Religion modmods

Or the capture mechanism should be re-examined. There's a tag for capture - what the unit becomes if captured - I'd like to take a look at what happens when a unit is killed that has that tag in use. I'll take a deeper look at that this weekend considering my changes just brought that to the fore. If we need a new bool that states the unit CAN be captured and need to rewrite the assumed 'no unitcombat definition' meaning the unit may be captured rule, that's obviously important to address.

In the meantime, please try to explain to me what you know about the capturing mechanic - might help me to more quickly understand what I'm reading in the code.

From what I could tell, btw, missionaries already had the unitcombat_missionary definition so something doesn't seem quite right about this assessment that having a unitcombat will ensure they cannot be captured...
 
I am repurposing this thread for all my mode. I am going to take a break from working on the main C2C to examine some concepts I would like to see included in C2C. Most fit in the Prehistoric era or Prehistoric to Classical eras. So I am making some concept stand alone mods.

Currently proposed.
  • Animal Myth required before you can study the Animal tech
  • Limited to movement outside your cultural borders
  • Civ III - Paths to Glory mod.
  • Evolving Religions

Animal Myth required before you can study the Animal tech. It is possible to say that you can't study a tech unless you have at least one building of a type in your nation.

An initial trial of this show that the tech tree needs to be adjusted to get rid of the requirement for studying horse, camel and elephants to progress in the tree as most often you wont be in part of the world where you get all three. There is also a need to change the Myth buildings so that you can get them without subduing an animal but just by meeting one in combat.

Limited to movement outside your cultural borders. This is just someone else's mod just adjusted for C2C. Your units will not be able to move vary far from your borders. The distance will be adjusted by tech and resources - so having baskets will mean that you can carry more supplies with you and so travel further. The initial aim is for these restrictions to end somewhere about Sedentary Lifestyle.

Evolving Religions. The purpose of religion in Civ IV is to increase the chance of going to war. the current implementation often turns into a race for a religion and some hoarding of religions. In the real world everyone has developed their own belief system which then gets modified with contact with others. You start with a belief system and develop it alongside everything else.

This will involve removing some of the techs and turning them into buildings.

Civ III - Paths to Glory mod. This mod has a totally different approach to civilization which I really like. For instance when you study the tech "cadence" you can build any of the unit based units if you have the resources and buildings required.
 
Limited to movement outside your cultural borders. This is just someone else's mod just adjusted for C2C. Your units will not be able to move vary far from your borders. The distance will be adjusted by tech and resources - so having baskets will mean that you can carry more supplies with you and so travel further. The initial aim is for these restrictions to end somewhere about Sedentary Lifestyle.

I really appreciate that you work on this! It´s both unrealistic and takes out fun (IMO) that you are able to discover half of the world and meet most civilizations when you are still in stone age. And also not too realistic that you hunt animals on another continet which helps your home city grow. I would even set the end date beyond Sedentary Lifestyle. Looking forward on this!
 
I really appreciate that you work on this! It´s both unrealistic and takes out fun (IMO) that you are able to discover half of the world and meet most civilizations when you are still in stone age. And also not too realistic that you hunt animals on another continent which helps your home city grow. I would even set the end date beyond Sedentary Lifestyle. Looking forward on this!

Agreed:)
 
Got this for ya, DH (see attached) your Avatar. well mine too, i guess.
 

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I've just had one of those brilliant 3am ideas and it wont let me go back to sleep until I write it down.

For the Restricted Movement mod, recon units only a new mission Push On which allows them to get those goody huts that can be seen but are just out of range.

Active for recon units when there is an unoccupied goody hut out of the movement range but within 2 (or 3) connected plots of the unit.

Outcomes - probability adjusted by unit exp.
  • unit dies before getting to the goody hut
  • unit is badly damaged before getting to the goody hut and returns to nearest city
  • unit dies after reaching the goody hut
  • unit is damaged after reaching goody hut and returns to nearest city
  • everything worked unit returns to nearest connected cultural border and is is immobile for two turns.

If the goody hut gives a unit then that unit returns to the nearest connected cultural border.

I'll probably implement this by giving the plot the owner's culture briefly. There are some extra interesting options that become possible when I get the Indigenous People back in the game.
 
I have tested my PopulationLimits mod, it works fine and will be included in my mod when it is released. There are a few things I need to do with it before it is ready for release as an option in C2C
  1. make an option for it
  2. write concept page
  3. add something to both the city and world screens to indicate when a city has reached its maximum population.
  4. add something to the building pedia screens to indicate what buildings affect maximum population.
  5. maybe release it as a general mod

I tried out the following values
All cities can grow to size 7. A Sewer System raises the limit to 14 and a Hospital to 28. I did not get as far as the hospital in testing.​

further the following buildings add to the maximum population
Palace +7
Town Well +1 replacements add +1 per "level"
Aqueduct +2
Village Hall +2, Town Hall +4, City Hall/Metro/Capital admin +8​

These numbers were mostly chosen to fit with the minimum population required for some buildings.

Possible extension: if the city is not building a building with a minimum population requirement within 2 of its current population and population is at maximum and granary is full then there is a chance that an Immigrant will be built and population will be reduced by 2; which will immediately go up by one due to growth.
 
That's pretty cool! I could probably easily make it an option system. Does the limit value work off of an xml tag that gets loaded through the dll at all?

Really like the immigrant concept too.
 
It is all Python at the moment. It is a foreign concept to Civ IV. Previous versions had it but I expected it was considered anti fun.
 
I was thinking that with an xml tag we could make the value itself default to something that doesn't limit or releases all limits if the option is off.
 
Currently I would need two tags

- max population allowed (-1= unlimited; Sewer System would have value 14; default value would be 0 which would I need to code)
- additional population allowed (0 = default value; Palace would have value 7)

Note: If a building upgrades it can't be one to change the maximum population value.
 
Currently I would need two tags

- max population allowed (-1= unlimited; Sewer System would have value 14; default value would be 0 which would I need to code)
- additional population allowed (0 = default value; Palace would have value 7)

Note: If a building upgrades it can't be one to change the maximum population value.

Ok, don't fully understand what you're trying to say with that 'Note' part.

Do you want the dll to report, for each city, a compiled # of the highest Max Population + total additional population allowed? (and return -1 if the option is off?) There's not much more to it to have it report such a calculated value.
 
I would not want the dll to do anything. I can make it an option as it is now. If those XML tags exist and are optional then I can move the hard coded stuff from the Python into an XML file which would only activate with the option on.

If you wanted to put the whole thing in the dll that is something else again but I would not look at that until the option has been around for awhile. What you suggest is 95% of the code in the module.
 
It would be cool if this system would be linked to the Housing concept. I don't know if Houses should require a minimum population or if Houses should increase the max Population - I can see both working. Maybe in the beginning it would be better if houses increase max population and in the industrial / modern era onwards they should require a minimum population. :crazyeye:
 
I am not happy with the Salt buildings we have at the moment so I made a modmod.

It did not seem right that you could build the Salt Mine building when you were evaporating water to get the salt.

Natural evaporation of salt should only exist where there is enough sun. I have restricted it to up to 40 degrees from the equator. I have added in a new evaporation works which can be built further from the equator but requires copper or iron wares. After reading an article in Archaeology magazine I probably should include pottery as an or requirement.

New improvement on salt flats and a Salt Flats Quarry building in the city requiring the improvement.

You can only build one of the salt buildings in any city.

To Do:
- add pottery to the requirements for the evaporation works
- add a new resource Natron to be found only on Salt Flats. It gives +1:health: plus some boost to mummification buildings. Obsolete when Chemicals become available.

Installation

Unfortunately someone turned My_Mods off in the last release. The idea of that folder was so you could just move the mods you want in there to activate them.

1) In Assets/Modules find and edit the file MLF_CIV4ModularLoadingControls/XML.
2) Find the My_Mods entry and change the 0 to 1
Code:
				<Module>
					<Directory>My_Mods</Directory>
					<bLoad>1</bLoad>
				</Module>

3) Extract the attached into the Assets/Modules/My_Mods folder.

Uninstall

Either move the Salt folder from My_Mods to My_Mods (Unloaded) or delete
 
I am not happy with the Salt buildings we have at the moment so I made a modmod.

It did not seem right that you could build the Salt Mine building when you were evaporating water to get the salt.

Natural evaporation of salt should only exist where there is enough sun. I have restricted it to up to 40 degrees from the equator. I have added in a new evaporation works which can be built further from the equator but requires copper or iron wares. After reading an article in Archaeology magazine I probably should include pottery as an or requirement.

New improvement on salt flats and a Salt Flats Quarry building in the city requiring the improvement.

You can only build one of the salt buildings in any city.

To Do:
- add pottery to the requirements for the evaporation works
- add a new resource Natron to be found only on Salt Flats. It gives +1:health: plus some boost to mummification buildings. Obsolete when Chemicals become available.

Installation

Unfortunately someone turned My_Mods off in the last release. The idea of that folder was so you could just move the mods you want in there to activate them.

1) In Assets/Modules find and edit the file MLF_CIV4ModularLoadingControls/XML.
2) Find the My_Mods entry and change the 0 to 1
Code:
				<Module>
					<Directory>My_Mods</Directory>
					<bLoad>1</bLoad>
				</Module>

3) Extract the attached into the Assets/Modules/My_Mods folder.

Uninstall

Either move the Salt folder from My_Mods to My_Mods (Unloaded) or delete

This seems more like something that should not be a mod at all. I like this idea. If you want to edit my or other files (ex Faustmouse's mod) to get this to work then. be my guest.
 
This seems more like something that should not be a mod at all. I like this idea. If you want to edit my or other files (ex Faustmouse's mod) to get this to work then. be my guest.

I may do just that. As I said it was just my tweaks to something that was annoying me, but I did not want to tread on your or FaustMouse's toes and put it on the SVN with out your looking at it.
 
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