[Mod] Mylon Mod - New Culture Model, Terraforming, and more!

im wondering what the inquisition does?

and is it correct to place travelling performers in ones own cities?

thx in advance for any enlightenment :)
 
Morbius said:
im wondering what the inquisition does?

and is it correct to place travelling performers in ones own cities?

thx in advance for any enlightenment :)

The inquisition (building) is merely something to facilitate the python that makes Inquisitors work. Inquisitors themselves remove religions from cities.

And you can place a travelling performer in any city: Yours or someone elses. However, it also boosts happiness, so make sure your opponent is not benefitting from this. Also, given that culture spreads organically, it is sometimes better to place it in a city with a higher culture modifier (use a spy if you have to) than in the city you're trying to convert directly.

Grimaldi, thanks for the translations. I'll add those to the game as well.

Version 0.32 will be mostly balance changes. Gold flows a little too easily, and engineers are too powerful, so I'll be nerfing engineers and merchants, and might even go as far as to reduce the great person rate of Engineers to 2. The AI tends to assign most of the population to specialists as long as there's 2-3 surplus food, which means cities grow very slowly unless micromanaged. Bureaucrats don't seem to be auto-assiging. I'll also slow down tech by an overall 15%, make townhalls buildable from an earlier age, and maybe add a couple new buildings. I have ideas, but the number of buildings seems about right to me.
 
mylon, the readme of version 0.31 says that it belongs to 0.30.
i mean, the new downloadable file that you say is version 0.31 has a readme that claims to belong to 0.30.
i just wanna be sure to test the new version :)

to give you some feedback:

i have played cyrus (persians i think), and i was the culturally most advanced nation. i bordered the americans and even though i tried to flip some cities, i never managed to do so until i finally won the space race.
played prince.

it was a very interesting game to play, so im by no means complaining. :)
but could cultural flipping be sort of hard to achieve?
 
This mod looks incredible! Wonderful work, I'm trying it out right now.

You should seriously consider integrating other good mods into your mod (with permission and credit to the creaters of those mods, of course).
 
Ok, I'm sure I'm doing something incredibly stupid, but I can't get the mod to run. I have copied everything into the mod folder, but I can't run it. Any ideas on what moronic thing i might be doing? :lol: A DOS window opens up and then instantly closes. I'm not really sure what's happening, and it goes by too fast to read the text.
 
that dos-like window stays open whenever i start the mod.
could it a your pop-up blocker that closes it in your case?
im not an expert but you might try this, if its not a pop-up blocker:

start the game normally. vanilla. then go to advanced, load a mod, choose mylon mod, hit 'okay'. then click on 'yes' when civ wants to restart.
does this work?
 
It might be a popup blocker, I'm checking right now. Also, I already had tried to start the mod with civ IV without mods and go to start a mod, or whatever the button is. The mod wasn't even listed. :( I have tried redownloading and re unpacking the mod and everything, but it didn't fix it.


Edit: Nope, doesn't look like a popup blocker.
 
have you so far ever downloaded another civ IV mod?
if yes, did it work?
if yes, could someone (whos more qualified than i am) help krazyhades?
 
sounds like it was put in the wrong place, or the files aren't nested into their folders(try removing 'exit' from the .bat file, you might catch an error msg)

outstanding mod so far Mylon, all the options make it just short of confusing =)
 
Alright, I fixed it. And CIV must have been installed twice, in 2 different places! (It was probably my little sister :lol: )
 
hum, strange cultures in cities... -226% in one city (which had 0% of it's mother nations' population in it), 0% & 253% border strengths. Borders alltogether are acting kinda weird.

TXT_KEY_BUILDING_ARTOFWAR_STRATEGY missing
 
aqua^ said:
hum, strange cultures in cities... -226% in one city (which had 0% of it's mother nations' population in it), 0% & 253% border strengths. Borders alltogether are acting kinda weird.

i havent noticed anything like that in earlier versions so far.
could it be a new and specific 0.31 bug?

krazyhades, have fun playing :)
 
What do you mean -226% population?

And yes, currently culture flipping is very hard to achieve. This is partly because it's not until the foreign culture nearly doubles the domestic culture that the city actually can flip. Technically it can flip before, but the AI's typical garrison supresses revolting rather strongly. Version 0.32 has been changed so that cities don't favor their homeland culture quite so much. (30% favor, down from the 40% guranteed culture rate at 0%), and even then I might lower it down to 20%.

I may include a national identity trait for buildings like City Monument, National Monument, the Palace, ect. Buildings with these traits instead of producting their own culture, they assimiate foreign culture. And this would replace the automatic favor given to cities now. But I'm undecided on that. Also, one way to help convert cities is to station a travelling Performer one "level" deeper than the city you want to convert: Once it has enough of your culture, it will start contributing to your nationality in the contested city.

Also, I might consider changing the forumula for how plot culture is assigned. currently, it's 0.75^(distance). So a culture level 1 city generates the same culture in the tiles one tile away from the 3x3 square as a culture level 6 city. Instead, the formula could be 0.75^(distance/(2*(culturelevel - distance))) - Is what this means is a city will always generate culture at 100% for the magic 3x3 square, then at 75% one step away for a culture level 1 city, then in the same plot it'll be sqrt(75%) for a culture level 2 (which is about 0.866), and keep increasing as culture level increases.

Plus I'm tempted to abandon the current method of the radius being dependant on specific cultures and use the owner's radius for distributing foreign culture. The current method leads to something akin to globalization where your culture reaches such a level that your rival's cities start to contaminate each other with your culture. But this takes time for it to occur. The other method would remove this aspect, but would be simpler to monitor and predict.

Of course, if I edit the GUI to show culture for all nations... But I'd like to add that in a tooltip.
 
Amazing mod !
But it is true that AI is not ready to play with these new rules : I beat it super easily three times in Prince (around 1400-1600 AC).

By the way how do you win a cultural victory ? I had 3 cities with more than 100000 and still didn't win.
 
We were multiplaying with this mod, dunno if it has something to do with it.. my friend had this in one of his cities.

I loaded the game with my settings, and found out that in the city there were 0% of it's nation's population which had it found, borders were not enlargening at all. Also, city nationality was not seen at all in city view-screen. Culture was rising at +142/turn.

And one more thing, I have that Harkonnen's memoryfix stuff sort of in my game, and he doesn't =)
 
Culture victory is achieved by getting 3 cities at legendary culture. Which requires about 150,000 culture. That sounds like a lot, but when your base culture rate can be about 150 or so from population and wonders, and then your multiplier can get in the order of 500-700%, add in 100% culture from commerce and you can get as high as 2,000 culture per turn or more.

Anyway, I plan on removing culture victory eventually. Instead, if a civilization's culture is prevalent enough it can make cities across the globe revolt, leading to a domination/conquest win. This makes more sense.

The trick, however, is figuring out a formula for making cities revolt, since I'm going to have to use python to force cities to revolt.

I'm thinking ((foreign nationality - domestic nationality) / domestic nationality * 10 ) ^ (1.1 ^ (number of military units stationed + 1)), which means in a hypothetical case of 40% foreign and 30% domestic culture, for military units garrisoned: chance of revolt, it would be 1: 2.4%, 2: 1.6%, 3: 1.1%, 4: 0.7% 5: below 0.5%, which I'll make an arbitraty cutoff.

I'll look into the weird nationality thing. If you could provide a save along with telling me what version of the mod you were running that would be rather helpful.

Finally, when you beat the game on Prince, Ubik, what strategy(ies) did you employ and what victory did you achieve?

I've found the computer will assign a very high priority to Automated Assembly Plants, even though they can easily take 100-250 turns before they pay off. To that end I'll remove the advertised +5% production from them (they'll still give the production bonus, however the AI won't know about it and it'll try building more useful stuff). I personally enjoy building Hydroponics farms myself. :)
 
What bit of the code did you to change that makes resources give +5% food or production. I really like that bit and would like to incorporate it in my own mod. I would be very grateful if you could just tell me the file name and what fields you changed.
 
Check the python files. CustomEventManager and CustomFunctions.

I originally generated a number and then used that to add food directly to the city, but I've changed to using hidden buildings with a +% modifiers to food, production, and gold. Food Bonus Building 0 provides +5% food, Food Bonus Building 1 provides +10% food, Food Bonus Building 2 provides +20% food, building 3 is +40%, then +80%, and so on. Then arrange them using powers of 2 like the calculated bonus was a binary number.

Then in MainInterface I added a line that checks if the building should be hidden, and skips it if it does, keeping them from showing up. There's some other code there that does report the modifier you may want to look at, too.
 
thanks for your help but unfortunately python is beyond my realm i knowledge. I have decided to start learning it. Hopefuly it won't take to long for me to understand it, as i already know javascript and php i should get it quite quickly. I hope.
 
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