[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Ah, what a nice week of doing squat all. Time to get back to work. By which I mean procrastinating on my actual uni work by instead working on my mod. Now, let's see what minor changes Leoreth has made to the development version of the main mod that I could steal.

*takes a look at https://github.com/dguenms/Dawn-of-Civilization/commits/develop*


Okay, so. Hm. What do I do now? I don't want to go through the hassle of introducing all this new tech tree and civics and units stuff just yet, but I do want to keep an eye out for bugfixes and such. Okay, hm...

Note to myself: Everything from that new tech tree branch was merged into the main branch on April 7 2017. Everything before that is already in, everything after I will judge on a case to case basis. Once I have finally released an official 1.0 version with installer and such I will go back and look into merging these new changes for future versions.

Edit: "Showing 1,067 changed files with 27,257 additions and 15,254 deletions."

Gaaaaaaaaah... that's a problem for future Imperator Knoedel!
 
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You are on Git right? Is your mod a fork of the DoC repository?

In that case, you might want to try and learn about git rebase. Basically, it means that it takes all the commits you've made when you branched off from DoC and tries to apply them to whatever the current state is. This might lead to conflicts on occasion, where you need to decide if you want to use my change or yours. It might be worth a try.
 
You are on Git right? Is your mod a fork of the DoC repository?

Yes to the first, no to the second. As far as Github is concerned our repos are completely independent. My modus operandi whenever you made a new commit up until now was as follows:

Pull the new version in the Windows Explorer via TortoiseGit.
Go to https://github.com/dguenms/Dawn-of-Civilization/commits/develop.
Go to the individual pages of each commit.
See what files were changed and how.
Open the changed files in WinMerge, left side DoC, right side my mod, both on my local hard drive, and merge to my heart's delight.
If CvGameCoreDLL was changed, recompile.
Commit my mod via TortoiseGit.

I think early versions of my mod might have been forks, but I wanted to also have another separate fork in case I ever wanted to commit minor stuff to your mod, but I never did figure out how to have both, so I found it easier to just create an entirely new repository just for my mod and merge manually.

In that case, you might want to try and learn about git rebase. Basically, it means that it takes all the commits you've made when you branched off from DoC and tries to apply them to whatever the current state is. This might lead to conflicts on occasion, where you need to decide if you want to use my change or yours. It might be worth a try.

Future Imperator Knoedel will look into it. :lol:
 
Yes to the first, no to the second. As far as Github is concerned our repos are completely independent. My modus operandi whenever you made a new commit up until now was as follows:

Pull the new version in the Windows Explorer via TortoiseGit.
Go to https://github.com/dguenms/Dawn-of-Civilization/commits/develop.
Go to the individual pages of each commit.
See what files were changed and how.
Open the changed files in WinMerge, left side DoC, right side my mod, both on my local hard drive, and merge to my heart's delight.
If CvGameCoreDLL was changed, recompile.
Commit my mod via TortoiseGit.

I think early versions of my mod might have been forks, but I wanted to also have another separate fork in case I ever wanted to commit minor stuff to your mod, but I never did figure out how to have both, so I found it easier to just create an entirely new repository just for my mod and merge manually.
Well that is needlessly complicated.

You can just create multiple branches for your fork, and use one as your modmod and others to contribute to DoC.
 
Even if your mod is not a fork of Leoreth's, it would be much easier to create patch -> apply patch. (I use SourceTree and merge stuff from non-related repos like this.)
And I second Leoreth's recommendation: create a fork and multiple branches, everything will be much easier, you can then apply Leoreth's changes with 2 clicks.
 
It has taken me weeks to even get this thing going, I'd rather not fix something that's not broken, even if it's inefficient.
 
Like capitalism?
 
Like capitalism?

Capitalism is broken, and drives humanity ever closer to extinction through its inherent destructive nature. If must be abolished if there is to be any hope for the survival of our species. I'm just lazy.
 
So is this. You are clearly driven by reactionary intent.
 
That doesn't even make any sense!
 
Sure, "we're used to this, it's at least working somehow, let's not try anything disruptive" is typical reactionary defense.
 
Well... whatever, I'll look into it whenever I'm done with the current version, if that ever happens. The past week I have been stuck with getting Greece to work but there's just always something getting in the way. Most recently it's the Jews, heh. They keep spreading to my cities and destroying my Pagan Temples, even though I merged that one line of code that should have supposedly fixed it. Also Egypt avoids Masonry like the plague for whatever reason but keeps beelining Animal Husbandry and Bronze Working like its life depends on it, though to be fair that's actually the case when the player controls Greece, heh. And yes, I played around with CvPlayerAI_besttech or whatever it's called and while it seems to keep Egypt from spamming Axemen I still have yet to find a single Quarry they built themselves.
 
The past week I have been stuck with getting Greece to work but there's just always something getting in the way. Most recently it's the Jews, heh.
Not only have you rejected the ideals of communism, you've gone full-swing to Nazism, what with the Jewish problem, and neoliberalism, what with getting the Greeks to work. My my my...
 
Finally, a new commit, and it's pretty big:

Greece should at least be adequate now, but I have played them like 20 times the past two weeks and it's just not fun anymore. Somebody else please play them and report their experience, I am so done with them. Maybe it's the narrow timeframe what with Alexander's conquests, but for some reason I have the urge to be a lot more perfectionist with the Greeks than any other civ. Oh well, today I revised Harappa, Inca and India.

I merged some of Leoreth's recent changes like the new espionage advisor and culture level requirements for wonders, but left the more radical stuff like new civics and tech tree alone for now.

Judaism is now founded with Literature instead of Priesthood because I got tired of Judaism being founded by Babylon every single game.

Goodie Huts now only give ancient techs, following a Greek game where I popped Literature.

The Pakistani Marble starts of as Stone to make things easier for Harappa. Maybe a little too easy, I got Hanging Gardens because I ran out of other things to build and the first UHV was trivial. Hm, maybe I should just leave it as Marble and try again.

On a completely off-topic note, this weekend I got together with fellow fans of My Little Pony to watch and celebrate the first episodes of the recently released seventh season. It was fun, there was alcohol, and nerd-talk, and karaoke, and I sang all my favorite horse songs, some of them in Spanish, even though I can neither sing nor speak Spanish and it probably would have looked cringey to outside observers, but I had the time of my life. Ponies just bring out the best in people.

I mean, just look at this picture:

Spoiler Pretty Prancing Ponies :


How could anyone look at Pinkie smiling in the top left corner and not instantly have their heart filled with joy? Hnnnnnnnnng it's so adorable!
 
Edit: just realized I misjudged the possibilities to download straight from the repo. Apparently there's no way around DLing the whole package, unless I register, which I shan't do at this moment.

Pony away all you want!
 
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Knoedel, if you don't mind could you give us your strategy for this modmodmod's greece?

EDIT: I'm getting a "Failed to read worldbuilder file [file path]" error whenever I select a map. I'm not sure why.

EDIT2: Figured it out after a google search, apparently I had to change the EOL type to Windows.
 
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EDIT: I'm getting a "Failed to read worldbuilder file [file path]" error whenever I select a map. I'm not sure why.

EDIT2: Figured it out after a google search, apparently I had to change the EOL type to Windows.

Oh? Really, that's it? Because it would be fantastic if you had found a fix to this long-standing issue that doesn't involve me having to reupload the scenario files every single time I change them.

Knoedel, if you don't mind could you give us your strategy for this modmodmod's greece?

Alright. Keep in mind that every single one of my playthroughs was on epic speed:

Research Masonry->Aesthetics->Priesthood->Drama->Literature->Horseback Riding->Philosophy. Trade Aesthetics to Phoenicia for Agriculture and Animal Husbandry, trade something else for Alphabet either from Phoenicia or Rome. Mathematics you will also have to research yourself unless you get lucky and somehow get it from India, I was never sure whether to do that before or after Drama and Literature so it varied from one game to the next. Metal Casting you get from the Oracle. Those are all the techs you really need, though Iron Working and Currency certainly couldn't hurt either, maybe you can even squeeze them in before Philosophy.

First turn switch to Caste System, settle Athens and use the Galley to move the second settler to Macedonia, founding Epidamnos. Knossos and Ephesos will flip to you shortly. Athenai, Epidamnos and Knossos are guarded by a warrior each, Ephesos by an Archer and a Hoplite to defend against Hittites. Use the other two Hoplites and Archer to steal a worker from Egypt, Jerusalem or Ankara, perhaps you can even capture a city or two with some luck, or at least pillage improvements. Egypt's copper mine and Horse are high priorities imo.

Build orders:

Athenai: Work Boat -> Pagan Temple -> Harbor -> Oracle -> Statue of Zeus -> Parthenon -> spam units, likely no time for Barracks at that point, just spam cannon fodder to support Alexander's conquests and then defend against Roman conquerors if you still don't have Philosophy by then; between Harbor and Oracle you might be able to squeeze in a unit or two, Odeon and Agora you whip as soon as you unlock them.

Epidamnos: Pagan Temple (need culture to grab the Clam) -> 2 Scouts -> Work Boat -> one or two Warriors -> Harbor -> Barracks -> just spam units, Hoplites, Hetairoi, Axemen, Archers, Catapults, whatever, interrupted only by Odeon and Agora; ideally the unit spam phase should begin right as Statue of Zeus is complete, there are lots of forests in the Balkans you should systematically chop at this stage, ideally you want to churn out one unit per turn.

Knossos: In 90% of my games it already had a Pagan Temple when it flipped, so that saves some hammers. Build a Work Boat followed by a Harbor which you will whip ASAP. Then it will just spam Work Boats, Galleys and Triremes for the rest of the game, only maybe interrupted by Odeon and Agora.

Ephesos: 2 Work Boats -> Pagan Temple -> Harbor -> Granary -> Temple of Artemis -> Colossus -> maybe Barracks -> spam units; whip settler for Byzantion when the opportunity arises, also squeeze in Odeon and Agora when you unlock them. Chopping all those forests in Asia Minor will certainly speed things up.

Byzantion: Pagan Temple -> Harbor -> spam units, only possibly interrupted by Odeon and Agora

All other cities you conquer just build a Pagan Temple and spam units. I like whipping a settler in Diaspolis Megale to settle Alexandria, which then builds Pagan Temple -> Harbor -> Great Lighthouse -> Great Library, not because it's optimal but because I have historical OCD, which is also the reason I build all the UHV wonders plus Zeus in their approximate historical locations.

Civics: Adopt Caste System immediately so workers aren't too slow, also Epidamnos will definitely be running a Priest from the moment you finish the Pagan Temple to help with the cultural acquisition of the seafood, Athenai possibly a Statesman between discovery of other civs and completion of some improvement, and Knossos a Priest as well. Adopt Slavery when the second Ephesos Work Boat is complete and in transit. Adopt City States around the time of Rome's spawn because in my experience nobody will trade Alphabet to you before then and there is no time to research it yourself. After Parthenon is complete it might make sense to adopt Autocracy for drafting and great general birth rate.

Conquests: Your initial units are likely only enough to capture one city, and even that is not guaranteed. You have to be opportunistic in the beginning, maybe Hyksian barbarians damaged Egyptian units enough for you to swoop in and finish them, maybe Babylon and Egypt launched a failed invasion of Jerusalem which you can snatch from them, maybe Hittite civil war allows you to capture Ankara, whatever. At the very least you should be able to steal a worker or two and pillage a bit in Egypt. The bulk of your conquest will happen as soon as Zeus comes online and allows you to churn out one unit per turn from each Epidamnos and Ephesos. Jerusalem and Ankara should fall pretty easily, then main army should head east through Babylon to Persia. Leave Sur for last, they make nice trading partners until the very end, maybe you can still get a nice tech from them before you annex them when they are completely surrounded by you. Egypt is probably relatively easy pickings too, you can likely capture it with freshly trained units that would be too slow to reach Persian front in time.

Catapults are only effective in coastal regions like Phoenicia and Egypt where you can land them from Galleys, for advancing into Persia they are too slow and Hoplite Bombardment + Archer and Hetairoi collateral damage are decent substitutes.

I always put cottage + road on Wine in Crete and Greece, but once you have City States they are probably not worth working because specialists give a better return. What else is there to say about improvements? Quarries, Mines, Farms, Pastures, roads, chop every forest you can once you have Mathematics.
 
OK, I actually installed Git. Now, do I make my BtS/mods folder tge git clone or each of the two mods? I want to use git on both DoC and DoK after all.

Edit: I get it now. It's an immediately performed function, not a property of the folder. Thanks!

Edit2: Why am I getting Error 128 when trying to git into an existing folder? Renamed my earlier mod folder, added the hyphens.

Edit3: OK, so it is a property of the folder after all. Problem was with replacing existing files, which it won't do, and I don't know how to label an existing folder a git thing, for tortoise to work. Long story short, I delete everything and newly aquire the mod via git. Confusing shizz is confusing.

Edit4: Must your mod be so big?

Edit5: Tortoise is working! :) And Leo, must your mod be so big, too?
 
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You are downloading the entire incremental history of the mod after all, that's a bit of data.
 
The thing is, I had done so before and should have liked to simply update my folder. So the next brain level of git is this: how to declare a mod folder a git folder that tortoise knows to pull into. Not that I would need this, having now established two gitty mod folders of Doc and DoK, or as they are better known, the Leoverse and the Nudelverse.
 
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