[mod][Warlord] Better Tomorrow

I've encountered a bug with the uber farm.

According to the civpedia farms don't give a foodbonus themself, right? Well, if so then uber farms are wad in this aspect.

BUT: they don't even give the irrigation bonus. An uber farm build on a plain with fresh water ... does nothing. Build on grassland with wheat and freshwater, it adds the wheat bonus, though nothing more.

Maybe look into this?




Sorry I didn't make description of Uber farm/ Uber fishing boat more clear.

Uber farm/ Uber fishing boat get food bonus from 3 techs --tech:Calendar, tech:Compass(The Chinese are superstitious to Feng-Sui, and they use compass to measure Feng-Sui), and tech:Communism

However, Uber farm/ Uber fishing trap get penalties(loss of food) from 2 civics -- civics: Despotism, civics:Feudalism, which reflects unique culture of Chinese. The China is too big and too populous to rule, so that the emperors must surrender most of their power to local government and his people.


at the beginning of the game, you got +1 food from irrigation, but you got -1 food from civics: Despotism, and you will find that you got zero benefit from farm at the beginning. Players must switch to civics:Celestial Dynasty and research tech:Calendar, tech:Compass, and tech:Communism to unlock Chinese's full potential.


Btw, Player can build Uber farm on hill and desert(a grand project, they want to irrigate North-West region of China which are desert everywhere, and the fond of project is even greater than three gorge Dam), and construct Uber fishing trap on the shore without crab, fish, clam.(building fishing trap along the shore is the most common way to obtain protein for southern Chinese.)


Thank you for your feedback Bux:D
 
Thx for your answer. OK, I'm back to trying to get China a powerhouse of great person production.
 
ok, almost completed except random event module.

Better Better Better Tomorrow have been released(ver 0.50)

new from 0.42 -> 0.52
- Adding Trait: Bushido, Trait:Motherland
- Adding Wonder:EverHealth
- Adding Promotion:Bushido, Promotion:Kamikaze
- Adding Resource:Sick-Away
- Adding Building:Ayuveda, Building:India Mausoleum

Next stage:
- enhance France
- enhance Germany
- enhance England



enjoy!;)


(now Russia become more powerful and truly expansive, and India become more populous and enormous culture influence according to her history.)
 
I'm getting a runtime error loading the mod. I have vanilla 1.61. Any ideas?
 
the game needs a lot of improvements to add in, I suggest they sould add in more city graphics if they have not done so, A custom music to listen to through the ages on this game. Custom Technology, and Custom Music. Religion and Ideology is great.

The intro music don't need to be change, It fits for those who love Enigma - Return to Innocence.
 
Why doesn't someone put in where you can play as a barbarian or pirate????
 
The first parts of the mod have been finished!
(unique culture of a nation, traits, brand new civics options, and greatly improved modern age)



The second part is random event module, maybe including BGM(I think this is a good idea, but it is a great challenge for me, and disk space;) ).




new from 0.42 -> 0.54
- Adding Trait: Bushido, Trait:Motherland
- Adding Wonder:EverHealth
- Adding Promotion:Bushido, Promotion:Kamikaze
- Adding Resource:Sick-Away
- Adding Building:Ayuveda, Building:India Mausoleum
- Adding Culture Level: Celestial
- Pyramind now Enable all culture Civics rather than Political Right Civics.
- Unique France National Wonder
- Unique Germany National Wonder
- Unique England National Wonder
- victory condition changed

Next stage:
- Random Event Module
- Background Music (maybe)
- Complete list of civilization, leader, traits, buildings, and unique units (Html format)
 
Could you look into prosperity again? I played with China using 0.54, and they can't build super workers anymore. I even made sure that you didn't just change the name only: super workers placed with worldbuilder can build farms on hills, workers build by China can't. So it appears those are really not super workers anymore :(. Would extremely limit the benefits of prosperity, right?

Oh, about benefits: do you plan to give the germans, french and others usefull traits also? Cause as it is now, they stand no chance against upgraded civs.
 
Could you look into prosperity again? I played with China using 0.54, and they can't build super workers anymore. I even made sure that you didn't just change the name only: super workers placed with worldbuilder can build farms on hills, workers build by China can't. So it appears those are really not super workers anymore :(. Would extremely limit the benefits of prosperity, right?

Oh, about benefits: do you plan to give the germans, french and others usefull traits also? Cause as it is now, they stand no chance against upgraded civs.


Thank you Bastian, I will check it out what the bug is.

and besides, do you have any good idea about German, France, and England?
If you have any thought about German, France, and England (for example, unique culture, history, environment....and so on), please info me.:goodjob:
 
Well, Germany was rather decentralised till very late (1870). So maybe they should get less boni from celestial dynasty, but something good related to Feudalism.

Philosophical on the other hand is fitting, though might be too weak compared with the empowered traits. German art, sciences, economy etc. where especially good when combining foreign knowledge (often religious refugees like Jews, Huguenots, and so on) with local "craftiness".

Thinking about it I'd suggest the following trait:

"Religious Tolerance": While Germany has seen several of the most cruel religious motivated atrocities, it was also home to some incredible tolerant (and farsighted) Kurfürsten. When Germany uses the civic free religion, its capital generates additional GPP. The amount is calculated as follows:

Any country that has contact (and trade connection) with Germany, and has a state religion may contribute to Germanys GPP bonus. Each population point of a city that is NOT following the state religion of that country, AND whose religion is present in Germany, is counted and compared with the overall population of that city. The resulting percentage is the percentage of this cities GPP that is added to Germany's capital this turn. It is not subtracted from the contributing country.

Example:

France has 3 cities, Paris with 12 population, Orleans with 7 Population and Marseilles with 6 population. France's state religion is Christianity, though in Paris there is Judaism as second religion, and Marseilles is home to many Muslims. 50% of the Parisians, and 50% of the people of Marseilles are counted as counting towards their respective religion.

Germany has some Muslim population, though for one reason or another has no Jews present. Thus only the muslims from Marseilles count vs. the german GPP bonus. As they compromise 50% of the population of Marseilles, Germany receives a bonus equal to 50% of the GPP produced in Marseilles. Sadly for Germany Marseilles doesn't produce any GPP this turn at all. Though if only one city of Germany would have jewish inhabitants, Germany would get a bonus equal to half the GPP produced in Paris.

If Germany uses the civic Nationalism, not only does it not get this bonus. Additionally it gets a -50% malus on GPP production. Those nations currently at war with Germany will receive a share of a bonus that is equal to the GPPs Germany looses through this 50% cut.

Might be difficult to implement in python, but it would make for some very nice strategies, both for Germany, and against it.
 
I put a message for follow the future of this mod :)
 
Thank you Bastian, I have uploaded the hot-fix, and hope it will work this time.

"Religion tolerance" is great, I will think about how to fuse Religion Tolerance and philosophical trait, and make it easy to be understood by human player and AI player.

(any idea for England and France are welcome too!)
 
Works for me.

One more suggestion: mind to look into the HOF mod, and maybe implement several of the advisors used there in your mod? Handling larger empires is a pain without them.
 

Better Tomorrow
v0.54

I noticed you just released a new version of the "A Better Tomorrow" mod, version 0.54.

I was playing the previous version 0.429 and decided to play past a cultural victory by Peter in 2041.

I played through that year 2077.

The gamefile link is below -

http://forums.civfanatics.com/uploads/75869/Better_Tomorrow_Victoria_AD-2077.zip

When I saw the red dot on the bottom of the screen that signals that the round is over I attempted to start the next year 2078. The game hung three times in a row on "waiting for other civs". I tried rebooting my computer but this did not help.

Although you are now on a new version the bug that caused my game to hang may still be around.

Let me know if there is a workaround for me to continue playing.
 
Works for me.

One more suggestion: mind to look into the HOF mod, and maybe implement several of the advisors used there in your mod? Handling larger empires is a pain without them.

Truely! I will try to find out what module I can merge to this mod!:;)
 
I noticed you just released a new version of the "A Better Tomorrow" mod, version 0.54.

I was playing the previous version 0.429 and decided to play past a cultural victory by Peter in 2041.

I played through that year 2077.

The gamefile link is below -

http://forums.civfanatics.com/uploads/75869/Better_Tomorrow_Victoria_AD-2077.zip

When I saw the red dot on the bottom of the screen that signals that the round is over I attempted to start the next year 2078. The game hung three times in a row on "waiting for other civs". I tried rebooting my computer but this did not help.

Although you are now on a new version the bug that caused my game to hang may still be around.

Let me know if there is a workaround for me to continue playing.

Thank you for your feedback joelwest. However I don't have 0.429 anymore, can you zip "Better Tomorrow0.429" and let me download and check what wrong it is?

Sorry that causes your unconvenience.
 
I uploaded the problem file and you replied -

Thank you for your feedback joelwest. However I don't have 0.429 anymore, can you zip "Better Tomorrow0.429" and let me download and check what wrong it is?

Sorry that causes your unconvenience.

thanx for the quick reply.

I noticed in the release notes for version 0.54 you have already fixed one of type of "waiting for other civs" problem.

the link to the compressed file of version 04.29 is below -

http://forums.civfanatics.com/uploads/75869/Better_Tomorrow_0.429.rar
 
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