Modular RoM Civics Buildings

That happens when you don't put the folder in the right place.
 
these build shouldn't be able to be obsolete. Lets say you have a church ran health care. In later game the monasteries are gone and there is nothing to give health for example.
 
these build shouldn't be able to be obsolete. Lets say you have a church ran health care. In later game the monasteries are gone and there is nothing to give health for example.

That's an issue you have to bring up with Zappara, since he added Church Welfare and kept the Obsolete trigger for Monasteries. That obsolescence does not bother me as much as others, and I changed the BuildingInfos file to deal with it. I think the main reason I kept it as is, is because of the Science bonus Monasteries give, which makes little sense late game, even if you are running a theocratic style government.

What I did is add the Foundling Hospital to Church Welfare, it becomes obsolete with Medicine to represent the rise of modern adoptions, rather than church run orphanages raising unwanted children.

If you want to know why other buildings I added become obsolete, or are delayed for that matter, feel free to reply. I am trying to balancing history with game play after all.
 
Looks very interesting! A definite significant addition to the civic system of Civ4, which has always been one of the more fun parts of the game for me :) Keep modding!

And balancing gameplay with realism is always a challenge for any modder ;)
 
-Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?
 
sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?

The building gives less war weariness, good for aggressive players, and gives all new units the fanatic promotion, a very handy one.
 
Can you please make your civicsinfo.xml file modular? Making XML files non-modular causes tons of errors when you try to combine your mod with others, like mine.
 
sorry, I think I'm missing the part where this building is useful,
if the answer is no, why is it wasting space?

The building gives less war weariness, good for aggressive players, and gives all new units the fanatic promotion, a very handy one.

That was what I am going for. When I was designing this one, I was not planning for it to be built in every city, or even in the main military city. In fact, I thought this would be a good building for a city designed to produce Guerrillas, Fanatic Guerrillas can devastate the AI, especially an AI player which is still in the age of Riflemen. And of course when the aggressive strategy is ended, there is the Abandon Building option (Ctrl+A).

Can you please make your civicsinfo.xml file modular? Making XML files non-modular causes tons of errors when you try to combine your mod with others, like mine.

I think I could work that out (as soon as I finish the current game I am playing, which should not be much longer), the Civicsinfo file is only needed for bonuses depending on current civic and the TXT_CIVIC_HELP line for pedia entries.
 
I think I could work that out (as soon as I finish the current game I am playing, which should not be much longer), the Civicsinfo file is only needed for bonuses depending on current civic and the TXT_CIVIC_HELP line for pedia entries.

Excellente.. That would explain all the error messages I was getting :(

When I try to load RoM after installing the mod it gives me:
Tag:BUILDINGCLASS_POLIS_COUNCIL in Info class was incorrect
Current XML file is:Xml\Gameinfo/Civ4civicinfos.xml

And then another 2 dozen or so error messages immediately after, as it tries to load all the new buildings...
 
Plans for version 1.1, which will be released after the official 2.8 release.

"Primitive civics buildings"
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Tribal (Warrior's Hut: Req: None. +1 EXP: Archery, Melee, Mounted Units. Obsolete: Military Training)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)

Status: Finished.

"Civics units"
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Fascist or Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare)
-Communist or Marxist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Tech: Military Robotics)
NOTE: Imperial Guard and Guerrillas are in separate folders.
EDIT: Bandit increases in cost per additional unit; I forgot about that function during conceptual creation, Minor changes with Guerrillas

Status: Main units-Done, Guerrillas-Done, Imperial Guard-Done.

"No more need to overwrite XML files"
Hopefully that will reduce errors. This will also result a reduction in in-game info about the buildings, however, all the buildings will still say which civic they require. I also plan to produce a couple of "bonus" files (if necessary) in hopes of increasing compatibility with other modmods.

Status: Waiting for 2.8 official release.
 
Lookin' good! Not sure I like the number of Hidden Nationality UU's, but I'll just have to give it a shot :)
 
Lookin' good! Not sure I like the number of Hidden Nationality UU's, but I'll just have to give it a shot :)

I could try to package the Modern Age guerrillas (and other civics units other than the Technical and Bandits since they are part of the design of the building and M.P. Robot since Post-Scarcity civs would rather produce robots than clones and other genetic-based soldiers) as a separate files. Such a plan would have SWAT and the Guerrillas in a pack and the Imperial Guard as a pack. At this point in the project, it is should not be too difficult to repackage things, although I already know that people are going to have issues with installation.

If the bandits are the issue, the +5 maintenance should prevent having to deal with a massive number of bandits at a time (I might increase it +10 before I release 1.1). However, I think they help represent the historical issues civilizations had with bandits and private armies.

I can understand that the guerrillas are not for everybody, dealing with a Privateer every other turn can be annoying and make hidden nationality units less fun. I can also understand that the Imperial Guard could be annoying for some players due to their promotion.

And yes, I understand that no one is going run Chiefdom late game just for the Fortified Encampment for the Technical. It is in there in case someone chooses to play as the Revolting civ in Revolutions or if someone plans to make a scenario involving Somalia, Iraq, Afghanistan, Sudan, etc. in the Modern Age. That is to answer any questions about it "taking up space," I know it does not seem useful at first glance.
 
Generalstaff, For compatibility reasons, can I ask that you include my civic buildings ZCivic.py in your modules too, so that if users use both our modmod's they have no problems. This Zcivics has both your Civic Buildings and mine, added at the end. I will use exactly the same file in my modmod's as well.View attachment 229205
 
Generalstaff, For compatibility reasons, can I ask that you include my civic buildings ZCivic.py in your modules too, so that if users use both our modmod's they have no problems. This Zcivics has both your Civic Buildings and mine, added at the end. I will use exactly the same file in my modmod's as well.View attachment 229205

I just downloaded it, and have added the necessary code. In fact, when I check out the Military Civics thread before this one, I was going to bring up that issue. I also will upload the final version of the zCivics python file for same reason. This zCivics covers my changes and your Military Civics Buildings.
 

Attachments

ok so is there a compatibility fix or should we wait for 2.8?
 
ok so is there a compatibility fix or should we wait for 2.8?

You mean between my modmod's and his? They should play nicely together.

With the 1.1 Release of this mod, yes, which will happen soon after 2.8 (assuming no catastrophic issues arise). The only current issue with Modular Civics Buildings 1.0 is that it does not have independent XML files which cause issues (will be corrected with 1.1).

I am looking forward to running the Military Civics with these new changes, I have not been able to run while testing (making sure this mod is not too unbalancing with Early Buildings).
 
Back
Top Bottom