Modmods Requests Thread

Ok I think in finished tweaking it. However is this still possible for the pig?

* +1 Unhappiness with Judaism Religion
* +1 Unhappiness with Islam Religion

Yes, it is.

Also what about +XP for Camel Archer or Elephant Units. I know they are considered Mounted Units so is it possible to give XP to specific units like that?

Not without some SDK changes. I could do that, or maybe I could just make those units get built 10% faster. There is a unit production modifier, where I can make the Camel Archer and Elephant units be built faster...

Your choice. I don't think that SDK change would be very hard.
 
Not without some SDK changes. I could do that, or maybe I could just make those units get built 10% faster. There is a unit production modifier, where I can make the Camel Archer and Elephant units be built faster...

Your choice. I don't think that SDK change would be very hard.

Hmmm. How about you chnage all the parts to 10% faster rather than 1XP. That goes for the production of horses and dogs too.

Edit: Ok i fixed the list to have +10% :hammers: for Camel Archer, Horse, Elephant and Dog Units.
 
Hmmm. How about you chnage all the parts to 10% faster rather than 1XP. That goes for the production of horses and dogs too.

Edit: Ok i fixed the list to have +10% :hammers: for Camel Archer, Horse, Elephant and Dog Units.

Will do. I have free time today (*cough* I need sleep) so I will move forward on these. There are quite a few buildings here though, so it may take me a few days.
 
Also, I while back I made a new modifier for civics that affected cities growth rate. I could easily clone that over to buildings too, so you could have buildings that affect cities growth. In the real world, some cities (Tokyo) subsidized housing, and others (Phoenix) encouraged the growth of Suburbs.

So, you could have:

Suburbs:
+30% Maintenance
+15 City Growth Rate

Subsidized Apartments:
+20% Maintenance
+1:yuck:
+15 City Growth Rate

Also, not every nation can afford to do this. In India, the population boomed with the growth of Shanty Towns.

Shanty Town:
+2:yuck:
+10% City Growth Rate

Also, if you have other ideas about the growth rate of cities, tell me. The function can work backwards too, so buildings can slow down city growth.

If you're curious the function doesn't alter the cities food output, but changes the base amount of food a city needs to grow.

Ok so now I am trying to redo the ideas of the power and water packs.

Water Pack

One major change is the "City Growth Rate" you mentioned before. Thus you need to change existing buildings for them to take effect.

* = New Building
Red = City Growth Rate

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 :health: with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • +10% City Growth Rate

-------

*Cistern
Cost: 105
Food: +1
Health: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Reservoir
    +5% City Growth Rate

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead
    +10% City Growth Rate

-------

Artesian Well
Cost: 110
Food: +1
Health: +1

Requires: Invention

Obsolete: Civil Engineering

Special Abilities
  • +15% :food: with Rice
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
    +5% City Growth Rate

-------

*Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +5% City Growth Rate

-------

*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Wind Water Pump
    +5% City Growth Rate

-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Water Pumping Station
    +10% City Growth Rate

-------

*Reservoir
Cost: 450
Food: +2
Health: +2

Requires: Steam Power

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +10% City Growth Rate

-------

*Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +15% City Growth Rate

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 :health: with Public Works
    +10% City Growth Rate

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 :health: with Public Works
  • Produces Salt Resource.
    +15% City Growth Rate

-------

I think i will post the "Power Pack" another time ...
 
@Afforess
How are things going with the "Domestic Animal Pack" today?

Good. I've got the first 9 or so buildings done today, so I'm making good progress.

Ok so now I am trying to redo the ideas of the power and water packs.

Water Pack

One major change is the "City Growth Rate" you mentioned before. Thus you need to change existing buildings for them to take effect.

* = New Building
Red = City Growth Rate

Aqueduct
Cost: 100
Health: +2

Requires: Canal System

Obsolete: -

Special Abilities
  • 5% Maintenance
  • +1 :health: with Public Works.
  • Required to build Bath House.
  • Double production for Expansive Leaders.
  • Available for free on Renaissance and later starts.
  • Unique Building: Hammam, Baray
  • +10% City Growth Rate

-------

*Cistern
Cost: 105
Food: +1
Health: +1

Requires: Sanitation

Obsolete: Steam Power

Special Abilities
  • 5% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Reservoir
    +5% City Growth Rate

-------

Sewer System
Cost: 495
Health: +2

Requires: Sanitation

Obsolete: -

Special Abilities
  • 10% Maintenance
  • -20% Defense against Espionage
  • Required to Build Water Treatment Plant
  • Available for free on Modern or later starts
  • Builds 20% Faster with Lead
    +10% City Growth Rate

-------

Artesian Well
Cost: 110
Food: +1
Health: +1

Requires: Invention

Obsolete: Civil Engineering

Special Abilities
  • +15% :food: with Rice
  • Double production speed for Agricultural leaders.
  • Upgraded by Cannery
    +5% City Growth Rate

-------

*Water Tower
Cost: 150
Food: +1
Health: +1

Requires: Physics

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +5% City Growth Rate

-------

*Hand Water Pump
Cost: 250
Food: +1
Health: +1

Requires: Scientific Method, Water Tower

Obsolete: Replaceable Parts

Special Abilities
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Wind Water Pump
    +5% City Growth Rate

-------

*Wind Water Pump
Cost: 350
Food: +2
Health: +2

Requires: Replaceable Parts, Water Tower

Obsolete: Screw Propeller

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
  • Upgraded by Water Pumping Station
    +10% City Growth Rate

-------

*Reservoir
Cost: 450
Food: +2
Health: +2

Requires: Steam Power

Obsolete: -

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +10% City Growth Rate

-------

*Water Pumping Station
Cost: 550
Food: +3
Health: +3

Requires: Screw Propeller, Water Tower

Obsolete:

Special Abilities
  • 10% Maintenance
  • +1 :health: with Public Works
  • Double production speed for Agricultural leaders.
    +15% City Growth Rate

-------

Water Treatment Plant
Cost: 585
Health: +2

Requires: Modern Sanitation, Sewer System

Obsolete: -

Special Abilities
  • +10% Maintenance
  • +1 :health: with Public Works
    +10% City Growth Rate

-------

*Desalination Plant
Cost: 600
Health: +3

Required: Industrialism, Coastal City

Obsolete: -

Special Abilities
  • +15% Maintenance
  • +1 :health: with Public Works
  • Produces Salt Resource.
    +15% City Growth Rate

-------

I think i will post the "Power Pack" another time ...

It looks okay, but one thing to keep in mind. While your modifiers say + X% City Growth Rate, literally, they are subtracting food from the growth threshold. Subtract too much, and you will end up with 1 food to grow. :lol:

That would only happen if all of these managed to add up to 100% City Growth Rate, and a player had them all built. Really, the name of the modifier is a misnomer. It should be something like Percent of Food Threshold Change or something like that, but that isn't as catchy as City Growth Rate.

However, adding some buildings that counter this, by slowing city growth may be good too.

After all slower city growth is not always a bad thing. I even programmed the AI to value slower growth if their cities are unhappy, so they think it's good if the cities really unhappy.
 
Good. I've got the first 9 or so buildings done today, so I'm making good progress.

It looks okay, but one thing to keep in mind. While your modifiers say + X% City Growth Rate, literally, they are subtracting food from the growth threshold. Subtract too much, and you will end up with 1 food to grow. :lol:

That would only happen if all of these managed to add up to 100% City Growth Rate, and a player had them all built. Really, the name of the modifier is a misnomer. It should be something like Percent of Food Threshold Change or something like that, but that isn't as catchy as City Growth Rate.

However, adding some buildings that counter this, by slowing city growth may be good too.

After all slower city growth is not always a bad thing. I even programmed the AI to value slower growth if their cities are unhappy, so they think it's good if the cities really unhappy.

Ahhh! :eek: I did not mean to do that. I wanted to speed up city growth not reduce it! *smacks head* Well what if i put like -5% City Growth? Would that make it grow faster?
 
Ahhh! :eek: I did not mean to do that. I wanted to speed up city growth not reduce it! *smacks head* Well what if i put like -5% City Growth? Would that make it grow faster?

No, you had it right. It reduced the base food needed to grow.

Not that it matters, it's just semantics, and I understand. +15% City Growth Rate is just as correct as -15% Food for City Growth


What I am trying to warn you of is that it isn't a percent increase or decrease. It's a percent of the base. Not a percent of a percent.

If you add all of the modifiers to have a net effect of -100% Food for city Growth, it's only going to take 1 :food: for the city to grow.
 
No, you had it right. It reduced the base food needed to grow.

Oh I get it now. Well lets see. You would get at most by the end of the game ...

Aqueduct = 10%
Sewer System = 10%
Water Tower = 5%
Reservoir = 10%
Water Pumping Station = 15%
Water Treatment Plant = 10%
Desalination Plant = 15%

Total = 75%

However in mid game you could have ...

Aqueduct = 10%
Cistern = 5%
Sewer System = 10%
Water Tower = 5%
Hand Water Pump = 5%

Total = 35%

OR

Aqueduct = 10%
Cistern = 5%
Sewer System = 10%
Water Tower = 5%
Wind Water Pump = 10%

Total = 40%

Note many of these obsolete before the % gets too high. But if you think the % is too much we could always reduce to to maybe 5% = 2%, 10% = 4% and 15% = 6%
 
Oh I get it now. Well lets see. You would get at most by the end of the game ...

Aqueduct = 10%
Sewer System = 10%
Water Tower = 5%
Reservoir = 10%
Water Pumping Station = 15%
Water Treatment Plant = 10%
Desalination Plant = 15%

Total = 75%

Note many of these obsolete before the % gets too high. But if you think the % is too much we could always reduce to to maybe 5% = 2%, 10% = 4% and 15% = 6%

Hmm. I still think it might be easier to just add some buildings that counter some of it. Maybe having a Garrison or Barracks could slow growth some? The Slave Market should for sure. I'm sure would could come up with some good counters. Plus, as I said earlier, faster growth is not always good. What happens when your cities all grow so fast that they become unhappy? There's something to be said for slow and steady growth.
 
Hmm. I still think it might be easier to just add some buildings that counter some of it. Maybe having a Garrison or Barracks could slow growth some? The Slave Market should for sure. I'm sure would could come up with some good counters.

I am not sure what buildings should counter growth but i will try to think of some.

Plus, as I said earlier, faster growth is not always good. What happens when your cities all grow so fast that they become unhappy? There's something to be said for slow and steady growth.

That's exactly what happens in real life too. If anything it would make it much more realistic. I like the idea of my city growing too fast and then becoming unhappy. At the moment I only build happiness buildings now and then but hardly need to build them. it seems this would give a reason to build more happiness buildings. And its not like we don't have enough of them in all these modmods.

EDIT: Also you would not have to build them. You could plan it out so you boost your growth when you have enough happiness buildings to support it.
 
That's exactly what happens in real life too. If anything it would make it much more realistic. I like the idea of my city growing too fast and then becoming unhappy. At the moment I only build happiness buildings now and then but hardly need to build them. it seems this would give a reason to build more happiness buildings. And its not like we don't have enough of them in all these modmods.

As you say, it will undoubtedly lead to some changes in a players decision making process. At least the AI won't fall for it though. If their cities get unhappy, they won't touch those buildings with a 100 foot pole. In fact, if the AI's cities get even, and have no extra happy, they won't touch them either.

EDIT: Also you would not have to build them. You could plan it out so you boost your growth when you have enough happiness buildings to support it.

True, but who am I to stand in the way of progress?
 
So i am confused do you like the idea or no?

I just thought it would give a new depth to the game where you could effect the rate of growth through water related buildings. Since really water is what determines how much a city can grow. Look at say Las Vegas where importing water artificially changed how much things could grow in a region. It caused a boom in population and in turn also created many "happiness buildings" to compensate for the large growth in population due to how much water was imported.
 
So i am confused do you like the idea or no?

I just thought it would give a new depth to the game where you could effect the rate of growth through water related buildings. Since really water is what determines how much a city can grow. Look at say Las Vegas where importing water artificially changed how much things could grow in a region. It caused a boom in population and in turn also created many "happiness buildings" to compensate for the large growth in population due to how much water was imported.

Let's say I'm Curious as to what will be the in-game ramifications. Oh, I'll make it, don't doubt that. I just want to see what happens.
 
I tend to stop growth if a unhappiness is one below happiness for safety's sake. So yeah careful with growth until you put in more happiness buildings or stretch the growth rate over what Zappara already set it to.
 
Ok I think in finished tweaking it. However is this still possible for the pig?

+1 unhappiness for Islam
+1 unhappiness for Judaism

Why not remove pig altogether for those religions and rather give extra bonuses from other resources?

I had some ideas once in my time where each religion had 1 or 2 unique resources, for example wine and incense or wheat for the christian religion (happiness and health x2), and cows give 2 or 3 happiness instead of health for the hindu religions, for example.

Also, it would be cool to add relics to the game (spawned with a great prophet when you have a state religion). Relics are a unit that can only defend, and can be attached to a unit like a great general. When in a city, it gives a small bonus in gold and culture, and when attached to a unit it gives the unit (or units in a stack) a moral bonus such as +10 to attack, +10% strength, or something... And in addition it can be added to a city like a gp specialist, in which it gives a bonus to commerce or gold and culture, and a significant bonus if added to that religion's holy city. Just a thought.

And considering the city growth issue, why not make some of the buildings that give unhealthiness also reduce growth for a time being? Such as factories, forge, etc? I also have an idea that could reduce growth somewhat, and that is the unhappiness factor -regardless of the level of happiness, unhappy faces reduce city growth somewhat, until they can be removed by happiness-bonus-buildings (that also remove some of the growth penalty).
 
@Afforess
How are things going with the "Domestic Animal Pack" today?

------

Ok a new idea I had ...

Embassy(Building)

Basiclly you would have an embassy building for each civilization. However in order to build one you need a few requirements ...

Contact with an Empire = Can Build and Embassy [National Wonder] for that Empire, which gives a boost to relations with them.

Open Borders with an Empire = Extra boost to trade in the city in which the building is present in.

Defense Pact with an Empire = A boost to Espionage Defense vs that Empire with the city that the embassy is in.

Vassal with an Empire = Can Produce their Unique Units (as long as you have the right technology and resources to do so) with the city that the embassy is in. .

Permanent Alliance = Can Produce both their Unique Units and Unique Buildings (as long as you have the right technology and resources to do so) with the city that the embassy is in.

----

So can such an idea be done or is it too hard to do?
 
I think we need a bit of python like the upgrade buildings python for units so that we can make the warlords go obsolete. Just an idea.
 
@Afforess
How are things going with the "Domestic Animal Pack" today?


No Progress yesterday, I was too busy with RL things.

Ok a new idea I had ...

Embassy(Building)

Basiclly you would have an embassy building for each civilization. However in order to build one you need a few requirements ...

Contact with an Empire = Can Build and Embassy [National Wonder] for that Empire, which gives a boost to relations with them.

Open Borders with an Empire = Extra boost to trade in the city in which the building is present in.

Defense Pact with an Empire = A boost to Espionage Defense vs that Empire with the city that the embassy is in.

Vassal with an Empire = Can Produce their Unique Units (as long as you have the right technology and resources to do so) with the city that the embassy is in. .

Permanent Alliance = Can Produce both their Unique Units and Unique Buildings (as long as you have the right technology and resources to do so) with the city that the embassy is in.

----

So can such an idea be done or is it too hard to do?

Actually, I was going to steal all the diplomacy changes from Dom Pedro's Test of Time and make it a modmod. Go check out all the cool stuff he did.


It's a veritable gold mine. However, it's too many changes to try to merge all at once. We'd be better off taking the best ideas, one at a time. Otherwise, I'd be overwhelmed.
 
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