Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
More Luxuries
UPDATES:
UNDER DEVELOPMENT:
You can also download the file here, at CivFanatics:
CivFanatics Download
UPDATES:
Spoiler :
v 141:
v 140:
v 130:
v 122:
v 121:
v 110:
v 103:
v 102:
v 100:
Spoiler :
- Fixed a minor bug with displaying sugar's strategic view icon.
- Adjusted regional luxury eligibility again. Now the minimum amount of water required is based off of a formula using the target number of regional luxuries to place instead of my other new method using map size alone. (In the default game, the minimum amount of water tiles required is simply "12" all the time.)
- Fixed a minor bug with marble's new impact values applied at start locations.
- Tweaked the new way regions are determined so that other types are given a little more of a chance before the region is labeled either a Plains, Grassland, or Hybrid region.
v 140:
Spoiler :
- Updated the title of the mod to better represent its features.
- Fixed an additional conflict with other mods which add new city-state luxuries.
- Updated the modified Terra map included with this mod which has been neglected the past few updates.
- Updated and improved some resource icons and terrain graphics.
- Fixed a bug within the default game which allowed marble placements to clump. Now, they're optimized to spread out much more over the map for better gameplay.
- Fixed a rare bug within the default game where resources are placed on top of the lower half of the Great Barrier Reef.
- Optimized the determination of water luxury eligibility for regional luxury assignments and also removed unnecessary regional restrictions on them enforced only during regional assignments.
- Added many more types of plot list indices for better luxury distribution and also added a fifth and sixth plot list preference for luxuries to utilize more of them.
- Luxuries are now placed on tiles with features they're not normally found on to help get them on the map. Before the map is finalized, those tiles are adjusted to the appropriate features. Though, for aesthetic reasons, terrain types are never adjusted and luxuries are still restricted by them.
- Updated all plot list preferences of luxuries so they can utilize the new adjustment function and increase their flexibility during placement methods. Also, some luxuries have appropriately become more broader, such as Ivory, which can now be found on grass and desert tiles too.
- Added a fallback method with a higher luxury/tile ratio to help regional luxuries reach their target total during placements.
- Reduced both clumping and excessive spreading of regional luxury placements.
- Enhanced determination of region types so assignments are more accurate and concentrated their luxury lists and weightings with types that are most suitable.
- Enhanced the way random luxuries are assigned by utilized a weighted system and a new function to assign a target total.
- Capital cities will always receive two copies of their regional luxury type, instead of only most times (three with Legendary Start). For improved gameplay, this gives all civs trading potential from the capital alone.
- Added index numbers to all resources within the debug printout summary of total luxuries placed.
- Fixed a bug found in the default game which would display the wrong world luxury total within the debug printout summary.
- Condensed debug printouts and focused them on things pertaining to resources.
v 130:
Spoiler :
- Updated AssignStartingPlots per the latest patch tweaks.
- Improved modularity with other mods which add more city-state luxuries. This should now work fine alongside them, just enable this mod last so the other ones don't break.
- Removed Ebony.
- New luxury: Perfume.
- New CS luxury: Glass.
- Tweaked the color of the existing icons for Dyes.
v 122:
Spoiler :
- Updated random luxury totals for each world size. Now, all match the default game totals.
The only excepttion is Huge, which receives 2 more over the default game. Huge really needed more anyway, but couldn't because of the default game's luxury total.
v 121:
Spoiler :
- Removed tin, as it wasn't very "luxurious".
- Added 4 new luxuries: amber, jade, olives, and ebony! (See post #2 for the new terrain graphics.)
- Increased the regional luxury cap from 16 to 18. Also increased the standard random luxury total on all sizes from 5 to 6. Also, now you can utilize all 28 luxuries on a Huge map of 18 civs! (18 + 1 marble + 3 city-state + 6 random = 28 total)
- Increased the hard-cap number of total resources the game utilizes from 45 to 75. Post BNW, there was only room for 5 new resource types to add without updating this number.
- Added 6 new plot list indices for luxuries to utilize during placement methods. These help to control things better, and one of them actually resolves an issue in the default system without having to add in a quinary index to the whole thing, since luxuries are limited to four plot list indices.
- Further optimized the luxury system within AssignStartingPlots.
- Reduced the file size of all icon images.
v 110:
Spoiler :
- Added a 5th luxury, Tin!
For gameplay purposes, this has a contrasting relationship with Copper, similar to Gold and Silver. Outside of any hills, on flat terrain, Tin favors plains and deserts while Copper favors grass and tundra.
Plus, this is "loosely" supported by this map of Bolivia (major tin producer) and observing the dry plains/desert looking terrain on Google Earth; that's reason enough for me!
- Fixed an issue when determining random luxury totals if a player is using "less" than the intended number of civs on a map.
- Updated the icon art for Tobacco.
v 103:
Spoiler :
- Updated the icon art for Tea.
v 102:
Spoiler :
- Added a tweaked version of the map script, Terra, so it's compatible with this mod. (It actually works much better with the higher luxury total since the maps are larger.)
v 100:
Spoiler :
I just released a new mod if anybody is interested. It adds and fully implements four more luxuries: cocoa, coffee, tea, and tobacco.
More common viewing size:
There's also an extra tobacco image of cigars, since I wasn't happy with it and decided to redo it during development (I prefer single objects and images that are more distinguishable at the smaller sizes they're viewed at more often).
Also, none of the existing luxuries looked anything like a tobacco plant, so I created my own:
These luxuries are fully implemented into AssignStartingPlots and function just like the existing ones.
I also raised the regional luxury total so games which include civ totals higher than 8, will still assign a unique regional luxury to each starting area, along with some other modifications. For those that like Huge maps, with lots of civs, up to 16 civs can be used and all will receive a unique regional luxury.
I also fixed a bunch of discrepancies with some existing luxury tile requirements between the functions and fixed a rare bug which would prevent some civs from receiving their 2nd random luxury type at their starting location.
I commented and marked all the modifications I've made in the file; just perform a case-sensitive search for "MOD" to jump to each line.
More common viewing size:
There's also an extra tobacco image of cigars, since I wasn't happy with it and decided to redo it during development (I prefer single objects and images that are more distinguishable at the smaller sizes they're viewed at more often).
Also, none of the existing luxuries looked anything like a tobacco plant, so I created my own:
These luxuries are fully implemented into AssignStartingPlots and function just like the existing ones.
I also raised the regional luxury total so games which include civ totals higher than 8, will still assign a unique regional luxury to each starting area, along with some other modifications. For those that like Huge maps, with lots of civs, up to 16 civs can be used and all will receive a unique regional luxury.
I also fixed a bunch of discrepancies with some existing luxury tile requirements between the functions and fixed a rare bug which would prevent some civs from receiving their 2nd random luxury type at their starting location.
I commented and marked all the modifications I've made in the file; just perform a case-sensitive search for "MOD" to jump to each line.
UNDER DEVELOPMENT:
Spoiler :
- Incomplete: Optimized random luxury totals to be placed, since the default game's method isn't working properly.
- Idea: slightly incorporate latitudes into luxury placements. Nothing too strict, but only to prevent things like ivory (elephants) in tundra regions where plains are available or marshland sugar in or near tundra regions, for example.
- Incomplete: Enhance random luxury distribution using new impact tables. This would spread out types throughout the map, instead of having the same type of random luxury too close together.
You can also download the file here, at CivFanatics:
CivFanatics Download