RFC w Ireland v1 ...new civ, new flag, new everything...well, almost everything

I thought 5 libraries and monasteries was a breeze (as long as you have 5 cities you can always WHIP them).
It takes a little thinking ahead of time, but Scotland and Wales (which are usually just defended by indy WARRIORS) can be easily conquered as long as you time your conquering on the 3rd turn of the English spawn (it's actually GOOD that they declare on you on spawn because then you won't have problems with free English troops). Then make peace and build tons of troops with your iron to overwhelm London and Penzance.
The Christianity UHV is just plainly too simple as long as Europe is Christian and not Islamic.
 
hm, I hadn't thought of doing the libraries that way. I waited for the English spawn while making another settler, let them spawn, lucked out with peace, founded two more cities, one in western Scotland (which you have to do before they get their settler up there and found inverness) and built them that way.

Perhaps I should raise the christianity requirement to something more ambitious? 80%? Either that or remove all starting missionaries from european civs...After all, Europe is largely Christian today because of Irish missionaries in the dark ages. My concern with that would be if the human player was not playing Ireland, Europe would wind up largely islamic.

Perhaps I need to pick a higher rate and an end point (say, 60% by the end of the Renaissance). The rate should be something that the game will not accomplish left to its own devices (and still allow for spawns-with-missionaries and a natural spread of Christianity throughout Europe), but something that is achievable by the Irish human player by making, say, 15 missionaries before that period.

Actually, what if the uhv isn't the actual % of Christianity at all, but rather the number of missionaries built before X date? I don't know if the game can even count like that, or if it can only count the number of units of a type in existence at any given moment...

...I'm thinking I should probably go with a higher rate and an end date (probably the end of the renaissance) for that uhv...thoughts on what that rate should be before the end of the renaissance?
 
A better (and more ambitious) goal would be to have all of Europe (including Vikings and Russians) adopt Christianity AND 40% Christianity before 1400 AD. Since you're starting out with 3000 BC, it's really not out of the question for Islam and even Buddhism to be around and even be dominant. The Dutch often get some weird religion like Islam or Judaism from nowhere. Spain is terrible at opening borders if they don't share the same religion as you, so spreading it by the sword might be necessary.
 
I'd also like to go through and add the "marathon and epic" mod to this, so that you could use any time frame...would such a massive effort be worth it?
 
Alright, I've decided to go ahead and use winmerge to merge the RFC Marathon files with my own. I'm recompiling now, but for some reason when I compile a DLL for scratch it takes 6 or 8 hours...so I'm doing it overnight.

In any event, if it works, I'll post the results as v2, and all future versions of this mod will have different speeds enabled...and yes, that one will include a 600AD start.
 
As soon as I don't have the time to actively follow this forum it seems like you pull of something like this. :eek: Very nicely done! :goodjob:

I haven't got the time to do any actual play testing, but I did notice that you haven't done any custom icons for the Irish UU or UB. Also, there seem not to be any Civilipedia text for Brian Boru. And there is a decoding issue of some sort (or a typo) in the civilization description (second paragraph, third sentence). Other than that - looking good! :king:

Perhaps I should raise the christianity requirement to something more ambitious? 80%? Either that or remove all starting missionaries from european civs...After all, Europe is largely Christian today because of Irish missionaries in the dark ages. My concern with that would be if the human player was not playing Ireland, Europe would wind up largely islamic.
You could just condition the Missionary spawns to whether or not the human player is controlling the Irish. I believe the function you need is CyPlayer.isHuman().

Actually, what if the uhv isn't the actual % of Christianity at all, but rather the number of missionaries built before X date? I don't know if the game can even count like that, or if it can only count the number of units of a type in existence at any given moment...
If you can't find the function you need in the API, you could code the feature yourself. Rhye counts stuff in his code (like UHVs), so you could look at this code. (You need to pickle a variable, and you need to add it to StoredData.py in order to give it a default value. Then you need a function each for setting and getting the value.)

Of course, it would help if you learned some actual Python. :D The fact that you really haven't only makes the feat of this modmod even more impressive!
 
Hm, I wrote a description for Brian...maybe I forgot to cut-and-paste it. I'll look into the typo as well.

Good idea with the missionaries. I may do that, or I may raise the rate. Theoretically, the Irish have been exporting clergy to English speaking countries (and non-English speaking ones as well) not only in the middle ages but throughout the age of imperialism right into 20th century New York and Boston.

Thanks for the pat on the back, btw...I'm sorry that I really haven't had the opportunity to do too much python learning (mea culpa, mea culpa)...when I'm not writing my thesis or grading students' papers the only new coded system I seem to have time to learn is the Irish language itself.

I'm going ahead with the incorporation of Marathon and Epic speeds atm, but having problems compiling the new DLL. I've posted a question in the appropriate forum for it, and have an idea I'm going to try to make work in the meantime. With any luck, there'll be a functioning v2 by Easter with enabled speeds, an adjusted UHV and minor fixes before Easter (and a 600 AD start ;-) ).
 
About the Epic/Marathon modmod. I don't know if it can be considered finished by any stretch of the word, so you might wanna wait until all features are incorporated proper and all issues have been addressed. Otherwise you might easily end up fixing thing that are already fixed. Indefinitely.

Very good Civilopedia entries, by the way. :goodjob: I'm so gonna read up on Brian once you include the passage.
 
hm...well, my third try is compiling as I type, so we'll see what comes of it all. For some reason I couldn't merge the marathon mod into my successfully, so I merged the marathon mod with the original RFC (and then made sure it worked), then merged in my Khmer changes and changed get turn code where necessary...we'll see if the compile works now and then we'll see what the shortcomings are.
 
Just an example of how to destroy all the Gallic cities outside of Ireland before the English spawn:
http://forums.civfanatics.com/showthread.php?t=359841
I think you've got to make the 3rd criteria more like 60% for it to be a more worthwhile game, or make it 40% before 1400 AD.
 
Actually, I was thinking of raising it to 80%, especially if I can get the marathon mod working correctly
 
Um, that's not quite feasible. 80 percent practically means that you have to spread it to every single city in the world, unless you merge the inquisitor mod with your mod.
 
Indeed, 60% it will be.

The only snag at the moment seems to be a python error after merging in the marathon mod. I'm getting this, but I'm not sure how to remedy the problem:

File "RiseAndFall", line 330, in getExileData

EOFError



the line in question reads:

scriptDict = pickle.loads( gc.getGame().getScriptData() )



the lines around it read (it's the second line, below):

def getExileData( self, i ):
scriptDict = pickle.loads( gc.getGame().getScriptData() )
return scriptDict['lExileData']

def setExileData( self, i, iNewValue ):
scriptDict = pickle.loads( gc.getGame().getScriptData() )
scriptDict['lExileData'] = iNewValue
gc.getGame().setScriptData( pickle.dumps(scriptDict) )
 
if this helps, this is the turn by turn python log

Spoiler :

sys.modules =

{'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}


sys.builtin_module_names =

('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')

1. Using moduleSearchDirs: python\screens\
2. Using moduleSearchDirs: python\entrypoints\
3. Using moduleSearchDirs: python\
4. Using moduleSearchDirs: python\mercenaryutils\
5. Using moduleSearchDirs: python\pywb\
6. Using moduleSearchDirs: python\pitboss\
7. Using moduleSearchDirs: python\pyhelper\
8. Using moduleSearchDirs: python\pyunit\
9. Using moduleSearchDirs: python\_debugtools\
10. Using moduleSearchDirs:
EntryPoint module:cvrandomeventinterface
EntryPoint module:cvscreensinterface
EntryPoint module:cveventinterface
EntryPoint module:cvtranslator
EntryPoint module:cvgameinterface
EntryPoint module:cvoptionsscreencallbackinterface
EntryPoint module:cvwbinterface
EntryPoint module:pbmain
EntryPoint module:cvappinterface
EntryPoint module:hemispheres
EntryPoint module:arboria
EntryPoint module:highlands
EntryPoint module:rainforest
EntryPoint module:terra
EntryPoint module:donut
EntryPoint module:tectonics
EntryPoint module:randomscriptmap
EntryPoint module:big_and_small
EntryPoint module:boreal
EntryPoint module:earth2
EntryPoint module:medium_and_small
EntryPoint module:team_battleground
EntryPoint module:global_highlands
EntryPoint module:cvgameinterfacefile
EntryPoint module:cvmapscriptinterface
EntryPoint module:islands
EntryPoint module:great_plains
EntryPoint module:continents
EntryPoint module:fantasy_realm
EntryPoint module:archipelago
EntryPoint module:wheel
EntryPoint module:lakes
EntryPoint module:tilted_axis
EntryPoint module:inland_sea
EntryPoint module:mirror
EntryPoint module:fractal
EntryPoint module:oasis
EntryPoint module:pangaea
EntryPoint module:hub
EntryPoint module:balanced
EntryPoint module:maze
EntryPoint module:custom_continents
EntryPoint module:shuffle
EntryPoint module:ring
EntryPoint module:cvunitcontrolinterface
EntryPoint module:cvdiplomacyinterface
EntryPoint module:cvdebuginterface
EntryPoint module:cvpopupinterface
EntryPoint module:cvscreenutilsinterface
EntryPoint module:ice_age
load_module CvEventInterface

load_module CvUtil

load_module traceback

load_module CvRFCEventManager

load_module CvEventManager

load_module CvScreensInterface

load_module CvMainInterface

load_module ScreenInput

load_module CvScreenEnums

load_module time

load_module Consts

load_module RFCUtils

load_module PyHelpers

load_module cPickle

load_module CvMercenaryManager

load_module Popup

load_module MercenaryUtils

load_module MercenaryNameUtils

load_module math

load_module CvTranslator

load_module re

load_module SdToolKit

load_module CvMercenaryScreensEnums

load_module CvGameInterface

load_module CvGameUtils

load_module CvGameInterfaceFile

load_module CvDomesticAdvisor

load_module CvTechChooser

load_module CvForeignAdvisor

load_module CvExoticForeignAdvisor

load_module IconGrid

load_module DomPyHelpers

load_module TechTree

load_module CvMilitaryAdvisor

load_module CvFinanceAdvisor

load_module CvReligionScreen

load_module CvCorporationScreen

load_module CvCivicsScreen

load_module string

load_module CvVictoryScreen

load_module CvEspionageAdvisor

load_module CvOptionsScreen

load_module CvReplayScreen

load_module CvHallOfFameScreen

load_module CvDanQuayle

load_module CvUnVictoryScreen

load_module CvDawnOfMan

load_module CvTechSplashScreen

load_module CvTopCivs

load_module random

load_module CvInfoScreen

load_module CvIntroMovieScreen

load_module CvVictoryMovieScreen

load_module CvWonderMovieScreen

load_module CvEraMovieScreen

load_module CvSpaceShipScreen

load_module CvPediaMain

load_module CvPediaScreen

load_module CvScreen

load_module CvPediaTech

load_module CvPediaUnit

load_module CvPediaBuilding

load_module CvPediaPromotion

load_module CvPediaUnitChart

load_module CvPediaBonus

load_module CvPediaTerrain

load_module CvPediaFeature

load_module CvPediaImprovement

load_module CvPediaCivic

load_module CvPediaCivilization

load_module CvPediaLeader

load_module CvPediaSpecialist

load_module CvPediaHistory

load_module CvPediaProject

load_module CvPediaReligion

load_module CvPediaCorporation

load_module CvWorldBuilderScreen

load_module CvWorldBuilderDiplomacyScreen

load_module CvDebugTools

load_module CvDebugInfoScreen

load_module CvMapGeneratorUtil

load_module CvGFCScreen

load_module CvPopupInterface

load_module CvScreenUtilsInterface

load_module CvScreenUtils

init-ing world builder screen

load_module CvWBPopups

load_module CvCameraControls

load_module CvAdvisorUtils

load_module CvRFCEventHandler

load_module StoredData

load_module RiseAndFall

load_module CityNameManager

load_module Barbs

load_module Custom

load_module Religions

load_module Resources

load_module UniquePowers

load_module AIWars

load_module Congresses

load_module Victory

load_module Stability

load_module Plague

load_module Communications

PY:OnInit
load_module CvAppInterface

load_module Archipelago

load_module Balanced

load_module Continents

load_module Custom_Continents

load_module Fantasy_Realm

load_module Fractal

load_module Great_Plains

load_module Highlands

load_module Hub

load_module Ice_Age

load_module Inland_Sea

load_module Islands

load_module Lakes

load_module Maze

load_module Mirror

load_module Oasis

load_module Pangaea

load_module Ring

load_module Shuffle

load_module Team_Battleground

load_module Terra

load_module Tilted_Axis

load_module Wheel

load_module Arboria

load_module Big_and_Small

load_module Boreal

load_module Donut

load_module Earth2

load_module Global_Highlands

load_module Hemispheres

load_module Medium_and_Small

load_module Rainforest

load_module RandomScriptMap

load_module Tectonics

load_module CvWBInterface

load_module CvWBDesc

load_module array

PY:loadDesc:mods\rfc irish marathon\publicmaps\rfc irish marathon 600ad start, curDir:C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword
Reading game desc

Reading teams desc

reading team 0

reading team 1

reading team 2

reading team 3

reading team 4

reading team 5

reading team 6

reading team 7

reading team 8

reading team 9

reading team 10

reading team 11

reading team 12

reading team 13

reading team 14

reading team 15

reading team 16

reading team 17

reading team 18

reading team 19

reading team 20

reading team 21

reading team 22

reading team 23

reading team 24

reading team 25

reading team 26

reading team 27

reading team 28

reading team 29

reading team 30

Reading players desc

load_module encodings

load_module encodings.latin_1

Reading map desc

Reading/creating 8432 plot descs

Reading/creating 0 sign descs

WB read done

PY:Player 0's alive status set to: 1
PY:Player 1's alive status set to: 1
PY:Player 2's alive status set to: 1
PY:Player 3's alive status set to: 1
PY:Player 4's alive status set to: 1
PY:Player 5's alive status set to: 1
PY:Player 6's alive status set to: 1
PY:Player 7's alive status set to: 1
PY:Player 8's alive status set to: 1
PY:Player 9's alive status set to: 1
PY:Player 10's alive status set to: 1
PY:Player 11's alive status set to: 1
PY:Player 12's alive status set to: 1
PY:Player 13's alive status set to: 1
PY:Player 14's alive status set to: 1
PY:Player 15's alive status set to: 1
PY:Player 16's alive status set to: 1
PY:Player 17's alive status set to: 1
PY:Player 18's alive status set to: 1
PY:Player 19's alive status set to: 1
PY:Player 20's alive status set to: 1
PY:Player 21's alive status set to: 1
PY:Player 22's alive status set to: 1
PY:Player 23's alive status set to: 1
PY:Player 24's alive status set to: 1
PY:Player 25's alive status set to: 1
PY:Player 26's alive status set to: 1
PY:Player 27's alive status set to: 1
PY:Player 28's alive status set to: 1
PY:Player 29's alive status set to: 1
PY:Player 30's alive status set to: 1
PY:Player 31's alive status set to: 1
map rebuild. gridw=124, gridh=68

preapply plots

map apply - recalc areas/regions

apply plots

apply signs

Randomize Resources

WB apply done

PY:City Acquired Event: Palermo
PY:City Acquired and Kept Event: Palermo
PY:City Acquired Event: Brindisi
PY:City Acquired and Kept Event: Brindisi
8500 - gold

8501 - research

8502 - culture

8503 - espionage

8483 - food

8484 - production

8485 - commerce

8550 - judaism

8551 - judaism

8552 - christianity

8553 - christianity

8554 - islam

8555 - islam

8556 - hinduism

8557 - hinduism

8558 - buddhism

8559 - buddhism

8560 - confucianism

8561 - confucianism

8562 - taoism

8563 - taoism

3 SCREEN TURNED ON

99 SCREEN TURNED ON

('leader starting switch:', 17, 'in civ', 3)

('leader starting switch:', 24, 'in civ', 7)

('leader starting switch:', 13, 'in civ', 16)

('leader starting switch:', 8, 'in civ', 17)

('leader starting switch:', 36, 'in civ', 18)

('leader starting switch:', 50, 'in civ', 26)

PY:saveDesc:C:\users\crossover\My Documents\My Games\Beyond the Sword\Saves\WorldBuilder\WBQuickSave, curDir:C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword
WBSave done

PY:OnPreSave
load_module pickle

PY:Player 0's alive status set to: 0
PY:Player 1's alive status set to: 0
PY:Player 3's alive status set to: 0
PY:Player 4's alive status set to: 0
PY:Player 5's alive status set to: 0
PY:Player 6's alive status set to: 0
PY:Player 7's alive status set to: 0
PY:Player 9's alive status set to: 0
PY:Player 10's alive status set to: 0
PY:Player 14's alive status set to: 0
PY:Player 15's alive status set to: 0
PY:Player 16's alive status set to: 0
PY:Player 17's alive status set to: 0
PY:Player 18's alive status set to: 0
PY:Player 19's alive status set to: 0
PY:Player 20's alive status set to: 0
PY:Player 21's alive status set to: 0
PY:Player 22's alive status set to: 0
PY:Player 23's alive status set to: 0
PY:Player 24's alive status set to: 0
PY:Player 25's alive status set to: 0
PY:Player 26's alive status set to: 0
PY:Player 13's alive status set to: 0
PY:City Tianjin's culture has expanded
PY:City Built Event: Tianjin
PY:City Satsuma's culture has expanded
PY:City Built Event: Satsuma
PY:City Birka's culture has expanded
PY:City Built Event: Birka
('iGameTurn', 549)

late start

('Birth', 2)

('cityList', u"Xi'an", (100, 44))

PY:City Tianjin's culture has expanded
PY:City Acquired Event: Xi'an
('tCityPlot After', (100, 44))

('iConvertedCitiesCount', 1)

('cityList', u'Qufu', (104, 45))

PY:City Tianjin's culture has expanded
PY:City Acquired Event: Qufu
('tCityPlot After', (104, 45))

('iConvertedCitiesCount', 2)

('Birth', 12)

('cityList', u'Memphis', (69, 35))

PY:City Kufah's culture has expanded
PY:City Acquired Event: Memphis
('tCityPlot After', (69, 35))

('iConvertedCitiesCount', 1)

('cityList', u"Sana'a", (76, 30))

PY:City Kufah's culture has expanded
PY:City Acquired Event: Sana'a
('tCityPlot After', (76, 30))

('iConvertedCitiesCount', 2)

PY:OnPreSave
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
('iGameTurn', 550)

('TOTAL UNITS', 144)

('TOTAL CITIES', 47)

Stability

('dead', 0)

('dead', 1)

('Base:', 14, 'Modifier:', 14, 'Total:', 28, 'civic', 25, u'Middle Country of China')

('dead', 3)

('dead', 4)

('dead', 5)

('dead', 6)

('dead', 7)

('Base:', 15, 'Modifier:', 6, 'Total:', 21, 'civic', 25, u'Japanese Shogunate')

('dead', 9)

('dead', 10)

('Base:', 13, 'Modifier:', 6, 'Total:', 19, 'civic', 25, u'Viking Union')

('Base:', 0, 'Modifier:', 10, 'Total:', 10, 'civic', 25, u'Caliphate of Arabia')

('dead', 13)

('dead', 14)

('dead', 15)

('dead', 16)

('dead', 17)

('dead', 18)

('dead', 19)

('dead', 20)

('dead', 21)

('dead', 22)

('dead', 23)

('dead', 24)

('dead', 25)

('dead', 26)

('Parameter', 0, 0)

('Parameter', 1, 0)

('Parameter', 2, 0)

('Parameter', 3, 0)

('Parameter', 4, 0)

('Parameter', 5, 0)

('Parameter', 6, 0)

('Parameter', 7, 0)

('Parameter', 8, 0)

('Parameter', 9, 0)

('Parameter', 10, 0)

('Parameter', 11, 0)

('Parameter', 12, 0)

(u'Egypt', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'India', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'China', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Babylonia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Greece', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Persia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Carthage', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Rome', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Japan', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Ethiopia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Maya', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Vikings', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Arabia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Ireland', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Spain', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'France', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'England', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Germany', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Russia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Netherlands', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Mali', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Portugal', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Inca', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Mongolia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Aztec', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Turkey', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'America', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

PY:OnPreSave
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
PY:City Palermo's culture has expanded
PY:City Brindisi's culture has expanded
('iGameTurn', 551)

(u'China', True, False)

(u'Japan', True, False)

(u'Vikings', False, False)

(u'Arabia', False, False)

PY:OnPreSave
PY:City Satsuma's culture has expanded
PY:City Built Event: Satsuma
PY:City Kufah's culture has expanded
PY:City Built Event: Kufah
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
PY:City Alexandria's culture has expanded
('iGameTurn', 552)

('Minor war', u'Hanseong', u'Japanese')

PY:OnPreSave
PY:Player 13's alive status set to: 1
PY:City Kufah's culture has expanded
PY:City Built Event: Kufah
PY:Player 13's alive status set to: 0
PY:City Hesperides's culture has expanded
PY:City Hierusalem's culture has expanded
('iGameTurn', 553)

PY:City Kufah's culture has expanded
PY:City Acquired Event: Alexandria
PY:City Acquired and Kept Event: Al-Iskandariya
PY:OnPreSave
PY:Player 13's alive status set to: 1
PY:City Birka's culture has expanded
PY:City Built Event: Birka
PY:Player 13's alive status set to: 0
PY:City Hanseong's culture has expanded
('iGameTurn', 554)

PY:City Kufah's culture has expanded
PY:City Acquired Event: Hesperides
PY:City Acquired and Kept Event: Bangazi
PY:OnPreSave
PY:City Tianjin's culture has expanded
PY:City Built Event: Tianjin
PY:City Satsuma's culture has expanded
PY:City Built Event: Satsuma
PY:City Palermo's culture has expanded
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
('iGameTurn', 555)

('TOTAL UNITS', 141)

('TOTAL CITIES', 53)

Stability

('dead', 0)

('dead', 1)

('Base:', 14, 'Modifier:', 12, 'Total:', 26, 'civic', 25, u'Middle Country of China')

('dead', 3)

('dead', 4)

('dead', 5)

('dead', 6)

('dead', 7)

('Base:', 15, 'Modifier:', 2, 'Total:', 17, 'civic', 25, u'Japanese Shogunate')

('dead', 9)

('dead', 10)

('Base:', 13, 'Modifier:', 0, 'Total:', 13, 'civic', 25, u'Viking Union')

('Base:', 0, 'Modifier:', 11, 'Total:', 11, 'civic', 25, u'Caliphate of Arabia')

('dead', 13)

('dead', 14)

('dead', 15)

('dead', 16)

('dead', 17)

('dead', 18)

('dead', 19)

('dead', 20)

('dead', 21)

('dead', 22)

('dead', 23)

('dead', 24)

('dead', 25)

('dead', 26)

('Parameter', 0, 0)

('Parameter', 1, 0)

('Parameter', 2, 0)

('Parameter', 3, 0)

('Parameter', 4, 0)

('Parameter', 5, 0)

('Parameter', 6, 0)

('Parameter', 7, 0)

('Parameter', 8, 0)

('Parameter', 9, 0)

('Parameter', 10, 0)

('Parameter', 11, 0)

('Parameter', 12, 0)

(u'Egypt', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'India', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'China', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Babylonia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Greece', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Persia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Carthage', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Rome', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Japan', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Ethiopia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Maya', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Vikings', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Arabia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Ireland', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Spain', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'France', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'England', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Germany', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Russia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Netherlands', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Mali', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Portugal', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Inca', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Mongolia', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Aztec', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'Turkey', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

(u'America', 'PLOT OWNERSHIP ABROAD:', 0, 'CITY OWNERSHIP LOST:', 0)

('spreading Islam', 19)

PY:OnPreSave
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
('iGameTurn', 556)

('Cutting contacts between', u'Japan', 'and', u'China')

PY:City Kufah's culture has expanded
PY:City Acquired Event: Hierusalem
PY:City Acquired and Kept Event: Al-Quds
PY:OnPreSave
PY:City Tianjin's culture has expanded
PY:City Built Event: Tianjin
PY:City Al-Iskandariya's culture has expanded
PY:City Aksum's culture has expanded
PY:City Tripolis's culture has expanded
PY:Player 13's alive status set to: 1
2 SCREEN TURNED ON

PY:Player 13's alive status set to: 0
('iGameTurn', 557)

PY:OnPreSave
PY:City Kufah's culture has expanded
PY:City Built Event: Kufah
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
('iGameTurn', 558)

PY:OnPreSave
PY:City Birka's culture has expanded
PY:City Built Event: Birka
PY:City Hangzhou's culture has expanded
PY:Player 13's alive status set to: 1
PY:Player 13's alive status set to: 0
('iGameTurn', 559)

PY:City Kufah's culture has expanded
PY:City Acquired Event: Tripolis
PY:City Acquired and Kept Event: Tarabulus
PY:City Tianjin's culture has expanded
PY:City Acquired Event: Hangzhou
PY:City Acquired and Kept Event: Hangzhou
Game is ending

PY:Victory! Team 2 achieves a Cultural victory
PY:OnPreSave
PY:Al-Qahirah has grown
PY:Player 13's alive status set to: 1
SCREEN OFF

13 SCREEN TURNED ON

PY:OnUnInit
UnInit Python

 
the python error is causing a sort-of-"you have been defeated" loss in that one of the first four civs achieves a cultural victory before the autoplay is finished with the first handful of turns.
 
About the EOFError - I had some of those myself but can't for the life of me remember what it was, what was causing it or how I get rid of it. :p

It does seem like it has something to do with pickling. (Storing some value regarding the Exile event, to be more specific) Take a look at StoredData.py and see if there is an entry for "lExileData" in the script dictionary ("scriptdict"). Because if there isn't such a value, then the code unpickling it wouldn't be able to do so.
 
I found it (eventually)...I had forgotten to merge in the lines enabling epic and marathon calculations in culturelevelinfos.xml

Got it working and made the UHVs more challenging. I haven't fixed the text things (like Brian's entry) yet, but that's the next step. I'm putting up the new file now, you can find it at the top of the first message in this thread.
 
Thanks for the pat on the back, btw...I'm sorry that I really haven't had the opportunity to do too much python learning (mea culpa, mea culpa)...when I'm not writing my thesis or grading students' papers the only new coded system I seem to have time to learn is the Irish language itself.

Really? It's quite difficult.
 
which is difficult? Irish or Python? Baldyr was trying to give me a crash course all through RFC with Celts development, but I simply didn't have time to absorb or build on alot of what he imparted to me. I feel kinda bad, although I've saved all the messages and at some point when I'm done with this thesis I'll revisit it and try to fill in my python-knowledge gaps, and some C++ to boot.
 
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