KJ Jansson
Prince
- Joined
- Oct 7, 2008
- Messages
- 509
[MODCOMP] "1492: Codex"
The discussion started by Commander Bello in the German Colonization forum and continued in Civfanatics concerned the Productivity and Liberty Bells encouraged me to finish at least my own solution of this problem. Proposed here variant is a part of my "1492: Global Colonization" mod that now under development. However, I decides to extract all parts related to "Productivity" and "Liberty Bells" and present them as a separate MODCOMP.
I added a new yield "Codex"
Main parameters of Elder Statesman are changed. Now Elder Statesman produces Codex points.
Disloyal Colonist is a new unit that will produce "Liberty Bells". Here Disloyal Colonist as a unit:
As you see Disloyal Colonist cannot produce "Codex", he has also some changes in City and Field goods production.
Disloyal Colonist as a Profession. The difference between Free Colonist and Disloyal Colonist is mentioned in the Strategy section:
As you see, Disloyal Colonist can work on Market. Thus, Market is a first building where you can "produce" Liberty Bells.
Let's see how a new model is working.
As usually we have a ship with two units. Unload one unit and establish our first colony in New World, then we start to build Market.
The second unit we unload on other tile and establish the second colony. On next turn we have Event 1.
Your King is happy that you have two colonies in New World and he sending his King's Statesman as a ruler in one of colonies. King's Statesman arrives in your first city and we send him in Townhall.
Please, check output of each units on the city screen. Now both Free Colonist (fishing) and Elder Statesman (administration) have the STARTING output: Free Colonist +4 Food, Elder Statesman +4 Codex.
However, on next turn we see some changes. Output for all units started to grow due to the better administration.
As long as somebody is working in Townhall (that is generates Codex points) the productivity of all units is growing. On turn 3 we have:
However, now let's remove our Elder Statesman from Townhall and give him a Lumberjack profession. Please, note his output at this moment (+8% Wood from Better Organization)
After 3 turns his output changed from +8% up to +2%. Why? Because nobody is working in Townhall and thus, nobody is responsible for the Better Organization.
Quite soon the productivity of our unit returns to the starting level.
Such output productivity remains the same if nobody is working in Townhall or on Market.
However, we constructed our first Market in one of our settlements. Here we have Event 2: Market.
We received some money from our Market and a new unit "Disloyal Colonist" as a Stranger.
Let's choose profession for our stranger. He will work as Disloyal Colonist on Market.
Thus, turn 0, cityscreen. Revolution 0%, all units have starting output.
After 3 turns we see some changes. Now Revolution 2%, but output of Free Colonist is only 3.84 instead 4 Food. These changes are result of "Liberty Bells" generation process. Nobody is working in Townhall and only Market (as a source of Liberty Bells) affects on the summary city productivity.
Fortunately, a new Fishermen arrives from Europe and now we can return our Elder Statesman in Townhall. Disloyal Colonist will remain on Market.
Now both mechanism Codex and Liberty Bells generation will work together. After 2 turns we see:
After additional 6 turns:
As we see from this screen both mechanism are working. Elder Statesman is working in Townhall and increases output productivity of all units. Disloyal Colonist is working on Market, creates some disorganization in the goods production (-8% from Rebel Sentiment for Food, etc), but at the same time he generates Liberty Bells (Revolution 4%).
Information for modders:
This version made mainly for demonstration purposes. Modified source codes are included in SDK directory and marked as
Everyone is free to modify, supplement, correct or use any part of this MODCOMP. Please, don't ask my special permission.
Download here
The discussion started by Commander Bello in the German Colonization forum and continued in Civfanatics concerned the Productivity and Liberty Bells encouraged me to finish at least my own solution of this problem. Proposed here variant is a part of my "1492: Global Colonization" mod that now under development. However, I decides to extract all parts related to "Productivity" and "Liberty Bells" and present them as a separate MODCOMP.
I added a new yield "Codex"

Main parameters of Elder Statesman are changed. Now Elder Statesman produces Codex points.

Disloyal Colonist is a new unit that will produce "Liberty Bells". Here Disloyal Colonist as a unit:

As you see Disloyal Colonist cannot produce "Codex", he has also some changes in City and Field goods production.
Disloyal Colonist as a Profession. The difference between Free Colonist and Disloyal Colonist is mentioned in the Strategy section:

As you see, Disloyal Colonist can work on Market. Thus, Market is a first building where you can "produce" Liberty Bells.

Let's see how a new model is working.
As usually we have a ship with two units. Unload one unit and establish our first colony in New World, then we start to build Market.

The second unit we unload on other tile and establish the second colony. On next turn we have Event 1.

Your King is happy that you have two colonies in New World and he sending his King's Statesman as a ruler in one of colonies. King's Statesman arrives in your first city and we send him in Townhall.
Please, check output of each units on the city screen. Now both Free Colonist (fishing) and Elder Statesman (administration) have the STARTING output: Free Colonist +4 Food, Elder Statesman +4 Codex.

However, on next turn we see some changes. Output for all units started to grow due to the better administration.

As long as somebody is working in Townhall (that is generates Codex points) the productivity of all units is growing. On turn 3 we have:

However, now let's remove our Elder Statesman from Townhall and give him a Lumberjack profession. Please, note his output at this moment (+8% Wood from Better Organization)

After 3 turns his output changed from +8% up to +2%. Why? Because nobody is working in Townhall and thus, nobody is responsible for the Better Organization.

Quite soon the productivity of our unit returns to the starting level.

Such output productivity remains the same if nobody is working in Townhall or on Market.
However, we constructed our first Market in one of our settlements. Here we have Event 2: Market.

We received some money from our Market and a new unit "Disloyal Colonist" as a Stranger.

Let's choose profession for our stranger. He will work as Disloyal Colonist on Market.

Thus, turn 0, cityscreen. Revolution 0%, all units have starting output.

After 3 turns we see some changes. Now Revolution 2%, but output of Free Colonist is only 3.84 instead 4 Food. These changes are result of "Liberty Bells" generation process. Nobody is working in Townhall and only Market (as a source of Liberty Bells) affects on the summary city productivity.

Fortunately, a new Fishermen arrives from Europe and now we can return our Elder Statesman in Townhall. Disloyal Colonist will remain on Market.

Now both mechanism Codex and Liberty Bells generation will work together. After 2 turns we see:

After additional 6 turns:

As we see from this screen both mechanism are working. Elder Statesman is working in Townhall and increases output productivity of all units. Disloyal Colonist is working on Market, creates some disorganization in the goods production (-8% from Rebel Sentiment for Food, etc), but at the same time he generates Liberty Bells (Revolution 4%).
Information for modders:
This version made mainly for demonstration purposes. Modified source codes are included in SDK directory and marked as
Code:
//1492: Codex START
//1492: Codex END
Everyone is free to modify, supplement, correct or use any part of this MODCOMP. Please, don't ask my special permission.
Download here