My civic Mod

Hopefully you can fix the inability to work with modular civs in the release? If there were the same number of categories, you just have to make sure that there exist civics that have the same XML name (not necessarily the same text descriptor) as the ones that are used for defaults. But with a different number of categories, I dunno... Is it possible?
 
Actually, compatibility is very easy. For either of you.

Just have a bit of xml which modifies the default civics of the modmod civ, with DependencyTypes that ensure it is only ran if both mods are active. If part of the civic mod, check for the leader or something; If part of the civ, check for a civic.

The important tags, and an explanation from Xienwolf's modmodder's guide:
  • bTypeDependency Indicates that this is a modification ONLY and if the Type doesn't already exist, not to bother loading what is listed here (keeps a Module which only changes the cost of a warrior from creating a brand new Warrior unit with no name and no stats, but a nice cost, if the main mod decides to delete/rename the warriors and you forget to remove the module)
  • AndDependencyTypes & OrDependencyTypes - Subelement is <DependencyType> and lists the <Type> of something else which exists in the XML.
    • What this actually does is it makes the module item not load at all unless the Type requirements are met (everything from the AND list exists already, and at least 1 thing from the OR list). It is not too likely that modders will find a need for these tags any time soon, so I'll plan to just point the first person who shows interest in it at the WoC forums and then let them figure it all out and explain it to other people themselves ;)
 
I was just going make it so I just add civics and not take of the other refences like I made the reference for free market. To something else instead if using free trade and make divine rule under god king and decentralize to barter and nationalist to nationhood. Which are the ones I change and the dependences are on.
 
I was wonder on the foreign advisor you can see the other civ's civics but it only show 5 I was wondering how to make it show all the civic categories.

For modular civs. I will make a XML where you can copy and paste into the civilizationinfo.XML. And the current modular civs. That are hosted I will make special ones for them.

Another Note: does anyone have ideas for building for Guardians of Nature?
 
Anyone has any other civs. That wants to be able to use this mod?

Yeah, it would be great to have Slumbering Coven and Shadow Council from Fall Under included, perhaps modified a bit to fit in with your other civics. It would also be good to have the whole thing compatible with Fall Under, if possible. This may perhaps be a bit too similar to Shadow Council, but how about Magocracy as well?

Also this is a minor issue, but I think that some of the standard civic names sound a bit funny. A few sound too historical, in my opinion, for a fantasy game. Here's some suggestions:


President: [trying to limit it only when have democracy or republic don't know how.]( +20% Great General, +3 exp. to new units, -20% war unhappiness, +30 culture in all cities, -2 unhappiness for slave market, +1 gold for unit support cost)

Sounds too modern... how about something like Ministerial Rule, or Doge Rule?

Proletariat: ( +25% cost from corps, +1 health for each city, workers build 25% faster, +1 hammer from lumber mill, +2 gold from pasture, farm and workshop)
Bourgeois: ( +20% culture, +1 gold from mines and quarries, +2 gold from plantations and wineries, 1 unhappiness from barracks and 1 happiness from slave market)

Without a fantasy version of Karl Marx... these really sound out of place. :lol: How about Labourer Society/Supremacy for the former and Merchant Society/Supremacy for the latter?

Liberal: ( unlimited bards, +20% birthrate and +25% growth to all improvements that grow, +25 war unhappiness, 1 unhappiness for not having liberal, +2 gold from town or village, -2 unhappiness from barracks, and -4 unhappiness for slaver's market)

An enlightenment term I don't feel fits either. How about Enlightened Society?

Nationalist: ( Workers build 25% faster, +50% growth for all improvements that grow, Lower military cost, no foreign trade, +2 happiness from national epic, +50% exp in borders, can draft 1 unit per turn[need to fix])

And again. How about Expansionist?

Fair and Market System: [thinking of a better name for it] ( 50% maintenance from distance of capital, 50% maintenance from number of cities, -15% gold and +20% culture in all cities, +1 trade route, +10% food and +20% gold from trade routes, +1 happiness from Carnival, Market and the Grand Menagerie, 10% gold from Markets, Carnivals, and 5% Gold all Animal Pens.)[/COLOR]

Trade Caravans? Or Travelling Merchants?

Mercantilism: ( -25% maintenance from distance of capital, Foreign corps have no effect, +5% food, +10% hammer, and +15% gold from trade routes, -10% research in all cities, +50% gold in capital +2 gold from plantation)
Free Trade: ( -25% maintenance from distance of capital, -25% number of cities, 1 sickness in all cities, +1 trade route, +25% gold from trade routes, spend gold for production)

How about Regulated Trade and Unrestricted Trade?

As I said, nothing huge, but there are some suggestions. :) Great work nevertheless. One of the first things I thought when I started playing FfH and RiFE was that the civics were extremely limited, so glad to see someone take the initiative! Wish I could give you a hand, but unfortunately my modding skills are nonexistant.
 
Without a fantasy version of Karl Marx... these really sound out of place. :lol: How about Labourer Society/Supremacy for the former and Merchant Society/Supremacy for the latter?



Kharl Thundermarx

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I apologize for not releasing new version once I get my computer back I will continue with the mod. I have made this mod compatible with the other versions of fall from heaven 2. It is very simple and I will release other versions once I have this one completed.
 
Fair and Market System: [thinking of a better name for it] ( 50% maintenance from distance of capital, 50% maintenance from number of cities, -15% gold and +20% culture in all cities, +1 trade route, +10% food and +20% gold from trade routes, +1 happiness from Carnival, Market and the Grand Menagerie, 10% gold from Markets, Carnivals, and 5% Gold all Animal Pens.)

fair trade?

how is the mod progressing, i notice a lack of posts recently...?
 
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