[MOD] The Spread of Imperialism

After changing to the yield system, are some father point types still available as separate from the single overall Research yield (ie Military points generated during successful wars)? It would be cool for some techs to have partial contributions from some specialized areas like that in addition to the single type of generic :science:.

Yes, in the sense that you can use Crosses and Bells :p

I want to add a "Leadership" yield later on that generates Great Generals (kind of like in Victoria), but would also be used for researching army and navy technology and getting military fathers.

That's true, it wouldn't be good to have Research made only by one Profession. But on the other hand you'd also expect :science: to be heavily influenced by what job they were actually doing (even a Statesman wouldn't invent many steam engines while having to just work as a fisherman, while someone working in industrial professions or especially in School/College would make much more Pesquisa.) Maybe a quick way to incorporate this would be to add a ProfessionResearch modifier tag to Professions, so the overall research would be 12 * ResearchYieldModifier * ProfessionResearch / TeacherWeight.

Sounds good :)

It sounds ok, but native trading doesnt always happen that often in game, and transactions like trading Lumber or selling Fur for cash wouldn't create Research,

The trading itself wouldn't, but the contact with more technologically advanced civilizations would make the natives gain more knowledge of their technologies.

so it seems cooler to get it through the advanced resource consumption, which adds an incentive to buy those resources (which are otherwise not too useful). Also when they first begin to develop (eg discovering the tech for one of the lowest-level processing buildings), they could use the goods they produce to continue to make internal progress.

It makes good gameplay sense, but I'm not sure it models reality well though. I can see Cloth, Tools and Guns advancing technology, but Rum and Cigars, not so much.

BTW another cool potential way for Europe civs to make money could be selling Techs to their daughter colonies, I'd imagine that might be difficult to code though.

That would be pretty nice to have, but yes, difficult to code :p

Something more doable would be having the technology cost decrease depending on the number of civilizations you have contact with that know that technology (with perhaps a greater bonus if you are a child civ of that contact).

I'd guess you already made a xml tag to allow civilizations to get starting techs, a nice feature might be to give each civ a different free starting tech to provide them with a unique advantage.

I'm aiming for giving them the historical techs they had in 1492, so for example Portugal should start with more naval research done, Florence with more cultural research and so on.

Great, that should help a lot. With each colonist becoming more unique with his own Wealth and Literacy etc, I was thinking another nice twist might be for me to tweak the name generator so that colonists get a random nation-appropriate forename and surname to make them more memorable. I think I could do that part pretty easily, but the current unittype+profession text display format already overlaps on the main screen, so the display would need to be changed to show name on a different line; would you know how to adjust that?

Taking a look at CvGameTextMgr.cpp, I think it is possible for me to do that. In any case, a problem is that units represent a group of people, while ships represent individual ships. I've been experimenting with a "population size" value for units too, so I don't think it would fit well.

By the way, would you know how to make the shipname modcomp first try to generate names for a particular ship type for a civilization, and if there aren't any, then generate through the regular method?
 
A screenshot of how the modified citizen description looks like:

Civ4ColCitizenDescriptionScreenshot.png
 
In any case, a problem is that units represent a group of people, while ships represent individual ships. I've been experimenting with a "population size" value for units too, so I don't think it would fit well. By the way, would you know how to make the shipname modcomp first try to generate names for a particular ship type for a civilization, and if there aren't any, then generate through the regular method?
That's true enough about the colonist names.. I'm not sure if there's a python function to get unitclass, but if there is you could modify the namegen to make different names by unitclass like this:
PHP:
def NameGen(self, unit):
		pPlayer = gc.getPlayer(unit.getOwner())
		pCiv = pPlayer.getCivilizationType()
		pClass = unit.getUnitClass()
		if pCiv == gc.getInfoTypeForString('CIVILIZATION_SPAIN') or pCiv == gc.getInfoTypeForString('CIVILIZATION_SPAIN_EUROPE'):
			if pClass == gc.getInfoTypeForString('UNITCLASS_GALLEON')
				lName = ["Atocha"]
			else:
				lName = ["Nina","Pinta","Santa Maria"]

I'm not sure though about making every colonist unit have a different population size.. You don't have to use every game feature of Victoria, micromanaging dozens of fragmented units like "17 Clerks" and "4 Officers" was one of my least favorite parts of it :crazyeye:
 
That's true enough about the colonist names.. I'm not sure if there's a python function to get unitclass, but if there is you could modify the namegen to make different names by unitclass like this:
PHP:
def NameGen(self, unit):
		pPlayer = gc.getPlayer(unit.getOwner())
		pCiv = pPlayer.getCivilizationType()
		pClass = unit.getUnitClass()
		if pCiv == gc.getInfoTypeForString('CIVILIZATION_SPAIN') or pCiv == gc.getInfoTypeForString('CIVILIZATION_SPAIN_EUROPE'):
			if pClass == gc.getInfoTypeForString('UNITCLASS_GALLEON')
				lName = ["Atocha"]
			else:
				lName = ["Nina","Pinta","Santa Maria"]

Obrigado :) I'll try it out

I'm not sure though about making every colonist unit have a different population size.. You don't have to use every game feature of Victoria, micromanaging dozens of fragmented units like "17 Clerks" and "4 Officers" was one of my least favorite parts of it :crazyeye:

There aren't any that small :p The way it works is that the population size affects production output, and when an unit reaches 100,000 people, it will split into two units of the same type, one 75,000 and one 25,000 (so that's how population growth is being done). There isn't more micromanagement involved. Immigrants have a default population value that is applied to them (for example, Free Colonists start out as being 25,000), while the population size of units at scenario start is defined in the scenario file itself.
 
YES! I have finally found out how to make it so New France's and France's cities appear correctly when played by a human! :D

The problem was that they started with goody huts in their city radius - that's what was giving the game troubles.
 
For some time now, I am having a crash at exactly turn 52 (it isn't the year; I tried changing the year/turn correlation and it still crashes at turn 52); it occurs right after passing the turn.

Equipped now with the debugging of Visual Studio 2008, I got an indication of what is causing a crash I'm having; it indicates this part of CvCity.h:

Code:
#ifdef _USRDLL
	inline PlayerTypes getOwnerINLINE() const
	{
		return m_eOwner;
	}
#endif

However, this is the original code, so something else is probably causing the crash... Also, when I play with just one player in the scenario, it doesn't crash. Does anyone have any ideas on what might be causing this?

EDIT: Fixed now :)
 
Nice Mod you got going here, looking forward to its developement. I got an example you requested ready. I could not get any of your SDK files to Compile though, not even in the current upload of SOI. I think you may be missing some files in the SDK you added to the download not sure.. it may be my compiler.

Anyway, what I did was modded my Current Version of the Inventor mod to add a cheat pop up. Just download these files copy them into the Inventor SDK then compile that and start the Inventor mod and hopefully you will get an example that works.

When you start the Mod you should see another Gold Icon just above the current one. If you click on that you will get a pop up where you can set Player Gold, Missionary Rate, and Current Tax Rate. Hopefully you can use those as an example to do what you want to do. Any questions just ask.

~Cheers
 
I think civ China and Muhal can. E added to make E Asia not so empty
 
Was this mod abandoned too? The link at the OP downloads the older version of this work, one needs to look through the thread to find the most current version...
 
It seems it's abandoned... most modders have joined R&R or have left Col and therefore doesn't care about these unfinished projects anymore. It's a pitty, there were really good ideas in many of these mods but only are beta versions with some bugs remaining...
 
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