raystuttgart
Civ4Col Modder
I replaced the old concept (in the Spoiler) by this new "light weight" one.
(It is going to be just another DLL-Diplomacy dialogue to add a bit of flavour.)
Outdated concept:
Hi guys,
it has always felt strang to me that a European King just sits around idle while his colonies are conquered by another Colonial Player.
So with this feature I intend to change this.
Generals:
This is not an AI only feature.
(Meaning it is also going to happen for the Human Player.)
Most likely this will be implemented as Game Option "Royal Interventions".
(So whoever does not like it can deactivate it in the settings for a new game.)
The Intervention Troops are not free goodies, they come at a price.
(Accepting Intervention troops will increase tax rate.)
Also the Human Player will get a Diplomacy Dialogue to accept or refuse the Intervention Troops.
(Which will most likely also offer to pay an amount of gold directly instead of a tax increase.)
So what is going to happen:
The Intervention Counter:
(Only active for Wars between 2 Colonial Players - none of this will happen during peace times.)
(Only active for Wars between 2 Colonial Players - none of this will happen during peace times.)
(They will depend on Difficulties in Handicap.xml)
The kind of troops the King will send as well as tax increase or gold amount for accepting will be configured in GlobalDefinesAlt.xml.
(Just so it is configurable without hardcoding.)
---------
Remarks:
Summary:
This feature will spice up Colonial Wars by additional Intervention troops from their Kings.
In general Colonial Wars should get longer and more bloody.
This feature heavily favours the loosing side (the one losing more Units and Cities).
But the feature will also work for the Human player (if he also loses Units and Cities).
(It is going to be just another DLL-Diplomacy dialogue to add a bit of flavour.)
Outdated concept:
Spoiler :
Hi guys,
it has always felt strang to me that a European King just sits around idle while his colonies are conquered by another Colonial Player.
So with this feature I intend to change this.
Generals:
This is not an AI only feature.
(Meaning it is also going to happen for the Human Player.)
Most likely this will be implemented as Game Option "Royal Interventions".
(So whoever does not like it can deactivate it in the settings for a new game.)
The Intervention Troops are not free goodies, they come at a price.
(Accepting Intervention troops will increase tax rate.)
Also the Human Player will get a Diplomacy Dialogue to accept or refuse the Intervention Troops.
(Which will most likely also offer to pay an amount of gold directly instead of a tax increase.)
So what is going to happen:
The Intervention Counter:
(Only active for Wars between 2 Colonial Players - none of this will happen during peace times.)
- Every time another Colonial Player destroys a Unit of Colonial Player the Intervention Counter of its King (of the attacked Colonial Player that lost a Unit) will go up by 1 point
- Every time another Colonial Player conquers a City of a Colonial Player the Intervention Counter of its King (of the attacked Colonial Player that lost a City will go up by 10 points
- If the Colonial Player is at War with another Colonial Player that has more than twice as many Cities, the Intervention Counter of its King will also increase by 2 points every turn
- A peace declaration between the 2 Colonial Players will reduce the Intervention Counter of their Kings by 10 points (not always set it to 0), so in the next war it will most likely already be filled a bit
- Whenever the Intervention Counter is reset, it can of course also be filled again
- The Intervention Counter can never drop below 0
(Only active for Wars between 2 Colonial Players - none of this will happen during peace times.)
- If the Intervention Counter will be used by a "randomized algorith with threshold" to determine if the King will offer to send Intervention troops to defend his colonies
- The higher the Intervention Counter the more likely the King will send Intervention troops next turn and the more Intervention troops he will send
- Human Player will get a Diplomacy Dialogue and can accept or refuse the Intervention troops
- The King's Intervention troops come at a price though: Tax Rate increase or flat gold payment
- The King's Intervention troops will be spawned (in a ship) at the closest Europe Plot (Ocean) to its colonies
- When the King sends Intervention troops his Intervention Counter is reset to 0
(They will depend on Difficulties in Handicap.xml)
The kind of troops the King will send as well as tax increase or gold amount for accepting will be configured in GlobalDefinesAlt.xml.
(Just so it is configurable without hardcoding.)
---------
Remarks:
- The Royal Interventions troops will be spawned as Colonial Units and controlled by the Colonial Player. The King Players will not directly control them because this would require heavy efforts for coding. (Kings are not programmed to be a player in the Colonies before WOI.)
- All the Royal Intervention troops a player has got he will keep. They will not be removed after the war since he payed for them. (Either in gold or as a tax increase.)
- Of course messages will inform whenever Intervention troops are sent by a King, so you should not be totally surprised.
- Since the Royal Intervention Troosp will be spawned on a Europe Plot (Ocean), you can try to sink their ships before they can land to reinforce the Colonial Player's Cities.
- It is again chance based (random algorithm with thresholds), so the longer a War is going the more likely it is that Royal Intervention forces arrive. Also meaning that if you are fast enough to end the War, you might not have to face the Royal Intervention troops.
- Since the Intervention Counter is not totally reset to 0 at Declaration of Peace, the previous Wars increase the chances of Intervention Troops from the King being sent.
Summary:
This feature will spice up Colonial Wars by additional Intervention troops from their Kings.
In general Colonial Wars should get longer and more bloody.
This feature heavily favours the loosing side (the one losing more Units and Cities).
But the feature will also work for the Human player (if he also loses Units and Cities).
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