[NOT IN DEVELOPMENT] DOC Community Mod Compilation

HUGE UPDATE

Added adjacency bonuses to resources. Where you build your improvements now matter just as much as which ones you build.

Three new XML tags for improvements:
AdjacentBonusedImprovementYieldChanges
AdjacentCityYieldChange
AdjacentMountainYieldChange

The latter two are pretty self-explanatory, and the former allows you to define a yield per adjacent improvement with a bonus that validates it. IE Farm on Wheat and Nature Preserve on Fur.

Slightly smaller Egyptian Core.

Fixed many Python Errors from poor merges. I forgot to increment a couple variables here and forgot to add a few strings there.

The new adjacency bonuses are still a huge work in progress. My goal is to use them to encourage more historical and interesting improvement placement, such as Towns in France, Nature Reserves in Scandinavia (Public Welfare), and Farms in the American South. I'm not currently very happy with Windmills and Watermills, as their adjacencies don't seem to fill a particular niche like the others do.

I repeat, heavy work in progress, suggestions are greatly appreciated.

EDIT: Merged latest DoC
 
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Still crash in 300ad scenerio, this time is in 550ad
Spoiler :
crash1.jpg
 
Merged latest DOC.

Slight adjacency tweaks.

Here's a list of the adjacency bonuses on improvements that you can build anywhere(Yield boosted per adjacent improvement that is on a valid bonus):
  • Cottage: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Orchard
  • Farm: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Plantation, Slave Plantation.
  • Lumbermill: +1 Production, Commerce per Mine, Well.
  • Mine: +1 Food per Farm, Paddy Field. +1 Production per Mine, Quarry, Mountain. +1 Commerce per Well.
  • Nature Reserve: +1 Commerce per Farm, Paddy Field, Pasture, Camp, Nature Reserve, Mountain.
  • Watermill, Windmill: +1 Food per Farm, Paddy Field. +1 Production per Pasture. +1 Commerce per Camp, Nature Reserve.
  • Workshop: +1 Production per Mine, Quarry, Pasture. +1 Commerce per Camp, Nature Reserve, Well.
Improvements that require a valid bonus also have adjacencies too if you're wondering.
 
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Tiny Quality of Life Update

Israel and Boers cannot experience a nuclear meltdown prior to 1980.

Cleaned up some old unneeded code
 
Here's a bunch, though I haven't updated my SVN since the last time I uploaded saves, sorry.
 

Attachments

Here's a bunch, though I haven't updated my SVN since the last time I uploaded saves, sorry.

I just tested and on the latest SVN, it no longer fails when I accomplish UHV3.

I did notice that Assyria and Babylonia may cause an unpreventable loss if they conquer Susa and improve the Iron, so I omitted them from the UHV.

Tiny Quality of Life Update

Assyria and Babylonia does not count towards Hittite UHV3

EDIT: The last few days I have rolled a couple of Prussia spawns from 4000 BC without issue.
 
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That one is present in DoC as well as CMC. Leoreth's trying to figure out how to fix it. I've tried to fix it, but to no avail.
I'm not, I haven't received any reproducible reports so far.
 
I'm not, I haven't received any reproducible reports so far.
Very sorry, I thought you were but it seems I was mistaken.

I'm not sure you'll ever get a reproducable report though, from my testing the crash only occurs in autoplay, so unless we can save in the middle of it, your best bet would be to run autoplays with a debug DLL until you get it. I would suggest using CMC while bug-testing it, as the crash seems to occur more often in this mod. I believe the added likelihood may in part be due to the increased presence of civs in the Middle East, as it happens very consistently while rolling the Hittites, during which the only civs in existence are Harappa, Egypt, Babylonia, and Assyria. If I had to guess, it's this added presence of Assyria that's influencing events to a more common crash.

Just so that everyone knows, this crash only happens in autoplay and rarely occurs multiple times in a row. I wish I could figure out how to fix it, but until then it does not seem to be a major obstacle for players.
 
Assyria and Babylonia does not count towards Hittite UHV3

So the UHV now basically is: "Have control of Iron before Greece does"

You can also use the DoC Huluganni art for the Hittite UU instead of the chariot art.
 
So the UHV now basically is: "Have control of Iron before Greece does"

You can also use the DoC Huluganni art for the Hittite UU instead of the chariot art.
Pretty much. I can revert the Assyrian thing if you want, but I was afraid it wouldn't be possible to stop the Assyrians in time if they decide to conquer Susa, especially if they conquer it before you spawn.
 
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