Kailric
Jack of All Trades
Here we discuss the new Minor Civs, Major Civs and their AI
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Some excellent Ideas orlanth, and I really love the idea of missionaries adding research and I'll add that in pretty soon. I'll make a check to see if they have a research project then add some bonus research form the missions, for Natives and Minor Civs.
Also, Natives do auto simulated trade with most of their goods. Those goods are turned into cash, so its not all wasted. They will also simulate moving goods around from one Village to another so if one village has a stock pile of Weapons some can be auto moved to another village.
Edit: I have already added new Professions for Natives/Minor Civs, they can use Tools now for Military Professions like the player does.
On Nation States (major civs). Byzantine will be my first convert. I discovered that if you add AdvanceStart points to a Civ, that AI civ will always start out advanced. So, getting the Byzantines up and running will be no problem.
I have a special idea with the Byzantines and people who play them. According to history, in the year 447 AD, a series of catastrophic earthquakes rocks the city of Constantinople, leaving their once impregnable walls exposed. Attila the Hun, gets wind of this and begins to assemble his army to assault the city. It is up to You to repair your walls and prepare for this imminent invasion(in actual history they managed to do so just in time). Once, that is done and you survive you must then find a way to survive the next coming invasion, the Ottomans and their devastating Cannons.
AI Nation States will be part of the playing field and can not win a Conquest victory. They will have advanced techs that they will guard closely.
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I am currently working to add "Minor Civ" types to the mod. They will be different than normal natives in that they will construct several buildings, build defensives, etc.
They will have larger towns, currently Natives only have about 1 or 2 sized towns on average.
They will have two new Strategies, build infrastructure and once that is done they will stock pile weapons. They will also be able to produce their own weapons, armor, and horses.
They can Research some of the basic techs and trade them. They will however, be prone to stick to their old ways so advance techs do not really appeal to them.
Other than that they will function like Natives. I am attempting to leave the Native code alone so there can be more primitive Tribes still. For Minor Civs to function correctly they still need to be set as natives as well.
Also, I've add a combat bonus for minor Civs based on difficulty, set in Handicap.xml.
I've added another test code help text to city screens. In vanilla you can press ctrl-z to reveal the map for testing mode. In this mode you can click any city and open it's city screen. If you hold control and hover over a unit you will now see help text on all the professions the unit can have and the AI values for them. This can help you determine what professions the AI unit is preferring. If you add new professions and yields this info can help you determine what settings in the XML you need to make in order for your professions to work correctly.
Any other ideas minor Civs?
That sounds cool, it is always good to make the vanilla natives more interesting. How about adding a few Techs and/or Civics that enables you to advance from Native to Minor Civ status, and that enable you to advance from Minor Civ to regular civ status. After all most of the minor or barbarian civs realistically did advance to regular feudal kingdoms within the time frame of the mod. This would also be good for mods like World History in which all civs can undergo a gradual process of enlightenment and industrialization if successful, and aren't arbitrarily blocked from making any attempts at industry, trade, or progress. Games like Victoria 2 are good at this, in that you can start out as an initially backward country like Japan, but can still achieve industrialization and development if you plan well and eventually become a Great Power equal to Western civs (just like happened in real history!)
There could be certain steps along the way, such as a tech Feudal Land Tenure enabling you to change from native "invisible borders" to having regular borders, and a tech Organized Trade that stops citizens from wandering off to give gifts for free to your neighbors, so you can instead start to trade and earn money from that. At the end of the chain would be a tech allowing you to advance from Minor to regular Civ, and you cannot get access to the most advanced techs until you reach this status.
These kind of social advancement techs should be non-tradable, and maybe also require some advanced yields to achieve. That way the more primitive civs would be demanding your advanced goods and willing to pay a high price, but you'd have to keep in mind the strategic trade-off in profiting from selling advanced goods to them while you may also enable them to gradually advance and become less easy to take advantage of, and eventually potentially become your competitor.Also, in reality Missionaries were important to stimulating backward tribes to advance themselves and transmitted a lot of knowledge; building a Mission in native settlements could give some bonus research points to that civ as a side effect, which are otherwise hard for them to get on their own. That way you're not simply getting an endless free stream of converts, but are gradually helping that civ to advance somewhat as well.
I think most of the native-specific vanilla code seems pretty useless and largely meant to cripple them. Ie many of them make it impossible for them to make anything at all but Braves and Mounted Braves, make them focus only on Food and Horses, and there is a function "native yield destruction" that basically destroys excess yields they produce, where it would be more realistic to have them trade the surplus to neighboring civs. In the old 2071 DLL after some long tinkering I managed to deactivate most of the vanilla native-specific functions and they became more able to build buildings, produce and trade more like regular civs do.
Some excellent Ideas orlanth, and I really love the idea of missionaries adding research and I'll add that in pretty soon. I'll make a check to see if they have a research project then add some bonus research form the missions, for Natives and Minor Civs.
Also, Natives do auto simulated trade with most of their goods. Those goods are turned into cash, so its not all wasted. They will also simulate moving goods around from one Village to another so if one village has a stock pile of Weapons some can be auto moved to another village.
Edit: I have already added new Professions for Natives/Minor Civs, they can use Tools now for Military Professions like the player does.
On Nation States (major civs). Byzantine will be my first convert. I discovered that if you add AdvanceStart points to a Civ, that AI civ will always start out advanced. So, getting the Byzantines up and running will be no problem.
I have a special idea with the Byzantines and people who play them. According to history, in the year 447 AD, a series of catastrophic earthquakes rocks the city of Constantinople, leaving their once impregnable walls exposed. Attila the Hun, gets wind of this and begins to assemble his army to assault the city. It is up to You to repair your walls and prepare for this imminent invasion(in actual history they managed to do so just in time). Once, that is done and you survive you must then find a way to survive the next coming invasion, the Ottomans and their devastating Cannons.
AI Nation States will be part of the playing field and can not win a Conquest victory. They will have advanced techs that they will guard closely.