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[MODCOMP]Enhanced Cultural Decay

TheLopez

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Enhanced Cultural Decay
By: TheLopez

Last Updated 07/30/06


Version: v0.1w
Patch Compatibility: Warlords v2.0.0.0 and v2.0.8.0
MP Compatible: ?
Download Mod v0.1w

Version: v0.1
Patch Compatibility: v1.61
MP Compatible: ?
Download Mod v0.1


Description:

Enhanced Cultural Decay makes two significant changes to culture. First, any
time a city is lost (conquered, destroyed, etc), it sends a "Culture Shock"
through the region, resulting in the loss of 50-75% of the culture generated by
the city. Note, this culture is NOT the culture visible in the city screen, it
is the culture that determines the city boundaries, and which Empire will be
able to work a square. The Culture Shock makes it much easier for an Empire to
exert control over squares surrounding a city when it is conquered.

The second thing it does (which gives it its name) is cause squares outside of
an Empire's borders to slowly lose culture over time. This loss (5% of the
square's culture every turn, resulting in a half-life of roughly 14 turns)
makes it harder for an Empire to regain lands that they lost in the past.


Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Enhanced Cultural Decay
4) Load the game.
5) Then play as normal.


-----Game Play-----
Spoiler :

- When a city is lost (conquered, destroyed, etc.) it will send a "culture
shock" through the region, resulting in the loss of 50-75% of the culture
generated by the city. The culture shock makes it much easier for an Empire
to exert control over squares surrounding a city when it is conquered.

- Squares outside of an empire's borders will slowly lose culture over time.
The amount lost is dependant on the configuration of the mod but by default
they will lose 5% of the square's culture every turn, resulting in a
half-life of roughly 14 turns) makes it harder for an empire to regain lands
that they lost in the past.


-----Notes to Modmakers-----

If you want to use the Enhanced Cultural Decay Mod in your mod I have tried to
make things as easy as possible for you. In the XML files modified sections
are enclosed by:
<!-- -->
<!-- Enhanced Cultural Decay Start -->
<!-- -->
and
<!-- -->
<!-- Enhanced Cultural Decay End -->
<!-- -->

In the Python files I have added # < Enhanced Cultural Decay Start > and
# < Enhanced Cultural Decay End > in all of the places that I have made
changes to the original files.


-----Version Information-----

-----v0.1------

- Setup the Enhanced Cultural Decay infrastructure by forking off the Cultural
Influences mod v0.3

- Rewrote several of Bhruic's culture decay mod methods to improve their
efficiency.

- Added the configurable option allowing players to enable or disable the
culture shock effects.

- Added the configurable option allowing players to enable or disable the
culture decay effects.

- Added the configurable option allowing players to fine tune the amount of
culture decay that should be applied each turn.

- Change from using random to using getSorenRandNum. Provided by Jeckel


-----===Credits & Thanks===-----

- Exavier
[TAB]Composite Mod - readme.txt format
[TAB]
-Stone-D
[TAB]SD Toolkit

- Dr Elmer Jiggle
[TAB]For providing the INI file parser code allowing for players to
[TAB]customize this mod without having to touch the python code!!!

- Bhruic
[TAB]For providing the code base for the cultural decay mod
[TAB]
 
Thanks Lopez! i was wandering if I could just install your mod in the mod directory & load it & play. Cause when I set it to Mod = Mods\Cultural Influences in the civ4ini file when loading it says invalid directory...ignoring. What am I doing wrong there?

Anyways I loaded the mod & playing just wandering if it'll work this way. You've done a great job with the culture & I'd like to thank you for your work...The other culture mod sounds awesome also.
 
The readme file is wrong, it should have read:
Mod = Mods\Enhanced Cultural Decay

instead of:
Mod = Mods\Cultural Influences

I have uploaded a new version with the typo corrected.
 
Updated with link to Warlords compatible version!!!
 
Certified to work with warlords patch v2.0.8.0
 
Got an error message:

Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 244, in handleEvent

File "CvCustomEventManager", line 256, in _handleDefaultEvent

File "CvEnhancedCulturalDecayEventManager", line 83, in onCityDoTurn

File "CvEnhancedCulturalDecayEventManager", line 161, in doCultureAdd

File "DataStorage", line 65, in getSingleVal

File "DataStorage", line 51, in hasKey

File "DataStorage", line 36, in loadModData

File "DataStorage", line 28, in initStorage

AttributeError: 'tuple' object has no attribute 'has_key'
ERR: Python function onEvent failed, module CvEventInterface

What does that mean?
 
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