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[MODCOMP]Enhanced Culture Conquest

Discussion in 'Civ4 - Mod Components' started by TheLopez, May 21, 2006.

  1. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
    Enhanced Culture Conquest
    By: TheLopez

    Last Updated 08/06/06

    Version: v01.4.1w
    Patch Compatibility: Warlords v2.0.0.0
    MP Compatible: ?
    Download Mod v1.4.1w

    Version: v01.4.1
    Patch Compatibility: v1.61
    MP Compatible: ?
    Download Mod v1.4.1


    Description:
    Isn't it unrealistic for a city's culture to drop to zero when it is captured?
    This mod addresses this "problem".

    Upon capture, the city's culture is reset to one half of the original, plus a
    random number whose maximum is half of the original. Of course this is if the
    configurable options are not changed from their default values.

    Now, instead of a city being completely written off after capture due to zero
    culture, conquering civilizations must watch newly conquered cities for
    rioting citizens and placate them, that is, if they don't want to lose their
    newly captured cities!


    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 Culture Conquest
    4) Load the game.
    5) Then play as normal.


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

    - Upon capture, the city's culture is reset to one half of the original, PLUS a
    random number whose maximum is half of the original. Prior to this
    calculation, the original number is adjusted to account for the lost population:
    [TAB]NewCulture = ( OriginalCulture / 2 ) + ( Random(OriginalCulture / 4) ) + ( Random(OriginalCulture / 4) )

    - If the conqueror is the original founder, then the calculation becomes :
    [TAB]NewCulture = OldCulture x ((Current_year - Loss_year) / (Max_years * 0.25))

    - If the conqueror is not the original founder and the losing civilization is
    also not the original founder and the city's culture is at least double what
    it was when the founder lost it, the loser becomes the founder.

    - If a player builds a city on the same plot as that of an older city that got
    itself razed, the new city will gain some of the older city's culture to a
    maximum of 80%, depending on how long ago the razing took place:
    [TAB]NewCulture = (Culture_old x ((Current_year - Loss_year) / (Max_years * 0.15))) * 0.8

    - The number of times a city has been captured is logged


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

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


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

    -----v1.4.x------

    - Reorganized the mod and created a new readme file

    - Stripped the extra mods from the Enhanced Culture Conquest mod

    - Implemented the code to actually give a city founded on top of city ruins a
    certain amount culture either from the previous civilization that owned the
    city or culture from the player that founded the city.

    - Added the configurable option allowing players to specify if cities founded
    on city ruins should not be given part of the culture from the city that
    created the city ruins.

    - Added the configurable option allowing players to specify if the culture
    given by city ruins should be the same as the player who founded the city.
    If set to true then the culture given to the new city will be from the
    civilization that last owned the city that created the city ruins.

    - Added the configurable option allowing players to specify the number of
    years that city ruins give culture.

    - Added the configurable option allowing players to specify the max amount of
    culture in percent city ruins give.

    - Added the configurable option allowing players to specify if the founder of a
    conquered city should not be allowed to be reassigned if the conqueror is not
    the original founder and the losing civilization is also not the original
    founder and the city's culture is at least double what it was when the
    founder lost it.

    - Added the configurable option allowing players to specify if culture should
    be maintained after a city is captured by a civilization from another
    civilization.

    - Added the configurable option allowing players to specify the max amount of
    culture in percent retained after a city is conquered.

    - Change the code that retains culture after a city is conquered to use
    setCulture instead of changeCulture. Using changeCulture gave too much culture
    to the civilization that conquered the city.

    Spoiler :

    -----v1.3------

    - Requires sdToolKit 1.20+

    - Implemented version control. Will no longer perform a fix-loop every game
    turn, causing a slowdown.

    - Some minor cleanups and optimizations.

    - Founding a city where an older city once stood will give some (max 80%) of
    that older city's culture to the new city.

    - Rebuilt culture is :
    [TAB]Culture_new = (Culture_old x ((Current_year - Loss_year) / (Max_years * 0.15))) * 0.8


    -----v1.2------

    - Requires sdToolKit 1.10+

    - Implemented safeguards to allow continuation of current savegames with no
    disruption.

    - Eliminated a potential exploit. A city's data is no longer dependant on the
    city's name.

    - Removed population loss adjustment. T'was a silly idea.

    - New variable, fDateLost. Stores the date the city was taken from the founder.

    - Founder recapture culture redone :
    [TAB]Culture_new = Culture_old x ((Current_year - Loss_year) / (Max_years * 0.25))
    NOT turn based... year based.

    - If founder's restored culture is less than the non-founder culture, the
    non-founder culture is used.

    - Included two mods by Bhruic for the user's convenience.


    -----v1.1------

    - Uses SdToolKit.

    - Better motive to regain lost cities. 80% of ORIGINAL culture is restored to
    the founder, minus a small chunk for population depletion and building loss.
    If the original culture is less than the current culture, then the current
    culture is used.

    - If a city is captured from a previous conqueror by someone other than the
    original founder AND the current culture value is equal to or over 200% of
    the original culture, then the loser becomes the 'founder' and gains the
    aforementioned motive.

    - Adjusted loss calculation from (0.25 + rand(0.25) + rand(0.25)) to
    (0.5 + rand(0.25) + rand(0.25))


    -----v1.0------

    - Initial Release.


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

    - Exavier
    [TAB]Composite Mod - readme.txt format

    - Stone-D
    [TAB]For his original Culture Conquest code
    [TAB]
    - 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!!!

    [TAB][TAB]
    - Testers
    [TAB]Shqype
     
  2. Grave

    Grave 1 Goat = 400 Horses

    Joined:
    May 5, 2002
    Messages:
    1,530
    Location:
    Louisiana
    BAD ASS!

    I loved this mod (when it worked for the older release versions). Now I can bring this back into my SevoMod Remix!

    :cheers:
     
  3. Fachy

    Fachy Chieftain

    Joined:
    Aug 13, 2005
    Messages:
    393
    Location:
    Egypt
    Does it remove city raze option or is it just me?
     
  4. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
    Updated with Warlords compatible link!!!
     
  5. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
    Certified to work with warlords patch v2.0.8.0
     
  6. gfurst

    gfurst Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    202
    Location:
    Beagá, MG, Brasil
    Hey lopez, a bit outdated modcomp, how is the current situation?
    I know people would like this feature in Civ5 :p

    Anyway, you probably seen me posting around your modcomps, so many good things :D
    Also seen around you saying something about a overall culture mod, where is that?

    I like this mod, however i had i different idea for it, that the conquerer of the city retained completely the culture( maybe a small fraction is lost) enabling the city to retain its area of control, mean while retaining city previous owner nationality, don't know how the mechanics for culture and nationality actually are, so i don't know if possible or plausible to separated the to variables.
     
  7. TheLopez

    TheLopez Chieftain

    Joined:
    Jan 16, 2006
    Messages:
    2,525
    Location:
    Oregon
    I just haven't had time to update this mod... I've had too many requests.
     

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