MrAzure's To Do List

I posted this in svn, i'll post it here instead -
6572

FOOD_CONSUMPTION_PER_POPULATION back to 3 from 4.
Prehistoric iTechCostModifier from 75 to 50.

Is there a way to make it so that the food consumption goes up to 4 after a certain tech or perhaps after a certain city size? (like 30 or something)

This way its not so much of a big change early game but the change can still be implemented (which helps balance). Perhaps even something as simple as extra waste due to the size of population, this I think is in place to an extent, you could just increase this after a certain city size, like -10 :food: @size 30, -15 :food: size 40, -20 :food: size 50 etc.

Also are you sure these vaules - ie.<iTrainPercent>120</iTrainPercent> for prehistoric in the civ4erasinfos.xml [just as an example]
doesn't mean that when selecting Prehistoric start you have this value then, and for the rest of the game? If you were to select renaissance start it'd be 130 for rest of the game.

I know in Rise of Mankind a new dawn, some of the values in CIV4EraInfos.xml work like this. I can't remember which ones. We had lots of problems due to this confusion.
 
Only if there is silk near the desert too...

Sometimes they do.

Just because it has been done this way for other buildings doen't mean you can't make it different with this one...

True. But I would like to have some constancy so the player knows how things work. Changing the rules on them can lead to "but you did it this way for those but not for those."
 
Environment (Frigid Winters)
+2 :mad: + 5 :yuck: -5 :disease
+1 :health: -1 Disease with Charcoal
+1 :health: -1 Disease with Clothing
+1 :health: -1 Disease with Shoes
+1 :health: -1 Disease with Hats
+1 :health: -1 Disease with Pelts
+1 :) with Sea Lion and Seal
+1 :) with Walrus
+1 :) with Whale
Autobuilt with Nomadic Lifestyle
Requires Civic Survival
Requires Tundra or Permafrost or Ice in City Vicinity
Cannot be Built in the Same City as Environment (Summer Heatwaves), Environment (Extreme Humility),
Environment (Frequent Tsunami), or Environment (Harsh Thunderstorms)

Obsolete with Masonry

Environment (Summer Heatwaves)
+ 2 :mad: + 5 :yuck: -5 :disease
+1 :health: -1 Disease with Baskets
+1 :health: -1 Disease with Clothing
+1 :health: -1 Disease with Shoes
+1 :health: -1 Disease with Hats
+1 :health: -1 Disease with Wood
+1 :) with Camel
+1 :) with Kangaroo
+1 :) with Horse
Autobuilt with Nomadic Lifestyle
Requires Civic Survival
Requires Salt Flats or Desert or Dunes in City Vicinity
Cannot be Built in the Same City as Environment (Frigid Winters), Environment (Extreme Humility),
Environment (Frequent Tsunami), or Environment (Harsh Thunderstorms)

Obsolete with Masonry

Environment (Extreme Humility)
+2 :mad: + 5 :yuck: -5 :disease
+1 :health: -1 Disease with Hide
+1 :health: -1 Disease with Clothing
+1 :health: -1 Disease with Shoes
+1 :health: -1 Disease with Leather
+1 :health: -1 Disease with Common Clay
+1 :) with Llamas
+1 :) with Parrot
+1 :) with Elephant
Autobuilt with Nomadic Lifestyle
Requires Civic Survival
Requires Jungle or Mangrove or Peat Bog in City Vicinity
Cannot be Built in the Same City as Environment (Summer Heatwaves), Environment (Frigid Winters),
Environment (Frequent Tsunami), or Environment (Harsh Thunderstorms)

Obsolete with Masonry
 
Environment (Frequent Tsunami)
+2 :mad: + 5 :yuck: -5 :disease
+1 :health: -1 Disease with Sand
+1 :health: -1 Disease with Clothing
+1 :health: -1 Disease with Shoes
+1 :health: -1 Disease with Bone
+1 :health: -1 Disease with Stone Tools
+1 :) with Pearls
+1 :) with Shrimp
+1 :) with Coconut
Autobuilt with Nomadic Lifestyle
Requires Civic Survival
Requires Coast
Cannot be Built in the Same City as Environment (Summer Heatwaves),
Environment (Extreme Humility), Environment (Frequent Tsunami), or Environment (Harsh Thunderstorms)

Obsolete with Masonry


Environment (Harsh Thunderstorms)
+2 :mad: + 5 :yuck: -5 :disease
+1 :health: -1 Disease with Flint
+1 :health: -1 Disease with Clothing
+1 :health: -1 Disease with Shoes
+1 :health: -1 Disease with Furs
+1 :health: -1 Disease with Rope
+1 :) with Deer
+1 :) with Beavers
+1 :) with Rabbits
Autobuilt with Nomadic Lifestyle
Requires Civic Survival
Requires Forest or Bamboo
Cannot be Built in the Same City as Environment (Summer Heatwaves),
Environment (Extreme Humility), Environment (Frequent Tsunami), or Environment (Frigid Winters)

Obsolete with Masonry
 
The word you want is 'humidity'...

My reading of that is that if you build a city on the coast and Tech Nomadic Lifestyle, you will get Frequent Tsunamis. When you get out of Survival civic, they will go away.

Can you clarify that for me...?
 
Altar of Aramon
+ 15% :science: -2 :food: + 2 :yuck: + 2 :mad:
+5% Enemy War Wariness
+2 Revolution Modifer
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Cannot be Built in the Same City as Altar of Veruna, Altar of Taros, Altar of Zhon
Requires Obselisk or Blood Dance
Requires World View Human Sacrifice active
Requires Ritualism
Obsolete with Theology
Requires Population of 3

Altar of Veruna
+ 15% :culture: -2 :food: + 2 :yuck: + 2 :mad:
+5% Enemy War Wariness
+2 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Cannot be Built in the Same City as Altar of Aramon, Altar of Taros, Altar of Zhon
Requires Obselisk or Blood Dance
Requires World View Human Sacrifice active
Requires Ritualism
Obsolete with Theology
Requires Population of 3

Altar of Taros
+ 15% :espionage: -2 :food: +2 :yuck: +2 :mad:
+5% Enemy War Wariness
+2 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Cannot be Built in the Same City as Altar of Veruna, Altar of Aramon, Altar of Zhon
Requires Obselisk or Blood Dance
Requires World View Human Sacrifice active
Requires Ritualism
Obsolete with Theology
Requires Population of 3

Altar of Zhon
+ 15% :gold: -1:food: + 2 :yuck: + 2 :mad:
+5% Enemy War Wariness
+2 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Cannot be Built in the Same City as Altar of Veruna, Altar of Taros, Altar of Aramon
Requires World View Human Sacrifice active
Requires Obselisk or Blood Dance
Requires Ritualism
Requires Population of 3
Obsolete with Theology
 
Cult of Aramon
+ 30% :science: -4:food: + 4 :yuck: + 4 :mad:
+10% Enemy War Wariness
+5 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Sacrificial Altar
Replaces Altar of Aramon
Requires Civic Divine Cult or Prophets
Requires Sacrifice Cult
Obsolete with Fundamentalism
Requires Population of 6

Cult of Veruna
+ 30% :culture: -4:food: + 4 :yuck: + 4 :mad:
+10% Enemy War Wariness
+5 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Sacrificial Altar
Replaces Altar of Veruna
Requires Civic Divine Cult or Prophets
Requires Sacrifice Cult
Obsolete with Fundamentalism
Requires Population of 6

Cult of Taros
+ 30% :espionage: -4:food: + 4 :yuck: + 4 :mad:
+10% Enemy War Wariness
+5 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Sacrificial Altar
Replaces Altar of Taros
Requires Civic Divine Cult or Prophets
Requires Sacrifice Cult
Obsolete with Fundamentalism
Requires Population of 6

Cult of Zhon
+ 30% :gold: -4:food: + 4 :yuck: + 4 :mad:
+10% Enemy War Wariness
+5 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Sacrificial Altar
Replaces Altar of Zhon
Requires Civic Divine Cult or Prophets
Requires Sacrifice Cult
Obsolete with Fundamentalism
Requires Population of 6
 
Society of Aramon
+ 45% :science: -8:food: + 6 :yuck: + 6 :mad:
+20% Enemy War Wariness
+7 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Assassin's Den or Bandit's Hideout or Catacombs
Replaces Cult of Aramon
Requires Civic Divine Cult or Religious Training or Guilds
Requires Theology
Obsolete with Compulsory Education
Requires Population of 9

Society of Veruna
+ 45% :culture: -8:food: + 6 :yuck: + 6 :mad:
+20% Enemy War Wariness
+7 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Assassin's Den or Bandit's Hideout or Catacombs
Replaces Cult of Veruna
Requires Civic Divine Cult or Religious Training or Guilds
Requires Theology
Obsolete with Compulsory Education
Requires Population of 9

Society of Taros
+ 45% :espionage: -8:food: + 6 :yuck: + 6 :mad:
+20% Enemy War Wariness
+7 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Assassin's Den or Bandit's Hideout or Catacombs
Replaces Cult of Taros
Requires Civic Divine Cult or Religious Training or Guilds
Requires Theology
Obsolete with Compulsory Education
Requires Population of 9

Society of Zhon
+ 45% :gold: -8:food: + 6 :yuck: + 6 :mad:
+20% Enemy War Wariness
+7 Revolution Modifier
Requires Tobacco or Incense or Kava or Peyote or Hemp or Indigo or Incense or Coca or Henna
Requires Assassin's Den or Bandit's Hideout or Catacombs
Replaces Cult of Zhon
Requires Civic Divine Cult or Religious Training or Guilds
Requires Theology
Obsolete with Compulsory Education
Requires Population of 9
 
The word you want is 'humidity'...

My reading of that is that if you build a city on the coast and Tech Nomadic Lifestyle, you will get Frequent Tsunamis. When you get out of Survival civic, they will go away.

Can you clarify that for me...?

I am trying to simulate the Ice Age and catastrophic weather that was caused by the Toba Volcano Supereruption.

https://en.wikipedia.org/wiki/Toba_catastrophe_theory
 
@MrAzure

Since they are auto-buildings how will the city determine which building it builds? Such as Desert and Tundra within the city vicinity. Will it build a Frigid Winters or Summer Heatwaves?

Aramon, Veruna, Taros, Zhon

Someone has been playing too much Total Annihilation: Kingdoms.

Personally I never liked that game. I played the first Total Annihilation at a friends house and loved it. Then got TA: Kingdoms and regretted getting it.

Also I am not sure if we should be having non-historical religion stuff. Especially when there are so many real religions not in the game.
 
The idea of having early game mechanisms that reduce city growth is nice! But why does it start on normadic lifestyle and not before? Also, Masonry helps to reduce these effects a bit (some more then others) but it still looks a bit weird...
 
The idea of having early game mechanisms that reduce city growth is nice! But why does it start on normadic lifestyle and not before? Also, Masonry helps to reduce these effects a bit (some more then others) but it still looks a bit weird...

I am going to play devils advocate for a sec on stuff that people said to me with the Homeless building. Basically anytime you see Homeless substitute the word "Environment"

By the way -- why does Housing (Homeless) have +8 unhealth? You're going to get stuck with it at the beginning of the game, and there are enough penalties to early city growth as it is.

I haven't started a new game since these changes were made, but if you autobuild something with an 8 health penalty then the game is unplayable IMO. At a diety start you already have typically about net 3 or 4 unhealthy at the start of the game, which makes food building irrelevant until you can stack several up (usually at herbalism), but add this much extra and you can forget about building anything food yielding for some time as it is just pointless.

Moved here from bugs thread:

Is this supposed to happen this way, just on 1 turn?? I already have :mad: and :yuck: from starvation:food:?? Was this intended this way??

EDIT: By turn 25 at least the :mad: is gone but still at starvation level red.

EDIT: Now after 90 turn finally both :mad: and :yuck: are gone, YEAH!!

This just may be the Final straw that breaks the camels back. :(

Any part of the Mod that adds +1 anything and at the same time adds +1 of it's counter is wasted effort, wasted computation time and wasted display space. The mod is full of this pointless decimal place swapping.

This is just another example of the Berry Bush/Mushroom builds. Something that is useless when you need it but will eventually (and well after it's usefulness is gone) after 3 or 4 steps will get you a very insignificant +1 benefit. I still don't build either of these 2 anymore they are pointless except in extreme cases.

And what is the AI going to do with it besides choke itself to death? Especially now that Housing is "mandatory".

Finally "homelessness" had a very different meaning in Ancient times than it does today. This homeless distraction should not even be in the Pre Era, it does not fit.

JosEPh :/

In short housing use to have much harsher :yuck: and :mad: but it was change because people could not even advance with them so low. Its the same reason why Pests don't appear until your city reaches a certain city size.
 
@MrAzure

Some of these counter stats with :) and :health: don't seem right. Like why would Deer make you happy in a Harsh Thunderstorms? Also these seem more like events than buildings.

EDIT: How about you hold off the Environment and Alters/Cult/Scieties for now. I think we could represent them better other ways.

Plus whats the status of the Tourism stuff? That should be done before you take up yet another set of buildings.
 
Joseph
I will have to double check on that. you might be absoletely right about what you said about CIVEranfos.



The idea of having early game mechanisms that reduce city growth is nice! But why does it start on normadic lifestyle and not before? Also, Masonry helps to reduce these effects a bit (some more then others) but it still looks a bit weird...

Yeah it was a rough sketch. I Think with rough sketches I should shelf them and when its finalized upload them here.

Anyways, I have a question for you. How long do you have till you have to leave for your thesis? I just wanted to say some things I forgot to say, and don't want to forget.

The reason I am asking is that I'm going to be gone for a few days or a week or three soon and going to work on Transhuman after you are gone, probably parts as minimods since I am going to add "beliefs" and new cultures.. Once Thunderbrds Combat Mod is operational, I will have a proposed blueprint on Units. I wish we had Multi-Maps, hopefulyl we have them next year, I have quite a bit for Galactic.

I don't know if you are aware but I am learning Python so pretty soon I will be able to add Platyping's stuff as minimods or to C2C. His stuff opens up a the horizon to more design options. I haven't forgotten about Properties and how we can manipulate almost all game elements with each other, so I will probably have some interesting combinations like Bonuses that raise or lower disease.

Also, about the Expanded Tech Tree, I am going to take my time with that. I noticed some things in the game that need to be tweaked like the Academy so I am tweaking my personal game and keeping a list that I will post here later. I noticed that Buildings were added in waves, and some like the Stone Throwing need to be tweaked. We should add Tree Hangings btw.

Of interesting note, what other games do you play? Have you tried any Matrix or Paradox games? I am getting addicited to Sins of a Solar Empire and Runescape again, you were right the combat of Runescape is not as bad as I thought.

Also did you had stuff you wanted added but forgot to tell me?? Send me a PM!
 
Tourism needs more planning before we add it. We haven't established a formula yet. It's for version 35.
 
I will leave at Dec 17 this year and go on vacation until Jan 10. Then I start my thesis and I don't know how much time I have for C2C (I will hang around in the forum at least).

Nice to hear that you have great plans! I hope you won't get upset when Hydro denies too many of your ideas. You can always put them in your modmod for those who want them and if they turn out to be really good, they might find their way in the mainmod :)

Also very cool that you learn python! One thing I still want to be added is the Cultural Heritage Project and also a set of buildings "Free ________" that require a few new tags (like: CostPerPop). For example: Free Education: (National Wonder) +20% :science: in every city, -20 :gold: per population (total in your empire). This should favour smaller nations. I have a list with more buildings.

What do you mean with Matrix and Paradox games? I play Runescape, Age of Empires 2, Command and Conquer: Generals and DotA (like League of Legends).
 
Joseph
I will have to double check on that. you might be absoletely right about what you said about CIVEranfos.

Do you mean what I said?

Also are you sure these vaules - ie.<iTrainPercent>120</iTrainPercent> for prehistoric in the civ4erasinfos.xml [just as an example]
doesn't mean that when selecting Prehistoric start you have this value then, and for the rest of the game? If you were to select renaissance start it'd be 130 for rest of the game.

I know in Rise of Mankind a new dawn, some of the values in CIV4EraInfos.xml work like this. I can't remember which ones. We had lots of problems due to this confusion.

---

Is this the case? I thought maybe c2c had a workaround or changed the DLL or something and that was how you were able to do this. Kinda worrisome that your making these big balance changes but aren't aware of this.
 
A few other cases besides itrainpercent which to my knowledge is retained at the starting eras' value. So if you start in prehistoric, that prehistoric value is locked for the entire game. The other era values in the file are simply for when you start in those eras via 'advanced start' option.


Prehistoric
<iResearchPercent>75</iResearchPercent>
Ancient
<iResearchPercent>125</iResearchPercent>

So if you start in prehistoric, its 75 for the rest of the game - research you alter via the itechcostmodifier, not the iresearchpercent.

(((m_iResearchCost * (100 + iGlobalMod)) / 100) * ( 100 + iEraMod)) / 100;
Where where EraMod is tied to iTechCostModifier.


Actually from memory, <iGrowthPercent> is one of the only values where the game actually adjusts to the said value according to which era you are currently in.
iTechCostModifier - is another (which was programmed into the game by afforeness, aiAndy or Koshling I think, can't remember who).

Anyway, hope this helps, as I said i'm no expert, this is just my understanding.
 
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