JosEPh_II
TBS WarLord
Modmod is now in main C2C Mod, pre v36 SVN 8644
From the Pest thread discussion http://forums.civfanatics.com/showpost.php?p=13850332&postcount=18, after doing some research thru the SpecialBuildings_CIV4BuildingsInfos file I have decided to post a modmod of that particular file and in particular the Pest section.
Pest show up in the game when a city's Pop reaches size 5, 6, 7, and 13, for a Total of 20 Pests.
Every Pest carries at least -1 hit to Happiness. Some now have -2.
13 of the 20 also carry Hits to increase Disease in that city. The problem for me was that city pops 5 and 6 bore the brunt of both number of pests occurring (13 of the 20 Pests) And the number of Disease being add (+ 41 Disease) for those 2 adjacent city sizes. Both are ill prepared for handling these loads coupled with the -5 total and -8 total Happiness hits that May occur also. There is at least 1 Pest that has only a terrain prerequisite, Most have a Tech Prereq, several others with no Tech prereq other types of prereqs.
So I made changes to this File.
1st I split the Pests up into 6 groups. Groups 1-4 have 3 Pests each. Groups 5 and 6 have 4 each.
2nd I assigned a City size for each group. The City sizes run from size 4 to size 13. So it works out like this:
Group1: City Size 4, 3 Pests (Fleas, Flies, Ants), 2 with Disease giving +10 Disease to that city size.
Group2: City Size 6, 3 Pests (Cockroaches, Mosquitoes, Ticks), 3 with Disease +15 Disease
Group3: City Size 8, 3 Pests (Lice, Locusts, Rats), 2 with Disease +10
Group 4: City Size 10, 3 Pests(Bedbugs, Slugs, Termites), 1 with Disease +1 Disease (real break here!)
Group5: City Size 12, 4 Pests (Aphids, Crows, Moths, Wasps), 1 with Disease +5 Disease
Group6: City size 13, 4 Pests (Gophers, Pigeons, Raccoons, Sea Gulls) 3 with Disease +15 Disease.
There is 1 Pest I removed Disease property from and that was Gophers in Group 6. Gophers are not considered eve as major disease carriers. They already have other malus in Commerce.
So while I preach testing I have not had time, since diggin into this, to do much in that regard. But I feel this presents a more logical and progressive approach that doesn't "swamp the boat" at City Pop 5 and 6 like the Mod does now. It also reflects, to a degree, why Disease can have Major upticks during the gameplay of C2C along with other related factors that increase Disease "under the hood".
This Modmod is not designed to remove these Pests and associated penalties but to alleviate the massive drop in
citizens that leads to complete stoppage of city production and tile working that has been occurring. It will still occur (the
citizens) but with better diligence you will be able counter it a bit quicker and have a a bit more time to fight the rising Disease tide.
Hopefully you all will try this and with enough favorable sentiment get this added to the Mod as a revision to the core mod. If not it will stand on it's own as a Modmod.
Thank you for trying this out. I truly think and Hope you will be pleased.
Pest|PrereqTech|MinSize|PrereqBonuses|MaxLatitude|
|
|Base effects|Disease|Comments
Pests (Ants)|TECH_COOKED_FOOD| 4 |||+1||-1
||
Pests (Aphids)|TECH_PLOUGH| 12 |BONUS_VEGETABLES ; BONUS_FRUIT ; BONUS_FLOWERS||+1||-1
-1
||
Pests (Bed Bugs)| TECH_SEDENTARY_LIFESTYLE | 10 |||+1||| 2 |
Pests (Cockroaches)|TECH_SEDENTARY_LIFESTYLE|6|||+1| +1 |-1
|5|
Pests (Crows)|TECH_SEDENTARY_LIFESTYLE| 12 |BONUS_CARCASS ; BONUS_GRAIN|70|+1||-1
|
2
|
Pests (Fleas)|TECH_DOG_BREEDING| 4 |BONUS_DOG ; BONUS_CAT||+1| +1 | |5|
Pests (Flies)|TECH_SCAVENGING| 4 |BONUS_RAWMEAT ; BONUS_RAWFISH ; BONUS_SHELLFISH ; BONUS_FERTILIZERS||+1||-1
|5|
Pests (Gophers)|TECH_AGRICULTURE| 13 |BONUS_VEGETABLES||+1||-1
|
RMvD
|
Pests (Lice)|| 8 |||+1| +1 | |5|
Pests (Locust)|TECH_AGRICULTURE| 8 |BONUS_GRAIN||+1||-2
-1
-1
||
Pests (Mosquitoes)|| 6 |||+1| +1 | |5|Requires Flood plains or Swamp
Pests (Moths)|TECH_PERSONAL_ADORNMENT| 12 |BONUS_CLOTH ; BONUS_CLOTHES||+1|| -1
-1
||
Pests (Pigeons)|TECH_CIVIL_ENGINEERING|13|BONUS_STONE|70|+1||-1
|5|Obsoleted by Falconry School
Pests (Raccoons)|TECH_CIVIL_ENGINEERING|13|||+1||-1
-1
|5|
Pests (Rats)|TECH_SEDENTARY_LIFESTYLE| 8 |BONUS_GRAIN ; BONUS_CHEESE|70| +2 | +1 |-1
-1
-1
|5|+1
with cats
Pests (Seagulls)|TECH_SANITATION|13|BONUS_RAWFISH ; BONUS_SHELLFISH|70|+1||-1
|5|Requires water tiles
Pests (Slugs)|TECH_PLOUGH| 10 |BONUS_VEGETABLES ; BONUS_FRUIT ; BONUS_FLOWERS||+1||-1
-1
||
Pests (Termites)|TECH_WOOD_WORKING| 10 |BONUS_WOOD ; BONUS_TIMBER||+1||-1
-1
||
Pests (Ticks)|| 6 |||+1| +1 | |5|
Pests (Wasps)|TECH_APICULTURE| 12 |||+1| +1 | ||EDIT: File goes in Assets\XML\Buildings folder. Be sure to save the original some place safe.
Version 1.1 added below.
To install unrar or unzip. Go to Assests\XML\Buildings and Replace the old SpecialBuildings_CIV4BuildingInfos file with this one.
JosEPh
From the Pest thread discussion http://forums.civfanatics.com/showpost.php?p=13850332&postcount=18, after doing some research thru the SpecialBuildings_CIV4BuildingsInfos file I have decided to post a modmod of that particular file and in particular the Pest section.
Pest show up in the game when a city's Pop reaches size 5, 6, 7, and 13, for a Total of 20 Pests.
Every Pest carries at least -1 hit to Happiness. Some now have -2.
13 of the 20 also carry Hits to increase Disease in that city. The problem for me was that city pops 5 and 6 bore the brunt of both number of pests occurring (13 of the 20 Pests) And the number of Disease being add (+ 41 Disease) for those 2 adjacent city sizes. Both are ill prepared for handling these loads coupled with the -5 total and -8 total Happiness hits that May occur also. There is at least 1 Pest that has only a terrain prerequisite, Most have a Tech Prereq, several others with no Tech prereq other types of prereqs.
So I made changes to this File.
1st I split the Pests up into 6 groups. Groups 1-4 have 3 Pests each. Groups 5 and 6 have 4 each.
2nd I assigned a City size for each group. The City sizes run from size 4 to size 13. So it works out like this:
Group1: City Size 4, 3 Pests (Fleas, Flies, Ants), 2 with Disease giving +10 Disease to that city size.
Group2: City Size 6, 3 Pests (Cockroaches, Mosquitoes, Ticks), 3 with Disease +15 Disease
Group3: City Size 8, 3 Pests (Lice, Locusts, Rats), 2 with Disease +10
Group 4: City Size 10, 3 Pests(Bedbugs, Slugs, Termites), 1 with Disease +1 Disease (real break here!)
Group5: City Size 12, 4 Pests (Aphids, Crows, Moths, Wasps), 1 with Disease +5 Disease
Group6: City size 13, 4 Pests (Gophers, Pigeons, Raccoons, Sea Gulls) 3 with Disease +15 Disease.
There is 1 Pest I removed Disease property from and that was Gophers in Group 6. Gophers are not considered eve as major disease carriers. They already have other malus in Commerce.
So while I preach testing I have not had time, since diggin into this, to do much in that regard. But I feel this presents a more logical and progressive approach that doesn't "swamp the boat" at City Pop 5 and 6 like the Mod does now. It also reflects, to a degree, why Disease can have Major upticks during the gameplay of C2C along with other related factors that increase Disease "under the hood".
This Modmod is not designed to remove these Pests and associated penalties but to alleviate the massive drop in


Hopefully you all will try this and with enough favorable sentiment get this added to the Mod as a revision to the core mod. If not it will stand on it's own as a Modmod.
Thank you for trying this out. I truly think and Hope you will be pleased.



Pests (Ants)|TECH_COOKED_FOOD| 4 |||+1||-1

Pests (Aphids)|TECH_PLOUGH| 12 |BONUS_VEGETABLES ; BONUS_FRUIT ; BONUS_FLOWERS||+1||-1


Pests (Bed Bugs)| TECH_SEDENTARY_LIFESTYLE | 10 |||+1||| 2 |
Pests (Cockroaches)|TECH_SEDENTARY_LIFESTYLE|6|||+1| +1 |-1

Pests (Crows)|TECH_SEDENTARY_LIFESTYLE| 12 |BONUS_CARCASS ; BONUS_GRAIN|70|+1||-1

Pests (Fleas)|TECH_DOG_BREEDING| 4 |BONUS_DOG ; BONUS_CAT||+1| +1 | |5|
Pests (Flies)|TECH_SCAVENGING| 4 |BONUS_RAWMEAT ; BONUS_RAWFISH ; BONUS_SHELLFISH ; BONUS_FERTILIZERS||+1||-1

Pests (Gophers)|TECH_AGRICULTURE| 13 |BONUS_VEGETABLES||+1||-1

Pests (Lice)|| 8 |||+1| +1 | |5|
Pests (Locust)|TECH_AGRICULTURE| 8 |BONUS_GRAIN||+1||-2



Pests (Mosquitoes)|| 6 |||+1| +1 | |5|Requires Flood plains or Swamp
Pests (Moths)|TECH_PERSONAL_ADORNMENT| 12 |BONUS_CLOTH ; BONUS_CLOTHES||+1|| -1


Pests (Pigeons)|TECH_CIVIL_ENGINEERING|13|BONUS_STONE|70|+1||-1

Pests (Raccoons)|TECH_CIVIL_ENGINEERING|13|||+1||-1


Pests (Rats)|TECH_SEDENTARY_LIFESTYLE| 8 |BONUS_GRAIN ; BONUS_CHEESE|70| +2 | +1 |-1




Pests (Seagulls)|TECH_SANITATION|13|BONUS_RAWFISH ; BONUS_SHELLFISH|70|+1||-1

Pests (Slugs)|TECH_PLOUGH| 10 |BONUS_VEGETABLES ; BONUS_FRUIT ; BONUS_FLOWERS||+1||-1


Pests (Termites)|TECH_WOOD_WORKING| 10 |BONUS_WOOD ; BONUS_TIMBER||+1||-1


Pests (Ticks)|| 6 |||+1| +1 | |5|
Pests (Wasps)|TECH_APICULTURE| 12 |||+1| +1 | ||
Version 1.1 added below.
To install unrar or unzip. Go to Assests\XML\Buildings and Replace the old SpecialBuildings_CIV4BuildingInfos file with this one.
JosEPh