[MODCOMP] Grave's Flavored Civics!

Grave

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Grave's Flavored Civics Mod v0.3
By: Grave



Patch Compatibility: Beyond the Sword v3.13
MP Compatible: ?


Description:
This mod adds <Flavor> tags to the Civics. This allows LeaderHeads with
certain Flavors to be more inclined to select certain Civics.

For example:

In this mod, I made Stalin have a Military Flavor of 10.

I also made Police State, Nationalism, Slavery and State Property
have a Flavor value of 10.

During testing, Stalin would always pick Police State, Slavery
and State Property as his Civics. The only exception was he would
select Bureaucracy instead of Nationhood, which goes to show that the AI
doesn't automatically base it's decisions off of Flavor, instead it uses
it to "influence" it's decisions.


Installation Instructions:

1) Unzip this into one of the following:
a) "Sid Meier's Civilization IV\Beyond the Sword\Mods\" folder.
b) "My Documents\My Games\Beyond the Sword\Mods\" folder.
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Grave's Flavored Civics
4) Load the game.
5) Then play as normal.


-----Game Play-----

Spoiler :
- Adds <Flavor> tags to all Civics.

- Not all Civics have to be Flavored, only if you want it to.

- The higher you make the Flavor number, the more Flavored the Civic will
be. You can also have multipule Flavors per Civic.





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

Spoiler :
If you want to use Grave's Flavored Civics Mod in your mod I have tried
to make things as easy as possible for you. In the XML files I have added
<!-- Grave's Civic Flavor Mod --> in all of the places that I have made
changes to the original files.

In the SDK files I have added

/*** GRAVE'S FLAVORED CIVICS, 4 October 2007 by Grave START ***/
and
/*** GRAVE'S FLAVORED CIVICS, 4 October 2007 by Grave END ***/

in all of the places that I have made changes to
the original files.




If you would like to use this MODCOMP in your MOD, all I ask
is that you give me proper credit, be it in the readme,
in the MOD's thread, etc.



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

Spoiler :

-----v0.3------

- Updated for Beyond the Sword v3.13 compatability!

-----v0.2------

- Updated for Beyond the Sword v3.02 compatability!

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

- Initial release!




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

- TheLopez:
Readme.txt format

- Aussie_Lurker:
For helping to point me in the right direction with the SDK.

- PeteT:
For also giving me a huge pointer with the SDK.




SCREENSHOT:
Spoiler :


 
This is fantastic! Now we can set multiple civics that leaders will pick, making it much more realistic. I shudder to see Montezuma running Police State/Vassalage/Theocracy. This opens up lots of possibilities. Thank you!
 
Indeed I don't see why this couldn't or shouldn't replace the whole Favorite Civic attribute of leaders, its far more nuanced and interesting.
 
I'm trying to figure out how to use this properly for the Hand of History mod WIP, and I would like some clarification.

You have Flavors identified as _____X where ____ is the flavor and X is the strength. "The higher X, the stronger the flavor." So, you assigned Stalin Military 10 and the civics that you wanted him to choose also Military 10.

What would Peter do in the same game if you assigned him Military 5? Would he still go for the Military 10 civic because it was Military flavored or would he shun it because it was too high a number for him?

If you had Peter as Military 5 and Stalin as Military 10 and you made civic A Military 10 and civic B Military 5, would Peter almost always pick civic B and Stalin almost always pick civic A? Or would there be more of a wild card because both are Military civics?

If you specifically want to prevent Peter from ever picking civic A, do you need to name it something other than Military, say Offensive? That way Peter looks for Military and excludes civic A? Or is that redundant because it's already taken care of by the X value? (Peter will hardly ever pick civic A, because it has X=10 and he has X=5)

I'm just trying to figure out if I can make three flavors - Military, Economy, and Religion - with different numbers to represent sub-categories such as Offensive, Defensive, and Pacifist, Mercantile, Free Market, and Socialist, and Fundamentalist, Tolerant, and Secular OR if I need to assign each of those categories as a sperate flavor.

Thanks.
 
I'm trying to figure out how to use this properly for the Hand of History mod WIP, and I would like some clarification.

You have Flavors identified as _____X where ____ is the flavor and X is the strength. "The higher X, the stronger the flavor." So, you assigned Stalin Military 10 and the civics that you wanted him to choose also Military 10.

What would Peter do in the same game if you assigned him Military 5? Would he still go for the Military 10 civic because it was Military flavored or would he shun it because it was too high a number for him?

If you had Peter as Military 5 and Stalin as Military 10 and you made civic A Military 10 and civic B Military 5, would Peter almost always pick civic B and Stalin almost always pick civic A? Or would there be more of a wild card because both are Military civics?

If you specifically want to prevent Peter from ever picking civic A, do you need to name it something other than Military, say Offensive? That way Peter looks for Military and excludes civic A? Or is that redundant because it's already taken care of by the X value? (Peter will hardly ever pick civic A, because it has X=10 and he has X=5)

I'm just trying to figure out if I can make three flavors - Military, Economy, and Religion - with different numbers to represent sub-categories such as Offensive, Defensive, and Pacifist, Mercantile, Free Market, and Socialist, and Fundamentalist, Tolerant, and Secular OR if I need to assign each of those categories as a sperate flavor.

Thanks.


Ugh... my brain hurts after reading that. :crazyeye:

But I think I know the info that you're after. Let me see if this explains it...

Basically, if a leader is heavily flavored (we'll use Military here), that means that he is more inclined to choose other units/buildings/civics that are also flavored Military over other things.

So if Stalin is a 10 and Peter is a 5... you will consistently see Stalin choose Military flavored units/buildings/civics more than Peter will. Now, Peter will still choose Military flavored units/civics/buildings, just not as often. He'll choose them more often than say, a Religion flavored leader (providing the Religion flavored leader isn't Military flavored)

Now, if a unit/building/civic is flavored Military, does that mean that a leader that is flavored Growth or Religion never going to choose those units? No. They'll still choose things that are flavored Military... the AI weighs it out.

Flavor is just that... flavor. It intices certain leaders to pick certin things that, without the <Flavor> tag, might not pick. Think of it as a handicap of sorts.

So if Peter is flavored as Military 5, and a civic is flavored as Military 10... Peter will be more inclined to pick that civic... just not as much as Stalin, who is a Military 10. If you have two Military 10's... it's almost a sure thing the leader will choose that civic.

You can certainly have multipule flavors for civics. It follows the same concept as above, except now you have additional flavors. So if you have Free Speech flavored as Culture, Growth and Science... those leaders with those flavor will be more inclinded to choose Free Speech.


I hope I explained it clear enough... it's a little complicated to type out.
 
Anyone have any issues getting the 3.13 version of this to work? I'm incorporating this into my .dll and it compiles fine, but I get XML load errors upon starting.

I get load errors for PlayerOptionInfos and then GraphicOptionInfos then it crashes. I used WinMerge to merge the SDK files so I don't think I made any error when merging. Any one have any ideas?

Thanks,
ripple01
 
THIS MOD IS NO LONGER SUPPORTED BY ME, AND THE DOWNLOAD LINK HAS BEEN TAKEN DOWN.



If you would still like to play with this mod, I suggest you download my History in the Making Mod.

Thanks,

Grave
 
Can somebody who has the 3.13 version please reupload it? Grave's HITM mod does not contain the source code and thus it is impossible to implement this in another mod.
 
Can somebody who has the 3.13 version please reupload it? Grave's HITM mod does not contain the source code and thus it is impossible to implement this in another mod.
Here ya go. :D

http://forums.civfanatics.com/downloads.php?do=file&id=9249


[EDIT] I've also got a few other mods (by TheLopez) that Grave had updated to BtS. I will try to re-upload them soon. That's all I could find of Grave's that were lost, however.

They are:
Enhanced Tech Conquest
Pirates Mod
Route Pillage Mod
 
Great, but I already had 3.13. Now, how about a 3.17 version?
 
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