[MOD] More Naval AI

Crime should have a minor effect on local instability
Revolts creating entirely new civs should be rare
If a rebellion happens in captured cities, and the original owner isnt at war with the current owner, spawn a splinter civ of the original owner rather than a new civ
Capital cities shouldnt ever ask to form new civs (splinter civ still ok)
Settlements shouldnt form new civs either (splinter civ still ok; also homeland rebellion if its a captured city)
That should be more or less simple, maybe some DLL functions need to be exported to python, but I think I can do it.
It seems as if there is some sort of auto-switch to another civ when you're wiped out - would like to post a popup option instead, or at the very least suppress this function entirely
I know I played a mod that has such a popup... I think it was LoR or ROM. But I'm not familiar with the player switching thing.

EDIT:

Revolts creating entirely new civs should be rare
Settlements shouldnt form new civs either (splinter civ still ok; also homeland rebellion if its a captured city)
The problem is that the Kuriotates just have one leader. Maybe you want to borrow some from other mods?
 
That should be more or less simple, maybe some DLL functions need to be exported to python, but I think I can do it.

I just checked the DLL and the city.getCrime() call should be available to python. There is also an isCapital() call and an isSettlement() call.

I was thinking something along the lines of checking the crime rate each turn. If random (d100) < crime rate, add one to the Revindex. I'm not familiar with the inner workings of the Rev code, so maybe those numbers dont make sense. I'm open to other ideas. Just a little something to give the crime rate a little more flavor.

The problem is that the Kuriotates just have one leader. Maybe you want to borrow some from other mods?

In that case, I would be happy with Settlements only having homeland revolts.

Thanks!
 
Just to be sure: "Homeland" revolts, as you say, occur when a city has much foreign culture and wants to join or reform another empire?

And what shall happen if a settlement revolts and has no foreign culture? It would be possible to spawn barbarians, but that originally should just occur if there are no civ slots or similar available (EDIT: Also in small revolutions).
Furthermore, the barbarians in FfH are orcs...
 
I'm playing as CoE and I'm at war with Svaltarfar. When I'm in their territory, my forces cannot heal. Is this normal?
 
Just to be sure: "Homeland" revolts, as you say, occur when a city has much foreign culture and wants to join or reform another empire?

That sounds about right. I was thinking in particular about cities captured from other civs that are revolting against the conquerors. What are the different revolt possibilities?

And what shall happen if a settlement revolts and has no foreign culture?

I was thinking that settlements just shouldn't accumulate any Rev points unless it was a conquered city.

Furthermore, the barbarians in FfH are orcs...

Yeah, thats part of the reason I disabled the feature where barb cities become new civs. It was a little weird for a city full of orcs to suddenly form the Khazad empire!
 
When you capture some items (such as the Black Mirror) a message saying "Black Mirror has been killed!". Here is a one line change to CvUnit.cpp to prevent this issue.


Code:
Replace:	if (isWorldUnitClass((UnitClassTypes)(m_pUnitInfo->getUnitClassType())) && GC.getGameINLINE().getUnitClassCreatedCount((UnitClassTypes)(m_pUnitInfo->getUnitClassType())) == 1)
With:		if (isWorldUnitClass((UnitClassTypes)(m_pUnitInfo->getUnitClassType())) && GC.getGameINLINE().getUnitClassCreatedCount((UnitClassTypes)(m_pUnitInfo->getUnitClassType())) == 1 [b]&& m_pUnitInfo->getEquipmentPromotion() == NO_PROMOTION[/b])
 
Crime should have a minor effect on local instability:
  • A crime rate of 20+ increases local instability
Revolts creating entirely new civs should be rare:
  • Religious revolutions force an empire splitting
  • Leader change revolutions force an empire splitting
  • Even if a empire splitting is not forced, splinter civs are more likely created
If a rebellion happens in captured cities, and the original owner isnt at war with the current owner, spawn a splinter civ of the original owner rather than a new civ:
  • Each "Join player" creates a splinter civ of that player if he rebuffs revolutionaries.
Capital cities shouldnt ever ask to form new civs (splinter civ still ok):
  • When a capital city is one of the revolting cities, the revolutionaries will form a splinter civ of the current owner of the capital, even if they wish to join another civ (and would form a splinter civ of that civ).

Creation of splinter civs only works if enough leaders are available, otherwise an other civ is chosen depending on terrain and religion

About the Kuriotates: Don't you think it would be a bit overpowered when settlements don't revolt? And it would be a bit weird if they suddenly start to revolt just because they have 1% foreign culture. Up to now, I have no better idea, but I'm still thinking about.
 

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Excellent! I should be able to check out these changes this weekend.

About the Kuriotates: Don't you think it would be a bit overpowered when settlements don't revolt? And it would be a bit weird if they suddenly start to revolt just because they have 1% foreign culture. Up to now, I have no better idea, but I'm still thinking about.

Settlements aren't really cities so I dont see how it would be overpowered. The owning player would have limited means of controlling Settlements that start to revolt since they cant produce any buildings.

Not sure I understand about the 1% foreign culture thing. I dont have a good handle on how the Revolution mechanics work so maybe I'm missing something.

After thinking about it for a bit, I guess Settlements should be fairly immune to revolutions anyway since they generally wont have negative health or happiness. I'll have to run some test games with the Kuriotates and see what happens. Maybe we can just reduce the rate of RevIndex increases for Settlements.
 
Acctualy the kuris are kinda tricky, if one of their acctual citys revolts it just might be game over. ^^
 
Wow this is great. Thanks for all your hard work on this.

I have been working on adding Rev DCM into FFH on my own but now I don't have too.
Made my day.

I wanted to share the approach I was taking. I doubt you will want to do things in this
exact way but it may give you some ideas.

I have been working on creating one rebel civ for each base civ. These rebel civs would not be selectable at the start of the game, and the only way to play them would be to choose to abandon your civ and play as the rebels during a natural uprising.
There is enough material in the various mod mods to provide for a vast base of material to draw upon.

For example the Aristrakh from Master of Mana would be a natural rebel civ of the Calabim. Similarly with a few minor lore changes the Mazatl from Orbis would be an easy fit for a rebel civ for the Clan of Embers and the Makara from Rise of Erebus would be a good rebel civ for the Amurites.

I have attached my design document. I have made a reasonable amount of progress in incorporating these rebel civs to the game (mostly xml work + work on making the buttons look better). I will probably start using your mod a a base and merging my code into it as your merger of REV DCM is much better then what I have so far. If you have any interest in the approach I have taken I would be more then happy to share what I have so far.

Also as a minor point RevDCM version 2.82 appears to be the most stable. The more recent version does not add much in the way of functionality and may have some bugs.
http://forums.civfanatics.com/showpost.php?p=11097700&postcount=3598
 

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Fixed an issue with splinter civs

The idea of extra rebel civs is interesting, but IMO More Naval AI should not make changes or additions to the existing FFH2 lore.

I agree. Add things like new civs should be the purpose of modmods (err, I mean modmodmods :))
 

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If you don't add anything at all there is a good chance that you will run out of leaders and civs on large maps.

Its not at all uncommon to have up to three separate revolutions/factions break away from a declining empire over time with RevDCM. Especially on large map/marathon games.

Stopping barbarian cities from spawning into civilizations will help some here but I doubt it will be enough. Stopping barbarian civ spawning also removes the single most strategically challenging aspect of RevDCM. Having an Orc city spawn into dwarfs would I agree be really dumb, but at the same time it is a shame to completely disable such a challenging and fun game feature.
 
Crime should have a minor effect on local instability:
  • A crime rate of 20+ increases local instability


  • Should it? Doesn't that hurt Undercouncil civs who will have smuggler ports and cheaper gambling houses? While a higher crime rate resulting in instability makes some sense, I'm uncertain if it makes for good gameplay.

    Maybe if the crime rate could be tied to the finance status of the empire, that is an empire who is making more money can more easily ignore the instability resulting from crime than an empire not making quite as much gold.
 
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