R:I. My personal spin-off

OBS! The next 6-8-10 weeks will be dedicated to test the latest version of RI, version 3.7.

All further development - and quite a bit has happened since the last time I posted here - on my spinn-off has been put on hold until I know which areas I no longer need to do anything about - and which areas I still want to change. Therefore, in the coming time, there will only be screenshots from my test game(s) with this - the newest - version of RI.
 
And here we start. I'm using my own scenario - "15Civ Eu_Af_Asia 200_120_8205.CIVBeyondSwordWBSave (not published). A map with 15 Civ from Europe, Africa and Asia and with 8205 landtiles. Normal speed (not the Epic speed I normally choose).

Spoiler First screenshots :

Civ4ScreenShot0053.JPG

Civ4ScreenShot0054.JPG

Civ4ScreenShot0062.JPG

 
Spoiler Overview of terrain - 1st meeting with the wild animals - an important building (defense) :

Civ4ScreenShot0065.JPG

Civ4ScreenShot0068.JPG

2 animal attacks at the same turn - but my scout survived. I was lucky I guess.
Civ4ScreenShot0070.JPG

The Palisade is a very important building when you play on big maps with "Barbarians On". Now I hope Walter have included this - that the building is important (also for the AIs) - else this will be one of the 1st things I'm going to change when I'm finished with the testing.

Spoiler Skilled Scout :

Civ4ScreenShot0071.JPG

5 victories over animals. Now it's time to get this one home - he will become a valuable warrior later in the game when upgraded.


Spoiler Terrain close view - Status on the top 8 nations - 1st barbarian (named now as Savage) seen :

Civ4ScreenShot0072.JPG

Now these riverbanks looks beautiful I say - good work.
Civ4ScreenShot0073.JPG

Not sure I should comment this - it doesn't look like I'm doing well.
Civ4ScreenShot0075.JPG

Civ4ScreenShot0077.JPG

Pls note that the archers have been downgraded to strenght 2 (several of the very early units have been so - seems like this makes the ancient era more "interesting". Also pls note than the Barbarian State now is included as "part" of the current game.
 
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Ups! Here is a change I simply must make now - no matter my intention of leaving this test unchanged.

Spoiler Distance between cities. :

Civ4ScreenShot0078.JPG


I need to change the distance to 5 tiles between cities instead of keeping the default 2 tiles. If I do not do that I'll soon get to many cities which will drain both the game and my 'puter for all resources. Following lines are now added to the
....\Assets\XML\GlobalDefinesAlt.xml file
Spoiler ....\Assets\XML\GlobalDefinesAlt.xml file :

<!-- No clouds in Globeview -->
<Define>
<DefineName>RENDER_GLOBEVIEW_CLOUDS</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<!-- Minimum distance between cities -->
<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
 
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:hmm: Either the Romans and Greeks have been "caught on the wrong foot" by the Barbarians - or this proves, that the AI isn't prioritize the building of palisades (although it is extremely simple to change and quite necessary in my opinion when "one" plays with "No Barbarians: Off").

Spoiler Actual game settings and WorldBuilder map after 255 turns. :

Civ4ScreenShot0088.JPG

Civ4ScreenShot0089.JPG

Total number of barbarian cites 5.


Edit: My fault - I forgot, that the barbarians in the default game can settle. That is definitely also one of the things I want to change when I start with my "small" changes.
 
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Spoiler Meet Your Neighbors - Part 1 :

5 nice and fair (they all (still) likes me:yeah::nope: ) leaders I say.
Civ4ScreenShot0079.JPG

Civ4ScreenShot0080.JPG

Civ4ScreenShot0087.JPG

Civ4ScreenShot0090.JPG

Civ4ScreenShot0092.JPG


And they more-or-less (mostly more) like each others:cooool::hmm:
Spoiler Info from my foreign advisor :

Civ4ScreenShot0094.JPG

Civ4ScreenShot0093.JPG

Maybe this +2 attitude from being really charming is too high - specially this early in the game (later on, +1 or +2 doesn't matter much). I'll consider this "sometime next year".
 
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Screenshots and more from yesterday.

1st: Meet Your Neighbors - Part 2. Reason why I make those is, that Walter often includes new portraits of the leaders. Often a better one than the previous one used :p......

Spoiler Meet Your Neighbors - Part 2 :

Civ4ScreenShot0095.JPG

Civ4ScreenShot0097.JPG

Civ4ScreenShot0098.JPG

Civ4ScreenShot0100.JPG



More on the barbarian issue. I'm not going to change anything this game about barbarian making new cities more-or-less everywhere. From my point of view I see 2 annoying issues. 1st the dynamic citynaming is a bit wierd. When you yourself make a new city, your new city gets a "decent" name. If you conquer one, you normally get a "decent" name too - often a variant for the name, the original civ gave it. But when you take a barbarian city, the dynamic citynaming gives your new city a name, that is a bit wierd. A new name - sure. But totally without relation to your civ or anyone nearby civ. Ok - not a big problem as I rename those cities to something I feel is more "suitable". But I will surely change this to what I now consider as "my default choice":

Spoiler Basic settings for the barbarians in CIV4EraInfos.xlm :

Default:
<Type>ERA_ANCIENT</Type>
<Description>TXT_KEY_ERA_ANCIENT</Description>
<Strategy>TXT_KEY_ERA_ANCIENT_STRATEGY</Strategy>
<bNoGoodies>0</bNoGoodies>
<bNoAnimals>0</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>0</bNoBarbCities>
*****
<Type>ERA_CLASSICAL</Type>
<Description>TXT_KEY_ERA_CLASSICAL</Description>
<Strategy>TXT_KEY_ERA_CLASSICAL_STRATEGY</Strategy>
<bNoGoodies>0</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>0</bNoBarbCities>
*****
<Type>ERA_MEDIEVAL</Type>
<Description>TXT_KEY_ERA_MEDIEVAL</Description>
<Strategy>TXT_KEY_ERA_MEDIEVAL_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>0</bNoBarbCities>
*****
<Type>ERA_RENAISSANCE</Type>
<Description>TXT_KEY_ERA_RENAISSANCE</Description>
<Strategy>TXT_KEY_ERA_RENAISSANCE_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>1</bNoBarbUnits>
<bNoBarbCities>0</bNoBarbCities>
*****
<Type>ERA_INDUSTRIAL</Type>
<Description>TXT_KEY_ERA_INDUSTRIAL</Description>
<Strategy>TXT_KEY_ERA_INDUSTRIAL_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>1</bNoBarbUnits>
<bNoBarbCities>0</bNoBarbCities>
*****
<Type>ERA_MODERN</Type>
<Description>TXT_KEY_ERA_MODERN</Description>
<Strategy>TXT_KEY_ERA_MODERN_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>1</bNoBarbUnits>
<bNoBarbCities>1</bNoBarbCities>
*****
<Type>ERA_FUTURE</Type>
<Description>TXT_KEY_ERA_FUTURE</Description>
<Strategy>TXT_KEY_ERA_FUTURE_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>1</bNoBarbUnits>
<bNoBarbCities>1</bNoBarbCities>
---------------
My changes later on:
<Type>ERA_ANCIENT</Type>
<Description>TXT_KEY_ERA_ANCIENT</Description>
<Strategy>TXT_KEY_ERA_ANCIENT_STRATEGY</Strategy>
<bNoGoodies>0</bNoGoodies>
<bNoAnimals>0</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>1</bNoBarbCities>
*****
<Type>ERA_CLASSICAL</Type>
<Description>TXT_KEY_ERA_CLASSICAL</Description>
<Strategy>TXT_KEY_ERA_CLASSICAL_STRATEGY</Strategy>
<bNoGoodies>0</bNoGoodies>
<bNoAnimals>0</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>1</bNoBarbCities>
*****
<Type>ERA_MEDIEVAL</Type>
<Description>TXT_KEY_ERA_MEDIEVAL</Description>
<Strategy>TXT_KEY_ERA_MEDIEVAL_STRATEGY</Strategy>
<bNoGoodies>1</bNoGoodies>
<bNoAnimals>1</bNoAnimals>
<bNoBarbUnits>0</bNoBarbUnits>
<bNoBarbCities>1</bNoBarbCities>
**********

My preferred settings for all eras from Medieval upto and including Modern Era are unchanged. Future Era is default (no barbarians at all).
<bNoGoodies>1</bNoGoodies> will always be on (1) this as I play without "Goody Huts".
<bNoAnimals>1</bNoAnimals> is off (0) the first 2 Eras. After that it's On (1).
<bNoBarbUnits>0</bNoBarbUnits> is off (0) until Future Era.
<bNoBarbCities>1</bNoBarbCities> is on (1) all eras. This setting do not stop the barbarians from conquering a city - they just can't found one themselves.
 
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2nd issue about why I don't like barbarians can settle is, that it kind of speed up the game as it is easier/faster for me to take over a barbarian city - sometimes with buildings and improvements - than found the city and make all this work by myself. The AI is doing it (of course) - therefore I also have to do it as I want to keep up with the AIs.

Spoiler barbarian cities on the map - screenshot taken yesterday :

Civ4ScreenShot0101.JPG


Today - right now - 7 of my 15 cities have been founded by the barbarians.

BTW: What a beautiful close screenshot (and I really mean it - look at the details) from the final attack on a Barb-city:
Spoiler Attack on a Barb-city :

Civ4ScreenShot0106.JPG


 
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My first test game ended quite suddenly as it was based on the Pre-release. Which was incompatible with the final release. Well - it didn't matter that much, because I was placed somewhere between No. 1 to 3 - from the bottom that is........ I played "as I usually do" - rather nonchalantly - this kind of attitude towards the game - it just doesn't work any more, I learned.

As for the post I made on the "official" thread about England and France's "adventure" far from home and apparently without a target (read: clear enemy), I wondered with good reason. Because it turned out that the English simply returned "home" and the French declared a small war against the Greeks. During the war, the French burned a small Greek town to the ground, made a little disturbance here and there - and then made peace with the Greeks and returned home. Purely waste of good gold in the form of unnecessary upkeep I say. However, this type of inappropriateness(?) will only become a problem for the game if it is something that repeats itself (too) often.

Which brings me this this about the APOSTOLIC_PALACE.
I made a new settlement on the ruins of the above-mentioned city - thinking I made it myself, so no risk here. But I was wrong. Because it was builded (I guess this was the reason) on the ruins at the exact same spot as the greek city, the greeks claimed my city. I refused - and the h.ll took with the happiness :wallbash:of my citizens. After that, I declared war against the greeks - and just to prevent future hostile acts from that side, I decided not to accept a peace with the Greeks as long as this game lasted :gripe:.

Maybe the result would have been another if I had destroyed the ruins before I settled?! I do not know.


Moved from Post #16, Feb 6, 2025:
And the tests of the new release continues:

Yesterday I suddenly found myself in a situation that really surprised me. "Out of the blue" a fairly large English army appeared and knocked on the door of one of my smaller "outposts". Apparently, they thought that I could not defend my position well enough - and they wanted to help me with that "problem". Here-and-now that is - kind of a Mafia offer that I couldn't refuse.....

Now this army that arrived on my doorstep was close to match the number of my total army in all my cities - and it was better equipped than mine troops. So what to do? Well - I didn't want to surrender again and again. 3 times in a few days is one time too many - especially when the purpose of my gaming at this point is for tests only. Then I asked my friend, the engineer Mr. WorldBuilder to finish digging the English Channel, so that the direct access between their island and the mainland was cut off for the English hordes. That stopped them - Water sustains all - even the peace............


And now a bit serious:

The Ai is with ver. 3.7 far more aggressive than before - both in terms of the number of units in their attack forces and how far they are prepared to send their army to reach an objective. Of course, I've often seen much larger AI armies - but that's been at a significantly later time than here (Mid-Classical Era).

The only "normal" methods that I (perhaps) could use with this greatly improved version would be to play on a smaller map than I normally do - or even go "a handicap level" down to Prince instead of staying on my normal level (Monarch). But I'm actually not interested in either of the 2 "solutions". Instead, I have chosen to change a bit in the file for CIV4HandicapInfo.xml, so that the AI now pays "Prince-level" for expenses to military units (Costs, upkeep/supply and upgrade) instead of their normal "Noble-level".
Spoiler Change in CIV4HandicapInfo.xml for Monarch Level :

<iAICivicUpkeepPercent>95</iAICivicUpkeepPercent>
<!-- New AI-handicap change - now equal to Prince_level - Start part 1 -->
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>90</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>90</iAIUnitUpgradePercent>
<!-- New AI-handicap change - now equal to Prince_level - End part 1 -->
<!-- Normal level - Start
<iAIUnitCostPercent>95</iAIUnitCostPercent>
<iAIUnitSupplyPercent>80</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>80</iAIUnitUpgradePercent>
Normal level - End -->
<iAIInflationPercent>90</iAIInflationPercent>

This seems to work.

I actually didn't believe that the coding of the AI could get so good that I would be "forced" to take this step. But that's how it is. And I'm still only at the beginning of a game..........
 
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Post #11 (numbering continued from page 1)
New Dec 24, 2024

1st: Merry X-mas to everyone :xmascheers::xmascheers:

My maps - all based on the official version of R:I (I hope).

I don't think it's a good idea to upload my fantasy-maps to the official page for Pre-made Maps here on this site. Therefore you have to "ask" for them, then I'll post it to you directly (if you write to me, where to send it of course:agree:).
To use my maps you will need to add following to the GlobalDefinesAlt.xml in the .....\Assets\XML\ folder:

Spoiler Changes to the GlobalDefinesAlt.xm :

<!-- Minimum distance between cities start -->
<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<!-- Minimum distance between cities end -->

You can reduce the distance to 4, but I'm afraid you will not be able to end the game due to much to many cities.
You can also increase the distance to 6 - but if you do so, my advice is to play without barbarians at all.

All maps are to be placed here (if you use the default paths): ....\My Games\Beyond the Sword\Saves\WorldBuilder. You need to load the game as a scenario. All nations will be playable - and if not, I'll make a small note about it.
Spoiler Screenshot :

1735026244339.png

 
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Post #12

This map is ready now - more will follow during the comming months. Maps should (normally) be saved here: ......\Documents\My Games\Beyond the Sword\Saves\WorldBuilder
15Civ Eu_Af_Asia 200_120_8135.CivBeyondSwordWBSave.


Spoiler Nations: :

Default level for AIl: Noble, so remember to choose what level you want to use when starting a game.

BeginTeam
TeamID=77, (Barbarian)
Tech=TECH_ARCHERY
ContactWithTeam=0, (Napoleon I)
ContactWithTeam=1, (Victoria)
ContactWithTeam=2, (Carlos III)
ContactWithTeam=3, (Benito Mussolini)
ContactWithTeam=4, (Abdelkader El-Djezairi)
ContactWithTeam=5, (Dingane)
ContactWithTeam=6, (El Hadj Umar Tall)
ContactWithTeam=7, (Otto von Bismarck)
ContactWithTeam=8, (Carl Mannerheim)
ContactWithTeam=9, (Alexander II the Liberator)
ContactWithTeam=10, (Haile Selassie I)
ContactWithTeam=11, (Ibn Saud)
ContactWithTeam=12, (Ioannis Metaxas)
ContactWithTeam=13, (Mustafa Kemal Ataturk)
ContactWithTeam=14, (Nader Shah Afshar)
ContactWithTeam=15, ()
....................
ContactWithTeam=75, ()
ContactWithTeam=76, ()
AtWar=0, (Napoleon I)
AtWar=1, (Victoria)
AtWar=2, (Carlos III)
AtWar=3, (Benito Mussolini)
AtWar=4, (Abdelkader El-Djezairi)
AtWar=5, (Dingane)
AtWar=6, (El Hadj Umar Tall)
AtWar=7, (Otto von Bismarck)
AtWar=8, (Carl Mannerheim)
AtWar=9, (Alexander II the Liberator)
AtWar=10, (Haile Selassie I)
AtWar=11, (Ibn Saud)
AtWar=12, (Ioannis Metaxas)
AtWar=13, (Mustafa Kemal Ataturk)
AtWar=14, (Nader Shah Afshar)
AtWar=15, ()


I'm using Avast Free Antivirus.
 

Attachments

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Post #13 - Updated Tech tree for R:I ver. 3.71 and changes in GlobalDefines.xml and GlobalDefinesAlt.xml.
New Feb 6, 2025
Edit Feb 7, 2025 with more details.
Edit Feb 17, 2025 with more details.


I'm now ready to include the parts of my spin-off that I still think make sense. "Makes sense" should be understood in the way that several of my changes somehow has been included in the official mod and thus no longer interesting.

I have to add my changes little-by-little to avoid too much :crazyeye: :crazyeye: during the updates and the following tests. Following changes in the BtS\Assets\XML\GlobalDefines.xml and the BtS\Mods\Realism Invictus\Assets\XML\GlobalDefinesAlt.xml has been standard in my mod for a longer time:

Spoiler BtS\Assets\XML\GlobalDefines.xml :

<Define>
<DefineName>LAKE_MAX_AREA_SIZE</DefineName>
<iDefineIntVal>29</iDefineIntVal>
<!-- Default value is <iDefineIntVal>9</iDefineIntVal>
Value changed due to my very big maps - also see MIN_WATER_SIZE_FOR_OCEAN -->
</Define>

<Define>
<DefineName>MIN_WATER_SIZE_FOR_OCEAN</DefineName>
<iDefineIntVal>30</iDefineIntVal>
<!-- Default value is <iDefineIntVal>10</iDefineIntVal>
Change made due to my very big maps - also see LAKE_MAX_AREA_SIZE -->
</Define>

<Define>
<DefineName>FEATURE_GROWTH_MODIFIER</DefineName>
<iDefineIntVal>25</iDefineIntVal>
<!-- Default value is <iDefineIntVal>15</iDefineIntVal>.
this value is changed as I want the forests to grow faster than normal. -->
</Define>

Spoiler BtS\Mods\Realism Invictus\Assets\XML\GlobalDefinesAlt.xml :

<!-- No clouds in Globeview -->
<Define>
<DefineName>RENDER_GLOBEVIEW_CLOUDS</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<!-- Minimum distance between cities, should not be reduced to less than 4
due to my big mapsizes -->
<Define>
<DefineName>MIN_CITY_RANGE</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>


Spoiler TechTree - Ancient Era, 6 rows :

Civ4ScreenShot0143.JPG

There have been many different views in the official RI thread about how the Tech_tree for especially Ancient Era should look like.

I prefer it so that most civilizations have knowledge of most techs before we reach the Classical Era - and that most civilizations gain knowledge of the most basic technologies as soon as possible. Therefore, the <iCost> value here is much lower than default, while it is somewhat higher for the "last" technologies in the Ancient Era.

Above screenshot will be updated as changes to buildings/units/what-ever are added.

Spoiler TechTree - Classical Era, 6 rows :

Civ4ScreenShot0144.JPG

 
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Post #14
New Feb 7, 2025 - Military Buildings
Edit Feb 16, 2025

In general, I want exp.points to be awarded as a result of combat actions and not passively through buildings. Therefore, in my spin-off there only buildings as HuntersCabin (recon), Barracks (melee and gun) and Archery gives 1 exp.point. Other buildings like Stables, Castles, Pagan temples, Monuments as well as some special national buildings might also give exp.points, some up to 2 and some even 3 exp.points. I'm uncertain if ships should gain exp.points from Shipyards and Drydocks and if - should it be all type of ships or ??????. Need some more consideration from my side.

From Industrial Era, only Military Academies can give exp.points. 3 points no matter what domain they belongs to. BUT - the Military Academy can ONLY be builded by a Great General.

Spoiler Palisades - Walls - Military Academy (more to be added later) :

Civ4ScreenShot0131.JPG

AI will now prioritize building a Palisade as important - until Walls can be built. I have chosen to do this because a game on very large maps generates quite large groups of Barbarians that a single defender or 2 cannot resist. Especially not after the Archers have had their strength reduced to 2.
Civ4ScreenShot0132.JPG

As you can see, Walls now requires resources to be build. In my Spinn-off, NavalSupplies are the same as "Logs, Boards, Beams, Planks etc. - See Post #3 on page 1.
Walls will no longer become obsolete and thus worthless - but they will, however, at some point no longer be buildable. In the long term, this will mean that there will be fewer and fewer of those around as some might be destroyed due to conquests.

I have the idea - if this will be possible - that any remaining Walls will get a cultural value in the Modern Era. If this can be done, I will - perhaps - do the same for other similar buildings at a later date.
Civ4ScreenShot0133.JPG

Barracks also use resources - primarily wood.
Civ4ScreenShot0139.JPG


 
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Post #15 - Units use of resources.

New, Feb 17, 2025



I finally think I found "The Philosopher's Stone" regarding units use of resources. This is something for which I have not - until now hopefully - found a good and durable solution for - a problem that has annoyed me for quite a few years now. But let "us" now see if any can "follow" my thoughts......


I'll start with the "Domain_Sea".

1st: We have "no building", from which new units comes from. Ok then - then the units do not receive anthing "from home" - no food, no weapons, no nothing. It has to live from day-to-day so to say.

2nd: We have a building, where a unit is builded and equipped as a standard of it's class. Default those ships do not recieve any "training" (exp.points), but some civs are able to make better versions. This building could consume resources like this:
Spoiler shipyards :

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_SHIPYARD</BuildingClass>
<Type>BUILDING_SHIPYARD</Type>
-----
<PrereqAndBonuses/>
<PrereqOrBonuses>
<BonusType>BONUS_NAVAL</BonusType>
</PrereqOrBonuses>
<PrereqGlobalBuildings/>
<PrereqAndBuildings>
<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
</PrereqAndBuildings>
-----
<ConsumesBonuses>
<ConsumesBonus>
<BonusType>BONUS_NAVAL</BonusType>
<iBonusAmount>8</iBonusAmount>
</ConsumesBonus>
<ConsumesBonus>
<BonusType>BONUS_IRON</BonusType>
<iBonusAmount>2</iBonusAmount>
</ConsumesBonus>
<ConsumesBonus>
<BonusType>BONUS_COPPER</BonusType>
<iBonusAmount>1</iBonusAmount>
</ConsumesBonus>
</ConsumesBonuses>
-----
<iMinAreaSize>500</iMinAreaSize>
<iConquestProb>80</iConquestProb>
-----
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
-----
<SpecialistCounts/>
<FreeSpecialistCounts/>
-----
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers>
<DomainProductionModifier>
<DomainType>DOMAIN_SEA</DomainType>
<iProductionModifier>25</iProductionModifier>
</DomainProductionModifier>
</DomainProductionModifiers>
<DomainHealRateChanges>
<DomainHealRateChange>
<DomainType>DOMAIN_SEA</DomainType>
<iHealRateChange>20</iHealRateChange>
</DomainHealRateChange>
</DomainHealRateChanges>
<UnitClassHealRateChanges/>
<UnitCombatHealRateChanges/>
-----
</BuildingInfo>

So this building actually demands Naval (planks, boards, rope etc.), Iron and Copper to produce and maintain all types of ships that this building support.

Let's take a ship to show what comes after this. Galliot fx.
Spoiler Galliot :

<UnitInfo>
<Class>UNITCLASS_GALLIOT</Class>
<Type>UNIT_GALLIOT</Type>
-----
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_IRONCLAD</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
-----
<PrereqAndBuildings>
<BuildingClassType>BUILDINGCLASS_SHIPYARD</BuildingClassType>
<BuildingClassType>BUILDINGCLASS_ARSENAL</BuildingClassType>
</PrereqAndBuildings>
<PrereqOrBuildings/>
<PrereqTechs>
<TechType>TECH_OPTICS</TechType>
<TechType>TECH_BLACK_POWDER</TechType>
</PrereqTechs>
<PrereqAndBonuses>
<BonusType>BONUS_GUNPOWDER</BonusType>
</PrereqAndBonuses>
<PrereqOrBonuses/>
-----

<TerrainImpassables>
<TerrainImpassable>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
<FeatureImpassables/>
-----
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SLOOP</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods>
<UnitClassDefenseMod>
<UnitClassType>UNITCLASS_SLOOP</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassDefenseMod>
<UnitClassDefenseMod>
<UnitClassType>UNITCLASS_CARAVEL</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassDefenseMod>
</UnitClassDefenseMods>
<UnitCombatAttackMods/>
<UnitCombatDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_TIMBER</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_NAVAL</BonusType>
<iProductonModifier>10</iProductonModifier>
</BonusProductionModifier>
<BonusProductionModifier>
<BonusType>BONUS_BRONZE</BonusType>
<iProductonModifier>25</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
-----

This ship have PreReq of both Shipyard and Arsenal.

Shipyard is the building, that make it possible to build and maintain (repair) a Galliot. But it still need resources to operate!!!! Those resource(s) is/are used (consumed) by the unit.
Here we have the Arsenal. The Arsenal delivers one of the most basic resource (right now) for a Galliot GUNPOWDER. Actually this building should also deliver cannon barrels as those wear down over time and ammunition. But that will come with a new resource when I have learned how to add it properly. Later in time: Various type of ammunition and coal/fuel and if needed - more special types of equipment. I think a building for making sails and ropes would be nice too, lasting from start medieval to late renaissance era.

The ship also need food for the crew. I have not added this yet - but I think it can be done by using the <PrereqOrBuildings/> and the <PrereqOrBonuses/> since this doesn't have to be too specific for a certain type of ship.


Landunits - guess gunpowder as long as long as it is not part of the ammunition itself - otherwise just ammunition and fuel. Maybe Horses for Renaissance- and Industial Eras artillery. Food? Well, from the time when CannedFood is available, then yes. Before that? Well "one" could probably say that most armies "harvested" their food from the neighborhood they passed.....

Airunits - fuel and ammunition, maybe special equipment too.


Reasons for the Strike-through: No - since I'm sure every nation must have at least one source of food, then this will be "over-kill". And if a nation should loose it's last source of food, then it's dead anyway.


Those are my thoughts - how does they sound? Comments are welcome.......
 
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Post #16 - for future use.
 
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