=== Mylon Mod 0.20 ===
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
=== Installation Instructions ===
To install, extract the contents into your mod folder. Make a shortcut to the "Mylon Mod.bat" file in the mods folder to anywhere you like and run that when you'd like to play this mod.
Get it Here
=== Release Notes ===
Currently the timeline, and Time Victory conditions are out of whack. I'm a bit mixed on how to change other aspects of game speed, like cottages. As it stands, they are very powerful and serve almost as a no-duh choice. With the right civics they become very powerful, so I may reduce the speed at which they grow, especially considering the technology changes of this mod.
Also, the tooltips for mousing over a city or the bars by the cities' names are not displaying properly. In the city detail view, the bar (and number of turns to growth) are
correct.
I need to determine a new culture curve that incorporates 2 extra levels from the default game. The current curve is 0 - 10 - 100 - 500 - 5000 - 25000 - 50000, or as a multiplier from the previous level: 10x - 5x - 10x - 5x - 2x. Just me, but that seems a little wonky.
The code is in place (but commented out) to give a gold bonus as a function of luxury resources. I'm not quite sure if I want to do this, give extra culture from excess happiness, or both. Happiness is already rewarded with a chance for maitenance reduction (though excess happiness is not rewarded).
Known bugs:
+The bonus food occurs after the check for city growth. It is possible to have a city with 21/20 food, for example. This delays growth by one turn. It is expected that production is the same way.
+The formula for calculating turns until growth still does not correctly register in the event that the amount of food needed is a multiple of the surplus food. Technically this works with the bug above to show an accurate turns for growth most of the time. The forumla is:
(GrowthThreshhold - CurrentFood) / FoodSurplus, if FoodTurnsLeft % 1 != FoodTurnsLeft += 1, int(FoodTurnsLeft)
+Production is being more difficult to work out. I put the bonus production number on screen, but my attempts to calculate the number of turns left has caused errors, so it's not in at the moment.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model, usually at a lower value.
=== The change Log ===
--- 0.20 Changes ---
+ (New) New cultural model! Cities now generate culture according to their nationality. Cities get a ~5% boost in culture generation for their owner and generate at approximately 95% (95.238%, about 100/105) of the nationality for foreigners. This means that culture is much more important than only border cities.
|+ To elaborate, a city of 25% foreign nationality and a culture rate of 100/turn will produce 78 culture per turn for it's owner and 23 culture for the foreign civilization. This foreign culture will influence tiles around the city and eventually reach cities further inside your borders. I'm not sure how this will affect conquered cities out of reach of your borders. I presume they will eventually take over the city cuturally, but it will be a slow process and the city may loose it's revolt immunity beforehand. Cities also generate an additional 1 culture per turn for their owner nation (this is not multiplied, by anything, so it should not pose a threat to cultural civilizations), and at least 2% of culture generated for their owner nation.per turn for their owner nation.
|+ (Hint) If a city drops below 47% culture, further culture generation will not help this city much. If you wish to keep this city from revolting, build the culture rate of other nearby cities.
+ (New) New bonus food model. The old model favored more, smaller cities (aka, ICS) due to smaller cities having a larger health maragin, and thus getting more bonus food. The new model is +5% per food resource and an additional +5% if the complimenting building is also built. Unfortunately this model does not yield infinitely sized cities like the health model did.
+ (New) New Building: Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.
+ (New) New Building: National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.
+ (New) New Building: National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.
+ (Change) Crop Rotation now yields +2 health.
+ (Change) Merchants now yield 1 food, great merchants 2 food. Artists and great artists get +2 and +5 commerce respectively. Scientists yield 4 beakers. Engineers get +1 beaker.
+ (Change) Removed the state religion requirement of missionaries and the technology requirement of higher clergy. The former was unintended and the latter only clutters getting the Priesthood tech. The unit limit for missionaries is now 2. The higher clergy fills the need for the 3rd slot.
+ (Fix) The Crop Rotation should have a quote now. Just a copy of Agriculture, but at least it's something.
+ (Fix) While producting an item with food the bonus food was showing up twice in the city production screen in the extra food and bonus production. This was a display problem only, but fixed.
+ (Fix) I accidently changed Barracks exp instead of Military Academy exp. Barracks are now 4 exp again and Military Academies are 2 exp.
--- 0.16 Changes ---
+ (New) New building: Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.
+ (New) New Building: City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.
+ (New) I added the new missionary units from the Faith Mod. These units can be builty in the holy cities and have 3 movement points to facility being able to spread religion without organized religion. A city can only support one such unit at a time.
+ (Change) Colosseums give +1 happiness per 15% culture now. Well, technically +1 per 14.3%, but culture can't be controlled that finely and it's as close as I can get to 15% given how the XML file works. Colosseums also have a base cost of 150, up from 120.
+ (Change) Red Cross now gives +1 to health in all cities to make it less of a military building.
+ (Change) Medicine now also gives +1 health.
+ (Fix) The +2 experience of the Military Academy change advertised in the previous patch wasn't in the mod. This has been fixed.
--- 0.15 Changes ---
+ (New) Strategic Resources now give a +5% production bonus. Copper, iron, stone, ect all increase production rates for a maximum bonus of +45% with all 9 resources. Building speed has been slowed to 115 from 100 to keep things from being built too quickly. However, a player can still achieve a small increase by obtaining all of the resources.
+ (New) Actually a 0.10 change that wasn't documented, but there exists a new culture level at 25000 culture. The culture level before that is "Elegant", and the new level is "Refined". I'll probably add one more level when I determine a good number for the additional level and a name for it.
+City growth has been halved. Cities were growing too quickly with the extra food.
+ (Change) The price of granaries has been doubled. The +health bonus and growth bonus are very powerful given the changes of this mod.
+ (Change) More buildings give culture, and some buildings have had their culture rate increased. This is a temporary measure, as all buildings will eventually be converted to a +% system.
|+Barracks give 2 culture.
|+Walls give 1 culture. A Castle gives 2 culture.
|+Temples now give 2 culture each.
|+The Palace gives 5 culture, a courthouse 1 culture.
|+Colosseums now give 2 culture. Think football stadium.
+ (Change) Barracks cost has been raised to 80.
+ (Change) Military Academy only gives +2 exp now.
+ (Change) State Universities now allow a merchant as opposed to a priest.
+ (Fix) A typo made Islamic Cathedrals practically unbuildable. This has been fixed.
+ (Fix) The city growth bar wasn't displaying properly. It listed the number of turns to go from 0 food to grow the city, not from the current amount of food.
+ (Fix) Bonus food now applies to settler and worker production.
--- 0.10 Changes ---
+Cities now recieve a bonus to food production based on current food production and bonus health. This bonus can be seen in the city view mode near the top at the food bar. The number in the middle represents this bonus and the bar also shows the correct number of turns for growth. Modding the rest of the interface to represent this change is a bit challenging. Expect it in a later version.
+Commerce changes are in 5% increments now.
--- 0.06 First Release ---
+Epic game mode has been changed. Only research, Improvements (cottage growth speed), anarchy length, and inflation are the same. This should building and using armies easier before they go obsolete.
+Technology has been slowed. This is in addition to the epic changes above. All renaissance techs have had their cost increased by 25%, industrial techs increased by 50%, modern techs increased by 75%, and future tech increased by 100%. This will make epic games very slow (and, well, epic) while normal games should be better paced and avoid the technological singularity that seems to occur around the industrial era.
+Two new buildings. Military Academy and State University. Military Academy gives a +4 bonus to exp for new units built and requires 3 barracks for each instance. State University gives +1 specialist slot for each kind of specialist, +4 culture, and +1 happiness.
=== Planned changes ===
+Bonus industry and commerce for resources. Fur, ivory, silk, silver give +5% commerce each to all cities. Horses, copper, stone give +5% industry to all cities. Some resources give more: Oil +10%, gold +10%, ect.
+Modifying industrial/modern units to be slightly less uber compared to previous tech. Make iron clads able to compete with destroyers, sam infantry able to compete with modern armor, ect. A bit more like, say, axemen versus pikemen or even pikemen versus cavalry. Technology helps, but it shouldn't make an army invincible.
+More buildings, including national wonders.
|+ Fusion Power Plant: +25% industry, provides power, no meltdown.
|+ Military Training Camp (I'll find a better name later). National wonder: 1 unit in this city gains +1 exp per turn. Might be changed to require 3 military academies instead.
+More technology. Put a few more barricades that will make a rush to modern military units slower and possibly more detrimental. "You have modern tanks, but I have highly experienced LAW Infantry."
+Much more culture
|+Citizens produce culture. Each citizen produces some amount of culture and specialists produce a little extra.
|+ Normal buildings give a percentage boost to culture. Wonders, cathedrals, and certain other buildings will produce culture and/or give an additional boost. All buildings will give some boost to culture, even if only 5%.
|+ Extra cultural levels. In the default game, at the legendary culture level a city can only influence another 6 space away orthagonally. Cities more than 4 spaces away are nearly impossible to turn.
|+ (uncertain on this one) Excess happiness will yield bonus culture.
|+ (uncertain on this one) Add in a culture multiplier. This multiplier increases the modifiers of other builings to help keep buildings like broadcast towers and cathedrals special.
+ More worker improvements. Possibly tweak lumbermills, workshops, and watermills, to make them more attractive.
+ Advanced farming techniques. Something like crop rotation or other means of improving crop yield fairly early on. Might couple with irridation or another technology to increase food output even further to yield megalopolises later on.
+ (Low priority) Fixing the UN. Adding more resolutions, making it less like a global dictatorship that forces people, and possibly adding features that would make it more fun. Quite likely steal some Planetary Council measures from SMAC if possible.
+ (Low priority) More interesting Space Race. One idea is to make the components into units and requiring an addititional national wonder: Launch pad. The components must all make it to the launch pad to claim victory.
+ (Low Priority) Balance victory conditions. Time and culture will need some considerable tweakings given the other changes in this game. It's suggested that these victory conditions be left unchecked.
+ (Low Priority) Allow workers to plant forests. This should be easy enough to put in.
+ (Low Priority) (Uncertain on this one) Add a future era. Put in some super tech, laser equipped soldiers, other neat stuff.
=== Change Ideas ===
+Amusement Park +happiness
+Casino +tax, -happiness
+Mass Transit System +health
+Park +health, +happiness
+Solar Power Plant +Clean power
+Cure for Cancer +Future tech, +health, +happiness
+Sewer system +health
+Sewage treatment plant +health
+District Courthouse -maitenance, requires 3x courthouse
+National Library
+HDTV
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.
The idea of this mod is big cities, more meaningful cultural clashes, and somewhat slower gameplay to make for more interesting battles.
=== Installation Instructions ===
To install, extract the contents into your mod folder. Make a shortcut to the "Mylon Mod.bat" file in the mods folder to anywhere you like and run that when you'd like to play this mod.
Get it Here
=== Release Notes ===
Currently the timeline, and Time Victory conditions are out of whack. I'm a bit mixed on how to change other aspects of game speed, like cottages. As it stands, they are very powerful and serve almost as a no-duh choice. With the right civics they become very powerful, so I may reduce the speed at which they grow, especially considering the technology changes of this mod.
Also, the tooltips for mousing over a city or the bars by the cities' names are not displaying properly. In the city detail view, the bar (and number of turns to growth) are
correct.
I need to determine a new culture curve that incorporates 2 extra levels from the default game. The current curve is 0 - 10 - 100 - 500 - 5000 - 25000 - 50000, or as a multiplier from the previous level: 10x - 5x - 10x - 5x - 2x. Just me, but that seems a little wonky.
The code is in place (but commented out) to give a gold bonus as a function of luxury resources. I'm not quite sure if I want to do this, give extra culture from excess happiness, or both. Happiness is already rewarded with a chance for maitenance reduction (though excess happiness is not rewarded).
Known bugs:
+The bonus food occurs after the check for city growth. It is possible to have a city with 21/20 food, for example. This delays growth by one turn. It is expected that production is the same way.
+The formula for calculating turns until growth still does not correctly register in the event that the amount of food needed is a multiple of the surplus food. Technically this works with the bug above to show an accurate turns for growth most of the time. The forumla is:
(GrowthThreshhold - CurrentFood) / FoodSurplus, if FoodTurnsLeft % 1 != FoodTurnsLeft += 1, int(FoodTurnsLeft)
+Production is being more difficult to work out. I put the bonus production number on screen, but my attempts to calculate the number of turns left has caused errors, so it's not in at the moment.
+A city will report its borders as expanding twice, sometimes more. This is because culture is assigned the usual way (I don't think it can be stopped), then removed, and added again according to the new cultural model, usually at a lower value.
=== The change Log ===
--- 0.20 Changes ---
+ (New) New cultural model! Cities now generate culture according to their nationality. Cities get a ~5% boost in culture generation for their owner and generate at approximately 95% (95.238%, about 100/105) of the nationality for foreigners. This means that culture is much more important than only border cities.
|+ To elaborate, a city of 25% foreign nationality and a culture rate of 100/turn will produce 78 culture per turn for it's owner and 23 culture for the foreign civilization. This foreign culture will influence tiles around the city and eventually reach cities further inside your borders. I'm not sure how this will affect conquered cities out of reach of your borders. I presume they will eventually take over the city cuturally, but it will be a slow process and the city may loose it's revolt immunity beforehand. Cities also generate an additional 1 culture per turn for their owner nation (this is not multiplied, by anything, so it should not pose a threat to cultural civilizations), and at least 2% of culture generated for their owner nation.per turn for their owner nation.
|+ (Hint) If a city drops below 47% culture, further culture generation will not help this city much. If you wish to keep this city from revolting, build the culture rate of other nearby cities.
+ (New) New bonus food model. The old model favored more, smaller cities (aka, ICS) due to smaller cities having a larger health maragin, and thus getting more bonus food. The new model is +5% per food resource and an additional +5% if the complimenting building is also built. Unfortunately this model does not yield infinitely sized cities like the health model did.
+ (New) New Building: Park. +1 happiness, +1 health, +1 culture. Base cost of 120, requires Philosophy.
+ (New) New Building: National Park. +1 Happiness, +2 health, +4 culture. Base cost of 250. Requires Nationalism. Requires 3x park per.
+ (New) New Building: National Monument. +1 Happiness, +4 culture. Base cost of 200. Requires Nationalism. Requires City Monument x3 per.
+ (Change) Crop Rotation now yields +2 health.
+ (Change) Merchants now yield 1 food, great merchants 2 food. Artists and great artists get +2 and +5 commerce respectively. Scientists yield 4 beakers. Engineers get +1 beaker.
+ (Change) Removed the state religion requirement of missionaries and the technology requirement of higher clergy. The former was unintended and the latter only clutters getting the Priesthood tech. The unit limit for missionaries is now 2. The higher clergy fills the need for the 3rd slot.
+ (Fix) The Crop Rotation should have a quote now. Just a copy of Agriculture, but at least it's something.
+ (Fix) While producting an item with food the bonus food was showing up twice in the city production screen in the extra food and bonus production. This was a display problem only, but fixed.
+ (Fix) I accidently changed Barracks exp instead of Military Academy exp. Barracks are now 4 exp again and Military Academies are 2 exp.
--- 0.16 Changes ---
+ (New) New building: Museums. They give +2 culture and +1 happiness, plus +1 happiness per 20% culture rate. Base cost of 120.
+ (New) New Building: City Monument. A fountain, a statue of the city founder, or just some odd piece of modern art, this item provides a piece of identity for the populace of the city. Provides +1 happiness and +1 culture. Base cost of 80.
+ (New) I added the new missionary units from the Faith Mod. These units can be builty in the holy cities and have 3 movement points to facility being able to spread religion without organized religion. A city can only support one such unit at a time.
+ (Change) Colosseums give +1 happiness per 15% culture now. Well, technically +1 per 14.3%, but culture can't be controlled that finely and it's as close as I can get to 15% given how the XML file works. Colosseums also have a base cost of 150, up from 120.
+ (Change) Red Cross now gives +1 to health in all cities to make it less of a military building.
+ (Change) Medicine now also gives +1 health.
+ (Fix) The +2 experience of the Military Academy change advertised in the previous patch wasn't in the mod. This has been fixed.
--- 0.15 Changes ---
+ (New) Strategic Resources now give a +5% production bonus. Copper, iron, stone, ect all increase production rates for a maximum bonus of +45% with all 9 resources. Building speed has been slowed to 115 from 100 to keep things from being built too quickly. However, a player can still achieve a small increase by obtaining all of the resources.
+ (New) Actually a 0.10 change that wasn't documented, but there exists a new culture level at 25000 culture. The culture level before that is "Elegant", and the new level is "Refined". I'll probably add one more level when I determine a good number for the additional level and a name for it.
+City growth has been halved. Cities were growing too quickly with the extra food.
+ (Change) The price of granaries has been doubled. The +health bonus and growth bonus are very powerful given the changes of this mod.
+ (Change) More buildings give culture, and some buildings have had their culture rate increased. This is a temporary measure, as all buildings will eventually be converted to a +% system.
|+Barracks give 2 culture.
|+Walls give 1 culture. A Castle gives 2 culture.
|+Temples now give 2 culture each.
|+The Palace gives 5 culture, a courthouse 1 culture.
|+Colosseums now give 2 culture. Think football stadium.
+ (Change) Barracks cost has been raised to 80.
+ (Change) Military Academy only gives +2 exp now.
+ (Change) State Universities now allow a merchant as opposed to a priest.
+ (Fix) A typo made Islamic Cathedrals practically unbuildable. This has been fixed.
+ (Fix) The city growth bar wasn't displaying properly. It listed the number of turns to go from 0 food to grow the city, not from the current amount of food.
+ (Fix) Bonus food now applies to settler and worker production.
--- 0.10 Changes ---
+Cities now recieve a bonus to food production based on current food production and bonus health. This bonus can be seen in the city view mode near the top at the food bar. The number in the middle represents this bonus and the bar also shows the correct number of turns for growth. Modding the rest of the interface to represent this change is a bit challenging. Expect it in a later version.
+Commerce changes are in 5% increments now.
--- 0.06 First Release ---
+Epic game mode has been changed. Only research, Improvements (cottage growth speed), anarchy length, and inflation are the same. This should building and using armies easier before they go obsolete.
+Technology has been slowed. This is in addition to the epic changes above. All renaissance techs have had their cost increased by 25%, industrial techs increased by 50%, modern techs increased by 75%, and future tech increased by 100%. This will make epic games very slow (and, well, epic) while normal games should be better paced and avoid the technological singularity that seems to occur around the industrial era.
+Two new buildings. Military Academy and State University. Military Academy gives a +4 bonus to exp for new units built and requires 3 barracks for each instance. State University gives +1 specialist slot for each kind of specialist, +4 culture, and +1 happiness.
=== Planned changes ===
+Bonus industry and commerce for resources. Fur, ivory, silk, silver give +5% commerce each to all cities. Horses, copper, stone give +5% industry to all cities. Some resources give more: Oil +10%, gold +10%, ect.
+Modifying industrial/modern units to be slightly less uber compared to previous tech. Make iron clads able to compete with destroyers, sam infantry able to compete with modern armor, ect. A bit more like, say, axemen versus pikemen or even pikemen versus cavalry. Technology helps, but it shouldn't make an army invincible.
+More buildings, including national wonders.
|+ Fusion Power Plant: +25% industry, provides power, no meltdown.
|+ Military Training Camp (I'll find a better name later). National wonder: 1 unit in this city gains +1 exp per turn. Might be changed to require 3 military academies instead.
+More technology. Put a few more barricades that will make a rush to modern military units slower and possibly more detrimental. "You have modern tanks, but I have highly experienced LAW Infantry."
+Much more culture
|+Citizens produce culture. Each citizen produces some amount of culture and specialists produce a little extra.
|+ Normal buildings give a percentage boost to culture. Wonders, cathedrals, and certain other buildings will produce culture and/or give an additional boost. All buildings will give some boost to culture, even if only 5%.
|+ Extra cultural levels. In the default game, at the legendary culture level a city can only influence another 6 space away orthagonally. Cities more than 4 spaces away are nearly impossible to turn.
|+ (uncertain on this one) Excess happiness will yield bonus culture.
|+ (uncertain on this one) Add in a culture multiplier. This multiplier increases the modifiers of other builings to help keep buildings like broadcast towers and cathedrals special.
+ More worker improvements. Possibly tweak lumbermills, workshops, and watermills, to make them more attractive.
+ Advanced farming techniques. Something like crop rotation or other means of improving crop yield fairly early on. Might couple with irridation or another technology to increase food output even further to yield megalopolises later on.
+ (Low priority) Fixing the UN. Adding more resolutions, making it less like a global dictatorship that forces people, and possibly adding features that would make it more fun. Quite likely steal some Planetary Council measures from SMAC if possible.
+ (Low priority) More interesting Space Race. One idea is to make the components into units and requiring an addititional national wonder: Launch pad. The components must all make it to the launch pad to claim victory.
+ (Low Priority) Balance victory conditions. Time and culture will need some considerable tweakings given the other changes in this game. It's suggested that these victory conditions be left unchecked.
+ (Low Priority) Allow workers to plant forests. This should be easy enough to put in.
+ (Low Priority) (Uncertain on this one) Add a future era. Put in some super tech, laser equipped soldiers, other neat stuff.
=== Change Ideas ===
+Amusement Park +happiness
+Casino +tax, -happiness
+Mass Transit System +health
+Park +health, +happiness
+Solar Power Plant +Clean power
+Cure for Cancer +Future tech, +health, +happiness
+Sewer system +health
+Sewage treatment plant +health
+District Courthouse -maitenance, requires 3x courthouse
+National Library
+HDTV
+Heros! Well, generals/whatever. A national unit that retains its experience in between dying and being reborn.
+Change how bombardment/city defense works: A catapult completely destroys the defenses of an influential culture city with the same number of turns as a lesser city. Cities might retain a permanent +5% bonus per culture level that cannot be shaved from bombardment.