[MOD] City specialization

juni_be_good

Black mage
Joined
Jun 26, 2005
Messages
115
Location
Caen, France
City Specialization mod


Warlords 2.08 version
(type the code in the text field on top-right corner, then wait for 45 seconds and click on the link that appears)


Thanks to :
  • TheLopez for "Upgradeable Buildings" mod component
  • Sevo for "Sevopedia"
  • Chamaedrys, Dual, Splinter13, Woodelf and the Fall From Heaven II Art Team (C. Roland, Chalid, SeZerzth, White Rabbit) for buildings graphics.
  • Moineau Légendaire, Alienator and Elessar from civfr.com for testing and giving some ideas to improve it

This mod aims to increase the importance of specializing your cities in Civ4 games. For that, this mod implements a new concept : development paths. Some buildings disable other buidings. For example, you can no longer build a library in a city in which you already built a forge. So you have to choose : production city or commerce city, but not both.

A similar choice has to be made for military production. In this mod, almost every units require a specific building (barracks for melee, stable for mounted, etc...) But... you can not build all these building in all cities :D Once again you have to choose. Will this brand new city build pikemen or knights ? :confused:

And to increase consequences of these choices, buildings are now upgradeable (thanks to TheLopez's great mod component). You didn't get all the benefits from you library in one time. You have to research some techs to make it upgradeable, and then use some hammers to upgrade it. So the technologies you choose to research are as much important as which buildings you put in you cities, because they determine which one of your cities will be the more useful.

Here is a complete list of what is new in City Specialization mod :

Spoiler :
Barracks 1 to 4 : required to train melee units, give them XP
Stable 1 to 3 : required to train mounted units, give them XP
Archery range 1 & 2 : required to train archer units, give them XP
Firing range 1 & 2 : required to train gunpowder units, give them XP
Workshop 1 to 3 : required to train siege units, give them XP
Tank factory 1 & 2 : required to train armored units, give them XP
Landing pad : required to train gunships, give them XP
Airport 1 & 2 : required to train planes, give them XP (+ usual effects, increased for airport 2)
Harbor 1 to 4 : required to train boats, give them XP (+ usual effects, dispatched and changed)


Library 1 (research +10%) and 2 (research +15%)
Forge 1 (production +10%), 2 (production +15%) and 3 (production +20%)

Added Bakery : +1 food, +1 health, requires Wheat
Added Butchery : +2 food, +1 health, requires Pig and Cow
Added Fish Shop : +1 food, +1 health, requires Fish
Added Jewellery : +10% gold, +1 happiness, requires Gems
Added Notions Store : +20% gold, +1 happiness, requires Dye and Silk
Added Space Research Center : Required to build spaceship parts in the city


Library 1 is now required to build Research
Market is now required to build Wealth
Theater is now required to build Culture

Building a Factory no longer requires a Forge
Number of buildings required for Oxford University, Wall Street and Iron Works decreased by 25%.
Laboratory no longer gives production bonus to spaceship parts.


Ikhanda requires Barracks 1 (10 hammers)
Madrassa requires Library 1 (1 hammer)
Cothon requires Harbor 2 (20 hammers)
Mint requires Forge 1 (1 hammer)


DEVELOPMENT PATHS FOR CITIES

Ancient military paths : Barracks I, II & III / Stable I, II & III / Workshop I + Archery range I & II
Renaissance - Industrial military paths : Firing range I & II / Workshop II & III (if Worshop I already built in that city)
Modern military paths : Airport I & II + Landing pad / Tank factory I & II

Ancient development paths : Forge I to III / Library I & II + University + Bank
modern development paths : Observatory + Laboratory / Factory + Plants
(Shops are available in every city)


Enjoy :goodjob:
 
Interesting! How does the AI handle these building?
 
It tries to have about the same number of each "critical" building. It is not perfect, but it prevents from stupid behaviours.
 
Actually the AI isn't really good at using the local conditions. Thus it can easily happen that an AI builds a library in a town which would be best suited as a production town. And then its screwed.
 
Cool i wil test it :)

Lachlan a.k.a Jagreen Lern of Civfr.com :mischief:

What will the next step ?
 
Unfortunately, there will be no next step. I had to format my hard disk. I thought to make a backup of my mod to avoid loosing it, but I forgot to save the SDK files I changed. I lost them and can not make new changes to the SDK. :sad:
 
Very very annoying ...
 
Damn. Because this is exactly what I've been wanting.

I have implemented something similar however by simply modifying XML. I have made every bonus endowed by a building come also with a cost. Build a bank and enjoy a 60% increase to science but lose 10% culture and 10% science. If you build all the buildings you can, you end up with an overall, generalized boost to everything, but specializing gets you larger boosts in individual cities.

Furthermore, it's no longer possible to build everything in every city. Banks are available only for every two markets built. Universities for every two libraries. Observatories for every three libraries. Each building gives now a bigger boost but each also comes at a cost.

I have also added negatives to all specialists, so each priest gives you some culture and some money but costs you science in that city. Each merchant gives you money and food but costs you culture. And so on.

Seems towork but I am still experimenting to get the right kind of balance.
 
It is an interesting way to achieve the same goal. And the AI would probably be more able to deal with that wisely, so it's probably better than the way I made it.
Looking forward to see your mod ;)
 
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