[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Where is BalanceAndCivs?
BalanceAndCivs is the branch of my repository that contains the Community Mod Compilation.

EDIT: Here's some more clear instructions, Clone my mod with an empty DOC Community Mod Compilation folder, right click on it after the download ends, and select TortoiseGit -> Switch/Checkout Branch and select BalanceAndCivs
 
BalanceAndCivs is the branch of my repository that contains the Community Mod Compilation.

EDIT: Here's some more clear instructions, Clone my mod with an empty DOC Community Mod Compilation folder, right click on it after the download ends, and select TortoiseGit -> Switch/Checkout Branch and select BalanceAndCivs

So I don't need to DL the mod first. I need to create an empty folder called DOC Community Mod Compilation > right-click on my bts mod folder > click "git-clone" > fill in the specs (URL: provided, Directory: DOC Comm Mod Comp, Branch: BalanceAndCivs). Only then should it download itself?
 
So I don't need to DL the mod first. I need to create an empty folder called DOC Community Mod Compilation > right-click on my bts mod folder > click "git-clone" > fill in the specs (URL: provided, Directory: DOC Comm Mod Comp, Branch: BalanceAndCivs). Only then should it download itself?
Yes, except you don't need to create the empty folder beforehand, you can if you want, but it also works if the folder doesn't exist.

Git works by downloading the mod and remembering every change that is made to the contents of the folder. This means:
  • If you accidentally edit or delete a file, you can revert any and all changes.
  • When I put out an update, you only have to download the changes, not the new files.
  • You can have multiple versions of the same mod in the same folder using the "branches" feature. This means that if you want to make your own changes you can do so without ever needing to do something messy like swap folder names or drag and drop changed files.
  • You can merge mods with each other. If you make changes and I put out an update, you can have git automatically merge the changes, and it will alert you if there's any conflicts.
 
NEW UPDATE

I've had this ready since last night, though I've been spending today trying to fix a crash that's apparently also present in DOC and trying to see if I can accomplish 20 Trade Routes by 1200 BC. I think it's doable, it just requires a bunch of settling, conquering, and harassing Greece so you don't lose UHV3 while attempting it.

New Hittite UHV2: Don't lose a single city until 133 BC. This is both more realistic and more achievable. I have no idea what possessed me to give them the UHV that basically translates to "conquer greece, mesopotamia, and egypt"

Reverted one of merijn's fixes as it seems the variable used didn't represent the total trade routes in an empire, but the base trade route per city. In other words, it was constantly 1.

Temporarily changed UHV1 to 13 Trade Routes by 1200 BC while I test 20.
 
I just managed 16 Trade Routes by the start of turn 83. The main issue is whether or not Greece DOWs you when they spawn, I'm going to make it so that they always DOW human Hittites in order to remedy this. Currently they DOW the Hittites most times that they spawn, but if you're unlucky you can roll a game where they're perfectly fine with you.

EDIT: Wait, I never gave Greece a Total War On Spawn with the Hittites? I thought I did. Oops.
 
More generally though I think Civilization severely underplays the role of trade and the resulting exchange of ideas, culture and resources ...

Bad Trade.jpg

Trade might play a bigger part in Civ if the AI was a little less cuthroat in what it asks for trade deals. One Sugar is simply not worth Rice, Gold and Silk. It's actually more cost effective (plus it assists the UHV) for Japan to drop a city in the Philippines and build a Plantation on the Sugar resource there than to try to trade for Sugar with even a Friendly Indonesia. (The Philippines also have Bananas, which basically locks Indonesia out of the Japanese trade market.) This isn't even the worst deal I've been offered. Unless the resource is required for a UHV condition or there is a desperate shortage of luxuries at home or it's a 1-for-1 deal, I don't bother with resource trades in Civ. It's easier to fire up the Trebuchets instead and take the resource from under their dead scorched bodies.

I understand the lopsided deals are an attempt to ensure that the human doesn't gyp the AI and get some resource for a song, but that simply highlights the fact that trade is hard to code. A 4X game based on trading ideas, culture and resources had better get that part right or it'll be doomed out of the gate.
 
Have you tried the resources branch? I had to make the AI a tougher negotiator because it was too easy for large empires to acquire resources from small ones even though their total happiness gain was much larger since more cities were affected. With the new rules that limited the effect of one instance of a resources to a set number of cities I could revert the AI to the old behaviour.

That said, I only agree that trade is hard to code if it is manifested in some sort of negotiation table where the AI mimics a human opponent. Trade does not necessarily have to be presented that way.
 
The game is consistently crashing for me during autoplay before spawn right now :( Launched a Akkad game that ran fine so I can try out the new Hittite UHV (will update on that shortly)

EDIT: The crashes are more like 50% of the time now
 
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Well, I just attempted about 4 Hittite games, and the highest number of routes I got was 12, and three of the times I got 11.
 
The game is consistently crashing for me during autoplay before spawn right now :( Launched a Akkad game that ran fine so I can try out the new Hittite UHV (will update on that shortly)

EDIT: The crashes are more like 50% of the time now
The crashes are happening to me too. Apparently it's present in base DOC, but for some reason is consistently occuring in CMC. I've tried to figure out what causes it, but Debug DLLs don't seem to run into it often, if at all.

My game plan for UHV1 is to tech Fishing and send 1 archer to Greece, right outside of their flip zone, immediately build a settler in the two main cities, chopping the forest on the wheat and letting the western city take the prod.

The instant the eastern cities spawn I conquer them with my Archers (Archers have high combat vs chariots). The southern city will build a Fishing Boat using the Pasture, while the northern city builds anything (it doesn't have enough production to matter anyways)

After taking the eastern cities, wait for your archers to heal and if the Assyrian city 1S of the Iron is left with 1 Archer, either savescum until they can take it or wait for the huluganni.

After building a settler my capital builds a Huluganni and Troy builds a work boat, which it whips the next turn. Settle on the northwest and northeast most areas, and immediately work production tiles to build a Karum. It doesn't matter that they have negative food, they're at 1 Pop and they'll stay that way till after the UHV.

After your work boat and Huluganni, build a Karum in the capital and Troy. I've been able to whip them Turn 82 finishing them by the start of turn 83, but I'm not sure if that counts. If not, the game was pretty unoptimized so you could do better.

Chopping is HUGE. Proper worker management is ESSENTIAL. Don't bother working the Iron until after the UHV, the eastern cities are only there for their base 1 trade route. If you properly manage the single archer you sent to Greece, you can keep them from improving their Iron until the UHV1 deadline.

EDIT: Tiny Update to help Hittite's UHVs

Greeks always DOW Hittites on Spawn

Hittites start with 1 less Archer and 1 more Huluganni

Tsor starts with 1 less Archer
 
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This all sounds good besides savescumming which shouldn't be necessary to win :P A little specific, but good. I'll give it another go :)
 
This all sounds good besides savescumming which shouldn't be necessary to win :p A little specific, but good. I'll give it another go :)
I just played a game and got it first shot, though to be fair I did have a really good starting situation. Proper management of tiles and chopping is essential. Here's a screenshot:

Screenshot (69).png

Screenshot (68).png

17 trade routes on turn 82. 4 more than necessary. Just barely missed 18.

I think 13 is a good number of trade routes needed. It leaves just enough room for error that if you don't get a couple Karums off it's perfectly fine.
 
Updated OP with a new description and an area for suggestion guidelines. Hopefully this will encourage more people to let me steal their ideas.
 
Yes, except you don't need to create the empty folder beforehand, you can if you want, but it also works if the folder doesn't exist.

Git works by downloading the mod and remembering every change that is made to the contents of the folder. This means:
  • If you accidentally edit or delete a file, you can revert any and all changes.
  • When I put out an update, you only have to download the changes, not the new files.
  • You can have multiple versions of the same mod in the same folder using the "branches" feature. This means that if you want to make your own changes you can do so without ever needing to do something messy like swap folder names or drag and drop changed files.
  • You can merge mods with each other. If you make changes and I put out an update, you can have git automatically merge the changes, and it will alert you if there's any conflicts.
I've followed everything to a tee. Not sure what the heck is going on.

fatal: could not create work tree dir 'C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\DOC Community Mod Compilation': Permission denied
 
Your windows setup might require additional permissions to create a folder in Program Files which your git client does not have. Try to clone the repository somewhere else (Desktop) and then move it into to the Mods directory.
 
I was caught offguard by the Mamluks! I was actually thinking of asking this kind of civ.
 
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