Palmyra, Collab Mod

It should be something like a rush production bonus (like chopping down a forest) that is initially quite weak (+10 :c5production:?) that is increased a lot. We have to remember that how much production things cost in the ancient and the information era are very different, so it might make sense to double the bonus mid-game. We also have to remember that for much of the game you only have so many trade routes.

I quite like +10 :c5production:, with +5 :c5production: per trade route. Doubled upon entering the Industrial era.

You could also make dependent on the production cost of the building so it scales naturally. So every caravan could give one tenth of the required production for example. It might be a bit harder to balance the numbers though.


I quite like the first one. I feel as though its easier to balance the numbers. We can start with Meow's numbers then test it. If it turns out to be OP or UP we can rebalance.

As you mentioned, Caesar, your idea would be quite hard to balance the numbers.

But i have no idea how to code this, so i may ask around.
 
That'd be great, thanks.
 
Okay, here's the ModBuddy project for the production-from-foreign-caravans part of the UA, with the caveat that, due to the lack of a PlayerEndTurn event, I had to make it come from foreign caravans that begin their turns in Palmyrene territory.

I tried to look at Tomatekh's Garamantes to figure out citadels being sources of fresh water, but I couldn't really make heads or tails of his code.
 

Attachments

Okay, here's the ModBuddy project for the production-from-foreign-caravans part of the UA, with the caveat that, due to the lack of a PlayerEndTurn event, I had to make it come from foreign caravans that begin their turns in Palmyrene territory.

I tried to look at Tomatekh's Garamantes to figure out citadels being sources of fresh water, but I couldn't really make heads or tails of his code.

Could we not just replace the Great General for Palmyra and give him a unique improvement with is just a carbon-copy of the Citadel that has the freshwater tag?

Great work on the UA, i'll add it to Palmyra now.

Someone to make Civilopedia entries would be pretty awesome too, since i don't really bother with my civs. Writing isn't my forte.
 
Could we not just replace the Great General for Palmyra and give him a unique improvement with is just a carbon-copy of the Citadel that has the freshwater tag?

Oh, if you just want citadels made by Palmyra (regardless of who currently owns them) rather than citadels in Palmyrene territory (regardless of who originally made them) then that's a lot easier, since the game doesn't have to figure out when the plot switches owners and then remove the dummy feature beneath it - it only needs to watch for the citadel being replaced with a different improvement:

Code:
local iFeatureID = GameInfoTypes.FEATURE_PALMYRA_CITADEL_DUMMY
GameEvents.BuildFinished.Add(function(iPlayerID, iX, iY, iImprovementID)
	local pPlayer = Players[iPlayerID]
	local pPlot = Map.GetPlot(iX, iY)
	if pPlayer:GetCivilizationType() == iPalmyraID and iImprovementID == GameInfoTypes.IMPROVEMENT_CITADEL then 
		pPlot:SetFeatureType(iFeatureID)
 	elseif pPlot:GetFeatureType() == iFeatureID then
		pPlot:SetFeatureType(-1)
	end
end)

and then add FEATURE_PALMYRA_CITADEL_DUMMY to Features, setting its AddsFreshWater to 1
 
Palmyrene Empire
Zenobia
Palmyra
Pearl of the Desert - Foreign caravans that end their turn in your territory give your capital a production bonus. Bonus increased for each trade route originating from your Capital. Citadels act as a source of Fresh Water.

Clibanarii - Is more expensive then the Horseman it replaces. Starts with Shock I, Cover I and Great Generals I.

Funerary Tower - Available at Masonry. Only buildable on desert and not adjacent to each other. Yields +2 faith and +2 Happiness when worked. Yields an additional +1 Culture whenever a Great Person is expended in the city working them.



Final design?

Obviously late, wanted to write this earlier but couldn't, and yet:

UA: I like it, except for the last part. I think it encourages the players to fight, despite the fact its a rather peaceful civ with the trade bonuses... You simply need to war to benefit from it, while the other part of the UA is entirely dependent on the AI.

UU: Nice... Fits the desert well. Not much to add here, though i would prefer an other UU i think it represents the Cilibanarii well. I hope they will have desert immunity built in with ExCE...

UI: Egypt's UB, and with the culture from GP part, it could easily become insanely OP if you manage to get petra and even more so if you get a lot of horses. I suggest limiting the happiness it provides to the number of citizens in the city. (Though I'd rather see it removed).

I'm hyped for Palmyra, but I think the design is a bit too militaristic overall.
 
Obviously late, wanted to write this earlier but couldn't, and yet:

UA: I like it, except for the last part. I think it encourages the players to fight, despite the fact its a rather peaceful civ with the trade bonuses... You simply need to war to benefit from it, while the other part of the UA is entirely dependent on the AI.

UU: Nice... Fits the desert well. Not much to add here, though i would prefer an other UU i think it represents the Cilibanarii well. I hope they will have desert immunity built in with ExCE...

UI: Egypt's UB, and with the culture from GP part, it could easily become insanely OP if you manage to get petra and even more so if you get a lot of horses. I suggest limiting the happiness it provides to the number of citizens in the city. (Though I'd rather see it removed).

I'm hyped for Palmyra, but I think the design is a bit too militaristic overall.

I agree it's not perfect, but we need to move forward.
 
UA: I like it, except for the last part. I think it encourages the players to fight, despite the fact its a rather peaceful civ with the trade bonuses... You simply need to war to benefit from it, while the other part of the UA is entirely dependent on the AI.

You really need that last part in there. The first part of the UA is mostly out of the control of the player. If, by some stroke of extreme bad luck, no AIs send TRs to your cities and none of their other TRs pass through your territory, you'd be left with no UA at all for the game. So having that last part would at least give you something for a UA. Although you'd still need to generate GGs and pop them for Citadels, but the player has more control over that.
 
1. Any civ can take part in wars, is doesn't matter if the civ's focus isn't Military because a good player is a good player and will use what they have to fight a war well. So it doesn't encourage wars from a trade civ, it instead just gives it as an option. Your Clibanarii generates GG points, so early wars with city states or other civs can give you those citadels that will last the rest of the game.
2. Wars can be declared by the enemy, so you can gain GGs from defense too.
3. the UA isn't ENTIRELY dependent on the AI. Heres a few points that you can use to get AI to trade with you or through your territory.
  • Expand your borders, purchase tiles or get culture. Settle more cities, build wide.
  • Get trade buildings like the East India Company that benefits both sides of the trade, the AI is more likely to send Caravans your way.
  • Build roads for foreign caravans to use, that go through your territory.
  • Citadels. Expand your borders even further than just the usual borders. After a war, your GG can be expended to make your territory expand into a location where you see caravans often.
4.
WHAT THE **** DO YOU GUYS WANT FROM ME?
"too militaristic"
"not militaristic enough"
"no happiness for the UI"
"i like the happiness"
"no culture from great people"
"bring back the culture from great people"
"Clibanarii should generate great generals"
"Clibanarii should generate great merchants"
"Fresh water from citadels! make use of the great generals from the clibanarii"
"TOO MILITARISTIC"
"Palmyra isn't mercantile"
"Palmyra isn't military"
"Palmyra is a trade civ"
"this doesn't represent Palmyra"

This is you guys. The UA IS FINAL. Klisz coded it, he did a damn fine job. Once i fix Pridelands for TPangolin, i'll be compiling it all together.
Leave it. If you don't have something to input into the build of the mod, rather then the ideas, then forget about it and leave.
 
The design's fine, we should move on; we can always change values if it turns out to be OP. UI is not the same as Egypt's UB, since the improvements need to be worked; and Faith and Culture is generally not preferred over other yields such as Food and Production. Also you can trade with civs and wage war with the other simultaneously. With the possible exception of Venice, I don't think the attributes of a civilization were meant to radically alter and/or steer the player's strategy in one or two directions.
 
1. Any civ can take part in wars, is doesn't matter if the civ's focus isn't Military because a good player is a good player and will use what they have to fight a war well. So it doesn't encourage wars from a trade civ, it instead just gives it as an option. Your Clibanarii generates GG points, so early wars with city states or other civs can give you those citadels that will last the rest of the game.
2. Wars can be declared by the enemy, so you can gain GGs from defense too.
3. the UA isn't ENTIRELY dependent on the AI. Heres a few points that you can use to get AI to trade with you or through your territory.
  • Expand your borders, purchase tiles or get culture. Settle more cities, build wide.
  • Get trade buildings like the East India Company that benefits both sides of the trade, the AI is more likely to send Caravans your way.
  • Build roads for foreign caravans to use, that go through your territory.
  • Citadels. Expand your borders even further than just the usual borders. After a war, your GG can be expended to make your territory expand into a location where you see caravans often.
4.
WHAT THE **** DO YOU GUYS WANT FROM ME?
"too militaristic"
"not militaristic enough"
"no happiness for the UI"
"i like the happiness"
"no culture from great people"
"bring back the culture from great people"
"Clibanarii should generate great generals"
"Clibanarii should generate great merchants"
"Fresh water from citadels! make use of the great generals from the clibanarii"
"TOO MILITARISTIC"
"Palmyra isn't mercantile"
"Palmyra isn't military"
"Palmyra is a trade civ"
"this doesn't represent Palmyra"

This is you guys. The UA IS FINAL. Klisz coded it, he did a damn fine job. Once i fix Pridelands for TPangolin, i'll be compiling it all together.
Leave it. If you don't have something to input into the build of the mod, rather then the ideas, then forget about it and leave.




PREACH!
 
don't encourage me.
 
Klisz.
I could kiss you.

Spoiler :
OHHywdL.jpg


This is an image of me using IGE to force Poland's caravan to go through my territory (to test the lua).

and then add FEATURE_PALMYRA_CITADEL_DUMMY to Features, setting its AddsFreshWater to 1

I've never added a feature before, how do i do it?
 
Current progress

Palmyra is in the game with the first part of the ua working. Custom art hasn't been added until i receive DJSHenninger's UI and its icon.
The other part of the UA (Citadel Fresh Water) can't be done until i know how to make a dummy feature to work with Klisz code.
No music at the moment.
No compats.
 
The other part of the UA (Citadel Fresh Water) can't be done until i know how to make a dummy feature to work with Klisz code.
No music at the moment.
No compats.

This should do it:

Spoiler :
Code:
<GameData>

	<Features>
		<Row>
			<Type>FEATURE_PALMYRA_CITADEL_DUMMY</Type>
			<Description>TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY</Description>
			<Civilopedia>TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY_TEXT</Civilopedia>
			<Movement>1</Movement>
			<AddsFreshWater>true</AddsFreshWater>
			<PortraitIndex>0</PortraitIndex>
			<IconAtlas>NEW_TERRAIN_ATLAS_DLC</IconAtlas>
		</Row>
	</Features>

	<Language_en_US>
		<Row Tag="TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY">
			<Text>Fresh Water</Text>
		</Row>
		<Row Tag="TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY_TEXT">
			<Text>This land is a source of fresh water due to the Palmyran Citadel.</Text>
		</Row>
	</Language_en_US>
  
</GameData>

And then use the Lua code to add the feature to the plot under the Citadel.
 
The code that adds the feature to the citadel doesn't work. The feature does exist, i can spawn it in using IGE. But when i build a citadel it doesn't have the fresh water feature.
There are no errors.

The Feature
Code:
<GameData>

	<Features>
		<Row>
			<Type>FEATURE_PALMYRA_CITADEL_DUMMY</Type>
			<Description>TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY</Description>
			<Civilopedia>TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY_TEXT</Civilopedia>
			<Movement>1</Movement>
			<AddsFreshWater>true</AddsFreshWater>
			<PortraitIndex>0</PortraitIndex>
			<IconAtlas>NEW_TERRAIN_ATLAS_DLC</IconAtlas>
		</Row>
	</Features>

	<Language_en_US>
		<Row Tag="TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY">
			<Text>Fresh Water</Text>
		</Row>
		<Row Tag="TXT_KEY_FEATURE_PALMYRA_CITADEL_DUMMY_TEXT">
			<Text>This land is a source of fresh water due to the Palmyrene Citadel.</Text>
		</Row>
	</Language_en_US>

</GameData>

The Lua
Code:
local iFeatureID = GameInfoTypes.FEATURE_PALMYRA_CITADEL_DUMMY
GameEvents.BuildFinished.Add(function(iPlayerID, iX, iY, iImprovementID)
	local pPlayer = Players[iPlayerID]
	local pPlot = Map.GetPlot(iX, iY)
	if pPlayer:GetCivilizationType() == iPalmyraID and iImprovementID == GameInfoTypes.IMPROVEMENT_CITADEL then 
		pPlot:SetFeatureType(iFeatureID)
 	elseif pPlot:GetFeatureType() == iFeatureID then
		pPlot:SetFeatureType(-1)
	end
end)
 
Seems to work fine for me:
Spoiler :
Before
e15203d795.png


After
a129243737.png



My guess would be that either you're not putting the Lua in the same file as the caravan production (in which case iPalmyraID will be undefined), or you're plopping citadels down with IGE instead of making them normally with a Great General, which probably won't trigger GameEvents.BuildFinished.
 
The lua IS in the same file as the caravan production. and i'm NOT plopping down citadels with IGE.
 
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