Boats: Coast

+ 1 commerce

Bonuses:

Clams:
+ 2 food
+ 1 commerce
Crabs:
+ 2 food
+ 1 commerce
Fish:
+ 3 food
Pearls:
+ 2 commerce


Lumbermill: Forest
+ 1 hammers
+ 1 commerce
+ 1 commerce on riverside


Mine: Hills
+ 2 hammers
+ 1 hammmers with Blasting Powder

Bonuses:

Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers


Pasture: Plains, Scrub
+ 1 hammers
+ 1 hammers on riverside

Bonuses:

Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce


Plantation: Grasslands
+ 2 commerce

Bonuses:

Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce


Quarry: All Land
- 1 food
+ 1 hammers
+ 1 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers


Watermill: On Riverside
+ 2 hammers
+ 1 commerce

+ 1 hammers with Machinery
+ 1 commerce with Machinery


Whaling Boats: Ocean
+ 1 hammers
+ 1 commerce

Bonuses:

Whales:
+ 1 hammers
+ 2 commerce


Windmill: On Hills
+ 1 food
+ 1 hammers
+ 1 commerce

+ 1 hammers
+ 1 commerce with Machinery


Winery: Grasslands, Plains, Tundra, Hills
+ 1 commerce

+ 1 food with Feudalism

Bonuses:

Wine:
+ 2 commerce


Workshop: Flatlands
- 1 food
+ 2 hammers

+ 1 hammers with Guilds
+ 1 commerce with Construction

Graveyard: Flatlands
+ 2 hammers with Necromancy


Barrow: Anywhere
- 1 food

*Workers and Slaves can now build barrows and graveyards at Necromancy.

*Tundra gives +15% defense.

*Snow gives +35% defense, costs 2 movement.

*City Ruins are generated on map generation, upgrade to Citadels.

*Scrub now gives:
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 commerce with riverside
+ 15% defense

*Scrub should both grow and fade away as games go on. (UNTESTED FULLY)

*All forts act as cities.


From Xienwolf's Worker Mod

Spoiler :
Worker Mod Additions:

Promotions:

- Added the Skilled 1 Promotion: + 20% Workrate
- Added the Skilled 2 Promotion: + 20% Workrate
- Added the Skilled 3 Promotion: + 20% Workrate
- Added the Skilled 4 Promotion: + 20% Workrate
- Added the Skilled 5 Promotion: + 20% Workrate

- Added the Hardy 1 Promotion: + 1 Defensive Strength
- Added the Hardy 2 Promotion: + 1 Defensive Strength
- Added the Hardy 3 Promotion: + 1 Defensive Strength

- Added the Aptitude 1-3 Promotions: Increases chance of gaining XP
 
Future Features:

Code:
Military-

- Units can train in cities in order to gain promotions (Tactics Line)
	- Training Center (National Wonder)
	- Tactics
		- + 15% per rank up to 5 (75% total)
		- 10 turns to train 1, 15 for 2, 20 for 3, 25 for 4, 30 for 5 (100 turns total)
- Workers can train promotions for combat annoyingness (Partisan Line)
	- At Cities/Forts only
	- Partisan 1-5
		- 5 turns to train 1, 10 for 2, 15 for 3, 20 for 4, 25 for 5 (100 turns total)
		- + 1 off. str. + 1 First strike chance,  + 5% city defense, - 30% city attack, 10% inside borders
		- + 1 strength, + 2 First strike chances, + 10% city defense, - 25% city attack, 15% inside borders
		- + 1 strength, + 1 First strike,         + 15% city defense, - 20% city attack, 20% inside borders, double forest movement
		- + 1 off. str. + 2 First strikes,        + 20% city defense, - 15% city attack, 25% inside borders, double hills movement
		- + 1 strength, + 50% withdrawal,         + 25% city defense, - 10% city attack, 30% inside borders
- Mobilization Civic Options (Each one has significant revolt times)
	- Unmobilized Army
		- +15% food
		- +15% production
		- -25% military production
		- +10% to building production 
		- +25% to worker speed
		- +200% military upkeep
		- +50% WW
	- Partial Mobilization
		- +0% food
		- +0% production
		- -15% military production
		- +10% to building production 
		- +25% to worker speed
		- +100% military upkeep
		- +25% WW
	- Full Mobilization
		- -5% food
		- -5% production
		- +0% military production
		- +0% to building production 
		- +0% to worker speed
		- +0% military upkeep
		- +0% WW
	- Standing Army
		- -15% food
		- -10% production
		- +15% military production
		- -15% to building production 
		- -15% to worker speed
		- -50% military upkeep
		- -25% WW
		- + 2 XP
	- Professional Army
		- -25% food
		- -20% production
		- +25% military production
		- +10% to building production 
		- +25% to worker speed
		- -100% military upkeep
		- -50% WW
		- + 4 XP
- "Badboy"
	- will make war harder to wage
	- Python
	- Effects civilization relationships
	- huge hits for wiping a country out
	- cities are done as a percentage of total number owned
- Revolts
	- Requires Python + .dll
	- Will merge Revolution into this mod


Economics

- Guilds
- Specific Improvements for sites
- More technology
- Enlongate the Latter period of the game
- Immigration/Emigration based on happiness in cities
 
I should have the first version out tonight, barring more errors when trying to reinstall the game.

I wanted to post this to see if anyone had any ideas they'd like to see in this mod, I'm still in the planning stage for the rest and I'd like to hear what the community thinks.
 
I wanted to post this to see if anyone had any ideas they'd like to see in this mod, I'm still in the planning stage for the rest and I'd like to hear what the community thinks.

Just noticed this thread... I'm thinking by "Revolts and Revolutions" you might mean something like jdog5000's "Revolutions" mod. That would be so amazing, enjoyable, fabulous, magnificent, and marvelous* that I'm having trouble thinking about it any further.


*Not an exhaustive list.
 
Maybe consider the possibility of including debt into the economics of the game. Not only would this affect maintenance costs, it would also influence city income and the inflation rate.

Also, I would very much welcome an alternative to City States as a way to deal with maintenance costs for a large empire. Maybe something out of the underutilized Compassion civic.
 
Just noticed this thread... I'm thinking by "Revolts and Revolutions" you might mean something like jdog5000's "Revolutions" mod. That would be so amazing, enjoyable, fabulous, magnificent, and marvelous* that I'm having trouble thinking about it any further.


*Not an exhaustive list.

Honestly, merging that mod with FFH2 is the main reason I started modding in the first place and it's the ultimate goal of this mod.
 
Version v.01 released

Includes MIMM and Worker Mod

I'll compile a better changelog tomorrow :p
 
I added some more future features and I'm also posting to let anyone out there playing that I've fixed the Lanun Pirate Coves. Next release should be tonight and include:

Code:
- Units can train in cities in order to gain promotions (Tactics Line)
	- Training Center (National Wonder)
	- Tactics
		- + 15% per rank up to 5 (75% total)
		- 10 turns to train 1, 15 for 2, 20 for 3, 25 for 4, 30 for 5 (100 turns total)
- Workers can train promotions for combat annoyingness (Partisan Line)
	- At Cities/Forts only
	- Partisan 1-5
		- 5 turns to train 1, 10 for 2, 15 for 3, 20 for 4, 25 for 5 (100 turns total)
		- + 1 off. str. + 1 First strike chance,  + 5% city defense, - 30% city attack, 10% inside borders
		- + 1 strength, + 2 First strike chances, + 10% city defense, - 25% city attack, 15% inside borders
		- + 1 strength, + 1 First strike,         + 15% city defense, - 20% city attack, 20% inside borders, double forest movement
		- + 1 off. str. + 2 First strikes,        + 20% city defense, - 15% city attack, 25% inside borders, double hills movement
		- + 1 strength, + 50% withdrawal,         + 25% city defense, - 10% city attack, 30% inside borders
- Mobilization Civic Options (Each one has significant revolt times)
	- Unmobilized Army
		- +15% food
		- +15% production
		- -25% military production
		- +10% to building production 
		- +25% to worker speed
		- +200% military upkeep
		- +50% WW
	- Partial Mobilization
		- +5% food
		- +5% production
		- -15% military production
		- +10% to building production 
		- +15% to worker speed
		- +100% military upkeep
		- +25% WW
	- Full Mobilization
		- +0% food
		- +0% production
		- +0% military production
		- +0% to building production 
		- +10% to worker speed
		- +0% military upkeep
		- +0% WW
	- Standing Army
		- -15% food
		- -10% production
		- +15% military production
		- -15% to building production 
		- -15% to worker speed
		- -50% military upkeep
		- -25% WW
		- + 2 XP
	- Professional Army
		- -25% food
		- -20% production
		- +35% military production
		- +10% to building production 
		- +25% to worker speed
		- -75% military upkeep
		- -50% WW
		- + 4 XP
 
- Mobilization Civic Options (Each one has significant revolt times)

I quite like this idea, but I'd have thought this would be better as just

-Unmobilised
-Partially Mobilised
-Mobilised

with perhaps the proviso that to go from Unmobilised to Mobilised (or vice versa) would take three times as long as from Partially mobilised, but that all the benefits would be in either as Unmobilised or Mobolised.

I'd also suggest that for Unmobilised and Partially Mobilised, units outside of culture borders would have a negative modifier when attacking another unit (except perhaps Barbs?)

Mobilisation level could also perhaps adjust the maintenance cost so that perhaps
Unmobolised - for every unit in the field, and every unit bar the first two in the city = +1 gold
Partially Mobolised - for every unit in the field, and every unit bar the first four in a city = +1 gold

A Professional Army implies, to me at least, a small voluntary army as opposed to a conscripted army and as such falls outside of whether an army is mobilised.

Similarly a standing army implies to me the units that are on active service at any one point, excluding reserves. Therefore with even being unmobilsed you'd have a standing army.
 
Sorry for not releasing a new version last night, I had a couple weird bugs I had to sort out but they're gone now and I actually uploaded a new version without posting. :mischief:

Can you describe contents of the MIMM mod please? I'd like to try it but I don't want to start a game without knowing the current changes.

Yeah, it's all the improvement changes from here:

Spoiler :
v 2.0

- Hunting grounds only take -1 hammers
- Strip Mines only take - 1 food
- Cottages now give + 0 commerce
- + 1 commerce with Education

- Hamlets now give + 1 commerce
- + 1 commerce with Education

- Villages now give + 2 commerce
- + 1 commerce with Education

- Towns now give + 3 commerce
- + 1 commerce with Education
- + 1 commerce with Taxation
- + 1 hammers with Guilds

- Strip Mine
- - 1 food
- + 2 hammers
- + 2 commerce
- Permanent

- Hunting Grounds
- + 2 food
- - 1 hammers
- + 1 commerce on riverside
- + 1 commerce with Commune with nature

v 1.9

- Added Levee (+ 1 hammers on river tiles)
- Required Tech: Construction

- Added Altar to the Sea (+ 1 hammers on Coastal/Ocean tiles)
- National Wonder
- Required Tech: Sailing

- Defensive Trait has 0 unkeep on Government Civics


v 1.8

- Fishing boats are back to + 1 commerce
- Fishing boats get + 1 commerce at Optics
- Fishing boats get + 1 food at Astronomy
- Workboats no longer buildable
- New unit: Sea Worker
- Starts with Water Walking
- Builds all sea improvements
- Can build them on any body of water
- AI knows how to use them (Important part)
- Unable to travel ocean until optics
- Cannot reveal territory

v1.7

- Fixed to work with v.32a
- Fixed slaves
- New Improvement: Dredge Boats (Coast)
- Available at Mind Stapling

- 1 food
+ 2 hammers
+ 1 commerce

+ 1 food
+ 1 commerce at Astronomy

- Fishing boats now give + 1 food instead of + 1 commerce

- Slavery gives + 1 food to Quarries, Open Pits, and Strip Mines

- Changed Workboat AI

- Removed Ritual Nodes/Upgrades (for now, debating whether or not they are needed with metamagic)

- Removed Watch Tower (too many LoS bugs)

- Farm Complexes are back! + 1 food than a farm when irrigated (Thanks Kasdar for fixing the graphic issue!)

- More tweaks to resources (mostly pastures/ranches and wineries/vineyards)


v1.6

Improvements:
- Clams now give:
+ 1 food
+ 1 hammer
+ 2 commerce
- New Improvement: Watch Tower
- 3 line of sight
- Buildable outside borders
- Optics Enables
- Fishing Boats now give + 1 food at Astronomy instead of Optics
- Whaling Boats give + 1 hammers at Astronomy instead of Optics
- Ritual Node and upgrades fixed (thanks Xienwolf)
- Farm Complexes removed
- Farms now have an increased chance to find resources (1 in 4500)
- Farms now give:
+ 1 food with Corn
+ 1 hammers with Wheat
+ 1 food with Rice

Civics:

- Public Healers now gives +25% GPP
- City States
- Culture penalty increased to -50%
- Town penalty increased to - 2 commerce

Techs (Not working at the moment):

- Archery changed to Carpentry (in name only)
- Bowyers changed to Advanced Woodworking (in name only)
- Lumbermills moved to Carpentry
- Windmills and Watermills moved to Advanced Woodworking

v1.5

NOTICE: I know upgraded improvements sometimes don't display properly, this is an Art Defines / Art thing and I'm not quite sure how to fix it.
- Adjusted Rice/Wheat Farm Complex values.
- Changed Advanced Start values to -1 for all improvements (so AI does better [builds more cities] on No settler Advance starts)
- Graveyards not restricted to flatlands
- Ancient Towers now able to be razed
- Adjusted Farm Complex values to no longer give penalties
- Removed ability to build Graveyards
- Removed metropolises
- Towns gain + 1 hammers at Guilds (tech)
- Fishing Boats give + 1 food at Optics
- Whaling Boats give + 1 hammers at Optics
- Greater Ritual Node discovery chances increased

v1.4 for .31d

New Improvements:

- Farm Complex: Farm Upgrade
+ 2 food
- 1 hammers
- 1 commerce
+ 1 with Irrigation
+ 1 with Sanitation


- Manufactory: Workshop upgrade
- 1 food
+ 2 hammers
+ 1 commerce

+ 1 hammers with Guilds
+ 1 commerce with Construction


- Metropolis: Town upgrade
+ 1 hammers
+ 4 commerce
+ 10% Tile Defense
Acts as a city

+ 1 commerce with Taxation


- Waterworks: Upgrades from Watermill
+ 2 hammers
+ 2 commerce

+ 1 hammers with Machinery
+ 1 commerce with Machinery


- Windmill Farm: Upgrades from Windmill
+ 1 food
+ 1 hammers
+ 2 commerce

+ 1 hammers
+ 1 commerce with Machinery


Civic Changes-

City States:

- Town
* -1 commerce
- Metropolis
* -2 commerce


Aristocracy:

- Farm Complex
* -1 food
* +3 commerce
- Pasture
* -1 hammers
* +2 commerce
- Ranch
* -1 hammers
* +2 commerce
- Winery
* -1 food
* +2 commerce
- Vineyard
* -1 food
* +2 commerce


Nationhood:

- Fort
* +1 commerce
- Castle
* +1 commerce
- Citadel
* +1 commerce


Arete:

- Deep Mine
* +1 hammers
* +1 commerce
- Strip Mine
* -1 food
* +1 hammers


Slavery:

- Plantation
* +1 hammers
* -1 commerce
- Estate
* +1 hammers
* -1 commerce
- Open Pit
* +1 hammers
* -1 commerce
- Strip Mine
* +1 hammers
* -1 commerce


Military State:

- Fort
* +1 hammers
- Castle
* +1 hammers
* +1 commerce
- Citadel
* +1 food
* +1 hammers
* +1 commerce



Serfdom:

- Workshop
* +1 food
- Manufactory
* +1 food


Agriculture:

- Farm Complex
* +1 food
* -1 hammers
- Pasture
* +1 food
* -1 hammers
- Ranch
* +1 food
* -1 hammers
- Camp
* -1 food
- Hunting Ground
* -1 food


v1.3 for .31d

- Tested for .31d
- Fixed text errors (Thanks xienwolf)


v1.2 for .31c

NEW IMPROVEMENTS

Engineered Ritual Nodes

- Able to discover raw mana (1/9000)
- Gives + 1 unhappy
- Buildable at Sorcery (with workers)
- Upgrades to Greater Ritual Node

Greater Ritual Nodes

- Able to discover raw mana (1/4500)
- Gives + 3 unhappy
- Upgrades to Unstable Ritual Node

Unstable Ritual Nodes

- Able to discover mana (1/1500)
- Gives + 5 unhappy

Note, new nodes must be pillaged before they can be turned into usable nodes.
Unhappy keeps them from being spammed but yet allows players to discover more mana if they are patient.
These abilities are given to workers as an abstraction and for simplification reasons. I'm assuming a society with the knowledge of Sorcery wouldn't need a whole unit of adepts to build a ritual node and the adepts are still needed to build the actual node.


v1.1 for .31c

NEW IMPROVEMENTS---

Hunting Grounds: Camp Upgrade

+ 2 food
- 2 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature

Bonuses:

Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 3 hammers
+ 1 commerce


Sawmill: Lumbermill Upgrade

+ 2 hammers
+ 1 commerce
+ 1 commerce on riverside


Deep Mine: Mine Upgrade

+ 2 hammers
+ 1 commerce
+ 1 hammmers with Blasting Powder

Bonuses:

Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers

Open Pit: Quarry Upgrade
- 1 food
+ 1 hammers
+ 2 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers

Strip Mine: Open Pit Upgrade

- 2 food
+ 2 hammers
+ 2 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers
Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers


Estate: Plantation Upgrade
+ 2 commerce
+ 1 hammers

Bonuses:

Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce


Ranch: Pasture Upgrade
+ 1 food
+ 1 hammers
+ 1 hammers on riverside

Bonuses:

Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce

Vineyard: Winery Upgrade

+ 1 food
+ 1 commerce

+ 1 food with Feudalism

Bonuses:

Wine:
+ 3 commerce







v1.0 for .31c

*YIELD CHANGES:


Camp: Forest, Ancient Forest, New Forest, Scrub

+ 1 food
- 1 hammers
+ 1 commerce with riverside
+ 1 commerce with Commune with Nature

Bonuses:

Deer:
+ 2 food
Fur:
+ 3 commerce
Ivory:
- 1 food
+ 2 hammers
+ 1 commerce


Cottage:
+ 1 commerce
Hamlet:
+ 2 commerce
Village:
+ 3 commerce
Town:
+ 1 hammers
+ 3 commerce
Acts as City for Combat



Farm: Grassland, Plains

+ 1 food
+ 1 with Irrigation
+ 1 with Sanitation

Bonuses:

Corn:
+ 2 food
Rice:
+ 1 food
+ 1 commerce
Wheat:
+ 1 food
+ 1 hammers


Fishing Boats: Coast

+ 1 commerce

Bonuses:

Clams:
+ 2 food
+ 1 commerce
Crabs:
+ 2 food
+ 1 commerce
Fish:
+ 3 food
Pearls:
+ 2 commerce


Lumbermill: Forest
+ 1 hammers
+ 1 commerce
+ 1 commerce on riverside


Mine: Hills
+ 2 hammers
+ 1 hammmers with Blasting Powder

Bonuses:

Copper:
+ 1 hammers
Gems:
+ 5 commerce
Gold:
- 1 hammers
+ 6 commerce
Iron:
+ 2 hammers
Mithril:
+ 5 hammers
Gunpowder:
+ 3 hammers


Pasture: Plains, Scrub
+ 1 hammers
+ 1 hammers on riverside

Bonuses:

Cows:
+ 2 food
+ 1 hammers
Horses:
+ 2 hammers
+ 1 commerce
Pigs:
+ 2 food
+ 1 commerce
Sheep:
+ 1 food
+ 2 commerce
Nightmares:
+ 2 hammers
+ 1 commerce
Toad:
+ 1 food
+ 2 commerce


Plantation: Grasslands
+ 2 commerce

Bonuses:

Bananas:
+ 2 food
Dye:
+ 4 commerce
Incense:
+ 4 commerce
Silk:
+ 4 commerce
Reagents:
+ 1 food
+ 3 commerce
Sugar:
+ 2 food
+ 2 commerce
Cotton:
+ 1 hammers
+ 3 commerce
Gulagarm:
+ 2 food
+ 1 commerce
Razorweed:
+ 2 commerce


Quarry: All Land
- 1 food
+ 1 hammers
+ 1 commerce

Bonuses:

Marble:
+ 1 hammers
+ 1 commerce
Sheut Stone:
+ 2 hammers


Watermill: On Riverside
+ 2 hammers
+ 1 commerce

+ 1 hammers with Machinery
+ 1 commerce with Machinery


Whaling Boats: Ocean
+ 1 hammers
+ 1 commerce

Bonuses:

Whales:
+ 1 hammers
+ 2 commerce


Windmill: On Hills
+ 1 food
+ 1 hammers
+ 1 commerce

+ 1 hammers
+ 1 commerce with Machinery


Winery: Grasslands, Plains, Tundra, Hills
+ 1 commerce

+ 1 food with Feudalism

Bonuses:

Wine:
+ 2 commerce


Workshop: Flatlands
- 1 food
+ 2 hammers

+ 1 hammers with Guilds
+ 1 commerce with Construction

Graveyard: Flatlands
+ 2 hammers with Necromancy


Barrow: Anywhere
- 1 food

*Workers and Slaves can now build barrows and graveyards at Necromancy.

*Tundra gives +15% defense.

*Snow gives +35% defense, costs 2 movement.

*City Ruins are generated on map generation, upgrade to Citadels.

*Scrub now gives:
+ 1 food
+ 1 hammers
+ 1 commerce
+ 1 commerce with riverside
+ 15% defense

*Scrub should both grow and fade away as games go on. (UNTESTED FULLY)

*All forts act as cities.


I'm binding it all together to make a complete changelog.

- Mobilization Civic Options (Each one has significant revolt times)

I quite like this idea, but I'd have thought this would be better as just

-Unmobilised
-Partially Mobilised
-Mobilised

with perhaps the proviso that to go from Unmobilised to Mobilised (or vice versa) would take three times as long as from Partially mobilised, but that all the benefits would be in either as Unmobilised or Mobolised.

I'd also suggest that for Unmobilised and Partially Mobilised, units outside of culture borders would have a negative modifier when attacking another unit (except perhaps Barbs?)

Mobilisation level could also perhaps adjust the maintenance cost so that perhaps
Unmobolised - for every unit in the field, and every unit bar the first two in the city = +1 gold
Partially Mobolised - for every unit in the field, and every unit bar the first four in a city = +1 gold

A Professional Army implies, to me at least, a small voluntary army as opposed to a conscripted army and as such falls outside of whether an army is mobilised.

Similarly a standing army implies to me the units that are on active service at any one point, excluding reserves. Therefore with even being unmobilsed you'd have a standing army.

The professional and standing army options are lumped in with the other two because I didn't want to add two new civic categories. Although now I realized that if I break them up I can add two new categories:

Mobilization:

-Unmobilized
-Partial Mobilization
-Full Mobilization

Army Status (Better name?):

- Conscripted Army
- Standing Army
- Professional Army
 
With mobilization you seem to be talking more about how mobilized the civ's "military/industrial complex" is, not the army. But I think you could have the concept really apply to the army, the units.

An autoaquire promotion based on the civic could reduce combat strength (maybe mostly on attack?). I think if you make it "must maintain" but give it an expiration chance it'll start dropping from units as soon as the "mobilization" civic is changed, but won't leave all units all at once and will linger awhile. So it can take some time to bring the army up to the higher level of mobilization. (It'd depend on the expiration %.)

Combine that with a military support reduction and another civic category covering professionalism (or just use already existic civics like Apprenticeship and Military State) and you can get a fairly realistic reflection of a civ's military state of readiness. An army could be mobilized and highly-trained (effective but expensive) to unmobilized and poorly-trained (inefective, but cheap.)

You could even have 3 new civic categories:
1) Army mobilization
2) Army professionalism*
3) The civ's industrial "mobilization".


*You could use autoacquired promotions for this, too, if you want to have it cover not just unit creation but on-going drilling.
 
With mobilization you seem to be talking more about how mobilized the civ's "military/industrial complex" is, not the army. But I think you could have the concept really apply to the army, the units.

Yeah, I'm referring to it from an economic standpoint for now (this is an economy mod after all :p).

An autoaquire promotion based on the civic could reduce combat strength (maybe mostly on attack?). I think if you make it "must maintain" but give it an expiration chance it'll start dropping from units as soon as the "mobilization" civic is changed, but won't leave all units all at once and will linger awhile. So it can take some time to bring the army up to the higher level of mobilization. (It'd depend on the expiration %.)

I'm guessing I would need python for this? I really like the idea of mobilization levels effecting the units directly. I'd also like to force a linear progression so that the player can't jump between the highest and the lowest levels.

Combine that with a military support reduction and another civic category covering professionalism (or just use already existic civics like Apprenticeship and Military State) and you can get a fairly realistic reflection of a civ's military state of readiness.

I'd rather leave those civics as a reflection of the overall cultural values.

An army could be mobilized and highly-trained (effective but expensive) to unmobilized and poorly-trained (inefective, but cheap.)

This is the ultimate goal, having good troops should require effort.

You could even have 3 new civic categories:
1) Army mobilization
2) Army professionalism*
3) The civ's industrial "mobilization".

I'd rather tie the industrial and army mobilization together as it's simplier and usually civilizations mobilize at a rougher similar rate for industry and army.


*You could use autoacquired promotions for this, too, if you want to have it cover not just unit creation but on-going drilling.

I'd probably use the training center/military academy to represent drilling, so that units could be raised elsewhere and then sent to that site to train.
 
Damnit, you made me have to review my own code ;)


Using MustMaintain would mean as soon as you ditch the civic you will lose the promotion on all units. Using ExpireChance would mean there is a chance per turn to lose the promotion. The thing I had to look up was the order that these happen in :)


AutoAcquire does happen after ExpireChance, so if you set an AutoAcquire promotion with an Expiration chance, then the promotion will remain on the unit as long as the conditions are met (no chance of losing the promo), but once conditions are NOT met, they will maintain the promotion for the rest of that turn (minimum), then have a chance at the start of each turn to lose the promotion if conditions aren't met.


This of course makes autoacquire even better :) Having moved AutoAcquire and MustMaintain to be checked onMove caused us to lose the chance of having a nice "you are in a city" bonus which can still be used to protect the nearby improvements (keep the bonus when you move out of the city, but just for that one turn). I hadn't even thought about using ExpireChance=100 instead of MustMaintain. Doing that would perfectly allow you to keep a promotion for a little while after you stop meeting the conditions required.

And in cases like this where you are dealing with a Civic it is quite a bit cooler as you can place a 5% chance so that SOME of your units will keep the promotion long enough to switch back to the civic without them losing it (if you had to temporarily switch for some odd reason).


And for Mailbox: AutoAcquire is a new field setup I added to promotions which FF offers. It is proving quite versatile thus far :)
 
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