[MODMOD] Casual Terrain+ for Chronicles of Mankind

Mr Smith

Chieftain
Joined
Dec 28, 2008
Messages
91
Location
Moscow's suburbs
This is a collection of tweaks I've made for myself, aimed at providing a more leveled field in multiplayer and foolproofing AI, even if it isn't all that realistic. You can unpack modmod to CoM folder or scrap some of the more controversial parts by excluding the corresponding XML. Another big part is the Smart Map script I've brushed up a bit - updated to Terkhen's 9.26, doubled river start (but not overall density without an option) chance from hills and peaks, introduced coastal peak hillifier (so they don't block sweet spots nvm, I noticed it's overriden too, maybe a shift will help later), adjusted starting position criteria, removed ice (standard feature method still ignores it unless you tweak FeatureInfos), made NoSnow option replace snow with tundra instead of plains and allowed sea resources spawn next to pole and only up to 3 tiles away from land (working range, so that they are not "wasted"), preset options to a cool land-heavy format. Or it can generate nice earth-like shapes, always could. I wish it's resource-placing method still worked, but CoM uses something different than addBonuses(), so part of functionality isn't available now. I've also replaced icons for yields with a History Rewritten/Realism Invictus set, it's hard to go back once you get used to them. If you still don't have Chronicles of Mankind, you can get it here. Many thanks to AND team for making all this tuning possible.

XML CHANGES:​

CIV4TerrainInfos.xml
CIV4FeatureInfos.xml

  • There is no "bad" terrain now. Snow, tundra, marsh and desert have the same sum of 2 yields as grassland and plains, but they still pile on a bit of unhealth.
  • Tundra and snow (nevermind, farms seem to validate by this new food, so better use No Snow option) near rivers get +1 food instead of commerce, but you still can't farm on snow without terraforming.
  • Oasis can be improved and settled on (still disappears, though).
  • Lakes and oceans get extra coin.
  • Realistic culture is much more tolerant to harsh climates.
  • Deserts are "flooded" by default, but actual feature is balanced to not be too OP on other terrain (still balance mostly shows once you get Agrarianism/try to build worshops there/cities get advanced enough to have hammers/levees are built). For those, who struggle even with redacting XML, I'll leave an alternative version where FPs occur only on desert.
  • Desert FPs are only 0.25 extra food (0.5 extra yield on other terrain) if you are out of health, so it should help early growth, but later it only makes up for unhealth from 1-2 desert/tundra/snow/swamp tiles, unless you invest in health.
  • Desert/tundra/snow hills are also less effective than grassland/plains ones, but you still get mines' scaling and a coin instead of missing food/hammer.
CIV4ImprovementInfos.xml
O-o-oh, boy.
  • Pastures (plains and savannah), camps (tundra, scrub, savannah, jungle and forests), quarries (hills and desert) and plantations (jungle and savannah) can be built without resources and can actually discover them, History Rewritten-style.
  • Quarries upgrade into modern quarries with much higher chance to discover resources.
  • Mines and quarries share discovery pool, but not yields or resource validation (except for salt).
  • Balanced yield bonuses from techs a bit too, so there's no dramatic difference in scaling.
  • City ruins are a ready base for rebuilding and thus provide 1food2hammers, upgrade into hamlet, pillage to get a mine immediately.
  • Forts have some yields.
  • Gathering Finished still provides 1 of it's yield and can upgrade.
  • Gathering and many other can be built outside of cultural borders in preparation for expansion, but not farms/cottages/workshops.
CIV4BonusInfos.xml
  • Most bonuses are revealed (but not enabled) at the start, no more unknowingly settling on a valuable source of yields, except for iron and later strategic resources. HR-style, except you even see copper. To compensate horses, copper and iron don't provide extra yield until they are improved.
  • Some resources have a wider range of terrain where they can spawn (mostly in favor of tundra), while grassland lost some, because it was prone to oversaturation.
  • Default version allows groups of the same resource, alternative forces a minimal distance between instances.
CIV4CivicInfos.xml
  • Replaced "no unhappiness in the capital" effect with +5/10 happiness from palace, since it allowed slaves exploit.
  • Removed "population requires 50% more food for growth" to prevent a gap because of unoptimal tech routes.
  • Slavery and Penal get bonus commerce from plantations and quarries (HR-style), latter also from mines and orchards.
  • Some civics don't prolong anarchy, but minimal still happens.
  • Survival trades 1 coin off camps for 1 food to support water-poor taiga/forest starts.
CIV4SpecialistInfos.xml
  • Revamped specialist yields, including citizens, which are worth at least as much as a plains tile in early game.
  • Tower of Babel provides them instead of free specialists.
  • Most have a 1food "cashback".
  • On average settled GPs are worth 3 times the normal specialist, but points are 33% harder to earn, unless you are using "flavourless" citizens, nobles, celebrities and philosophers to supplement.
Maybe will still need to nerf Philosophical and other GP boosters.
  • citizens are 1.5 :food: (population requires 3) 1 :hammers: 1 :gold: 1 :science: 2 :culture: +0.5:c5happy: 1 :gp: adaptive with a slight reduction at starting civic and shift/buff late and from a few wonders (was around originally)
  • artists are 1 :food: 1 :hammers: 1 :gold: 1 :science: 8 :culture: (it has less value) 2 :gp:
  • engineers are 1 :food: 3 :hammers: 1 :gold: 1 :science: 2 :culture: 2 :gp:
  • scientists are 1 :food: 1 :hammers: 1 :gold: 3 :science: 2 :culture: 2 :gp:
  • priests are 1 :food: 1 :hammers: 2 :gold: 1 :science: 2 :culture: 2 :gp: +1:c5happy:
  • doctors are 1 :food: 1 :gold: 3 :science: 2 :gp: Great Scientist +0.5:c5happy: +2:health:
  • merchants are 2 :food: 3 :gold: 1 :science: 2 :culture: 2 :gp:
  • spies are 1 :gold: 2 :science: 2 :culture: 4 :espionage: (!)3:gp: 1:c5happy:
  • nobles are 1 :food: 2 :gold: 2 :science: 4 :culture: 2 :espionage: 2 adaptive :gp: 1:c5angry:, :gold: is converted into :hammers: by feudalism
  • magistrates/lawyers are 1 :food: 1 :hammers: 3 :gold: 2 :espionage: 2 :gp: Great Diplomat +0.5:c5happy:
  • celebrities/entertainers are 1 :food: 2 :gold: 6 :culture: 2 :espionage: 2 adaptive :gp: +1.5:c5happy:
  • philosophers are 6 adaptive :gp: 1 :gold: 7 flexible :commerce: 4 :culture:
Most scale with Society and Labor civics. Magistrates and celebrities are intended to lag somewhat.
CIV4BuildingInfos.xml
  • Lowered palace's cost by half, so it won't ruin your momentum too badly if you have a poor start and gotta move it.
  • It's commerce is moved to basic science, which you won't lose during anarchy or if you wander in search of a better spot at the start.
  • Adjusted snow tourism buildings in case someone DOES play with snow.
  • Nerfed Rialto, which was utterly ridiculous, especially with how many rivers one can get in SM.
CIV4TechInfos.xml
  • Moved slider (science, espionage, culture) to earlier techs, shifted AI weight of key early techs, mostly related.
CIV4GameOptionInfos.xml
  • Preset default options in case you have trouble with preserving them too.
CIV4WorldInfo.xml
  • Adjustment for much higher possible land to water ratio in Smart Map and Tiny is vertical w40x56h.
  • Removed anarchy length increasing with number of cities.
CIV4BuildInfos
  • Forest, jungle and savannah now HELP building most of improvements where wood is relevant.
  • Plantations and pastures don't destroy savannah, HR-style.
CIV4UnitInfos.xml
  • Adjusted GPP for subduing animals to not make hunters too snowballing.
  • Also added entries for Modern Quarry, if either this file or ImprovementsInfo/Buildinfo are not modified together - there will be errors, but probably not critical.
  • Scouts cost 10 hammers so that AIs don't waste too much on them.

CIV4YieldInfos.xml
  • Peaks nerf food -1 like hills, not -2, so Windmills are an option, also peaks get river bonus.
  • Minimal cities yields are 1/0/0 + 1/1/1, so grass/plains hills are always good and most resources' scaling can be traded for a partial early boost/better coverage.

GlobalDefines.xml
  • Animals can spawn next to culture borders, otherwise hardly any would, considering recommended format.
  • Base (unaffected by modifiers, including Oral Tradition) science is 10 instead of 1.
  • Routes don't stop feature growth.
  • Raised a bit base free units, otherwise keeping an animal collection (say, waiting for barn/granary/warehouse stack) or rushing troops as AI would choke one's economy.
 

Attachments

  • yield icons.png
    yield icons.png
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  • CasualTerrainPlus 1.1 for CoM 1.2.6.rar
    1 MB · Views: 9
Last edited:

Mr Smith

Chieftain
Joined
Dec 28, 2008
Messages
91
Location
Moscow's suburbs
Update 1.1
  • Made initial adjustments to specialists, so that they are not too strong early (especially GG and GH), but don't lag behind tiles too much. Many buildings and wonders were affected too.
  • Nobles are now a much more effective way to oppress the population than slaving.
  • Some economic wonders, especially religious and river/sea-affecting obsolete much earlier, making you choose between reaping their benefits longer or getting key tech.
  • Lots of improvement scaling changes - farms are once again the staple of success, but until you have irrigation you can rely on pastures which can be even better in riverless savannah and get extra hammer at crop rotation.
  • Improvements are fairly divided between Agrarianism and Slavery, latter isn't useless now without slave abuse, especially if you catch hostiles.
  • Pasture and farm can discover each other's resources with a smaller chance.
  • Slight guild buildings rebalance.
Criticism and suggestions are welcome. Particularly about specialists - they are quite rough and casual.
 
Last edited:

robbyextreme

Warlord
Joined
Oct 4, 2003
Messages
287
I took the yield icons and cheaper palaces and animal spawning you did and added those to my own game. :)
the other changes seem to change the game a bit too much for me to use.
 

Mr Smith

Chieftain
Joined
Dec 28, 2008
Messages
91
Location
Moscow's suburbs
I took the yield icons and cheaper palaces and animal spawning you did and added those to my own game. :)
the other changes seem to change the game a bit too much for me to use.
Fair enough, that's part of modular charm. Icons texture should work for other mods too, except for C2C, but I've adjusted to it's layout as well.
But I must point, that there were a lot of other building tweaks than palace, so if you wanted just that, better change value in original CIV4BuildingInfos.xml instead. It's closely tied to specialists, after all. And river/sea changes are big, most yield boosters for them have a speedbump of about 3. If you want to check all the changes, I recommend CompareIt! free software.
I don't think terrain/features part is too radical, though. It sure helps if one finds inferior terrain stressful, even without improvements part.
 

ProjectMaximus

Chieftain
Joined
Aug 7, 2014
Messages
23
Hi MrSmith and everyone,
First of all, thank you for your great work! :goodjob:
After (again) long time pause, I am (still) working on my giant Earth map scenario based on AND.
Now I just would like to ask one, can I put any of CoM terrain features (eg. savanna, scrub) into AND without edit AND's pythons or dlls? I mean as a feature, not just an art (eg. forest alternatives) using only xml files?
If not, then can you give me some info regarding which non-xml files do I need to modify and which part of CoM python codes need to be copied for this?
(Honestly, I have never done any SDK level modding so far, just minor python editing beyond xmls, graphics, etc.)
 
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