Platy's Peculiar Pleasant Posh Python

Revolution is easily my preferred choice, but you knew that ;).

Above a certain threshold, it can result in an uprising which may join an existing civ, dead civ or even the barbies, where other cities may join in as well.

Are completely new civs possible via revolutions?
 
Nope.
That is a complete waste of player id imo.
Since it is highly possible that the newly spawned civ may die in few turns if only few or no other cities join the uprising.

When none of the existing ones is eligible, spawning as Barbie will be the result.
 
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Anybody know how to force a popup window to show the "Examine City" option, like in the "Controversial Philosopher" event (and several others IIRC)? I'm specifically thinking that the Palace Upgrade window would be a good one to have "Examine City" show up with. Is this a simple thing to achieve via Python or XML? As a Python noob I wouldn't know what it should look like or where to put it...
 
Revolutions
Various factors such as excess unhappiness, buildings and civics add points towards revolution, which can be countered with other factors such as garrison units.
Above a certain threshold, it can result in an uprising which may join an existing civ, dead civ or even the barbies, where other cities may join in as well.

Equipments
A new type of promotions that are granted free to units based on resources.
Existing units can return to cities and get new equipments.
At the moment, they are free to make it simple for the A.I.

Dark Ages
Long story short, CIV V Unhappiness system
Excess Unhappiness leads to Dark Ages which makes production longer, slower growth, revolts, penalties to units, barbies etc

- Revolution is similar like The_J civil war but is more advanced?
- Equipments :goodjob:
- Dark Ages, this come with some tech, event or random?
 
Code:
self.iLimit			= 90	# Maximum % due to Dark Age
self.iNoGrowth		= 8	# X% No Growth Per Unhappiness
self.iNoGP		= 10	# X% No Great People Per Unhappiness
self.iNoProduction		= 4	# X% No Production Per Unhappiness
self.iNoResearch		= 2	# X% No Production Per Unhappiness
self.iXPModifier		= 2.5	# X% XP More Per Unhappiness

As of now, it is very simple to implement.
Excess global unhappiness leads to negative effects.
The screenshot of the main screen in previous post is actually a meter of how many excess unhappiness you are suffering from, rather than number of turns.
It is similar to how it works in Civ V. The moment global happiness is negative, you are hit. The moment it recovers above 0, penalties removed.

Which results in various penalties such as more XP required to level up, slowed till totally no growth, slowed research, slowed production blah blah blah

The higher the unhappiness, the bigger the penalty.
 
Dark Ages
Long story short, CIV V Unhappiness system
Excess Unhappiness leads to Dark Ages which makes production longer, slower growth, revolts, penalties to units, barbies etc

Isn't that what I said :mischief:
The link even elaborated how it works in civ v...
 
Kill all rival kings and win

What would a person have to do to have the "starting unit" named from his/her

; In-game Alias
Alias = StrategyOnly

from the ini??

I have seen it done in a few mods already??
 
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