[SDK MODCOMP] Extra Pillage

Dom Pedro II

Modder For Life
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Apr 3, 2002
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Extra Pillage: BtS

Download File (1.99 MB)

This mod adds several new features to pillaging improvements.

  • Pillaged gold is now modified by the bonus underneath it if the pillaged improvement connected that bonus.
  • Yields from a pillaged improvement are now sent to the nearest friendly city.
  • Pillaged improvements now have a commerce value that is given to the pillaging player.
  • Some pillaged improvements (such as Forts) have a chance of giving a map of some surrounding enemy territory.
Details:

Pillaged improvements with a yield amount (excluding Commerce) give the total amount of yield from the tile if the improvement gives any bonus to that yield. For example: a Mine on a grassy hill will give 4 Hammers to the nearest friendly city, but it won't give the 1 Food that the tile happens to produce.

Pillaged yields do not vary, and they are not modified by any other factors like traits and game speed.

Pillaged gold is factored separately from the other commerces. You will always get the pillaged gold amount (if any), but pillaged commerces are randomly selected. If you set a positive value for gold in the PillageCommerces tag in the CIV4ImprovementInfos.xml, you will have a random chance of getting additional gold. I have not included this in the sample mod included in the download.

Improvements that can give research will give research points towards a random tech owned by the pillaged player. If there are no available techs, you will be prompted that there was nothing of value to be pillaged from the tile.

Culture is determined by the friendly city and enemy city closest to the pillaged plot. Example: a Roman unit pillages a Village around Paris. The culture goes back to Ravenna. Paris has a high culture level while Ravenna a very low culture level, so Ravenna will get more than the base culture. If, on the other hand, a French unit pillaged a Village around Ravenna, they'd get less than the base culture.

Espionage acquired goes immediately toward the owner of the tile that you have just pillaged.

With these changes, I tried to balance it so that pillaging will be more profitable for the weaker player than the stronger player to avoid a situation where the rich get richer and the poor get poorer.

CIV4TraitInfos.xml
<PillageCommerceModifiers> - This increases the total amount of commerce a player could get from an improvement.

CIV4BonusInfos.xml
<iPillageGoldModifier> - This modifies the amount of pillaged gold. Note: This does not affect potential extra gold

CIV4CultureLevelInfos.xml
<iPillageCultureModifier> - This modifier helps determine the total amount of culture a city can get from a pillaged tile. The higher the culture level of the receiving city, the less culture the city gets from the improvement.

CIV4HandicapInfos.xml
<iPillageCommercePercent> - Modifies the amount of commerce an improvement can give.
<iAIPillageCommercePercent> - Modifies the amount of commerce an AI civ will get.

CIV4WorldInfos.xml
<iPillageCommercePercent> - Modifies the amount of commerce an improvement can give.

CIV4GameSpeedInfo.xml
<iPillageCommercePercent> - Modifies the amount of commerce an improvement can give.

CIV4EraInfos.xml
<iPillageCommercePercent> - Modifies the amount of commerce an improvement can give in the current (not based on the STARTING ERA of the game as some values in this file are).

CIV4ImprovementInfos.xml
<iPillageMapProb> - probability of getting a map from the improvement. A value of 100 gives 100% chance.
<iPillageMapRange> - range of the revealed map.

<PillageCommerces> - Base amount of commerce given by the improvement.

Possible additions in the future:

Civics that can set change the receiving city from the nearest city to the capital, and a civic that removes the ability to pillage yields/commerces since I would imagine that today, for example, it'd look really bad for a democratic nation to invade someone else, plunder their cities and countryside and cart the spoils back to their homeland.

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Nice work :thumbsup:. If you want more ideas how to expand this:
Chance of not removing the improvement (eg 10%).
Amount of movement points pillage will take (eg 0 mov).
Chance of converting improvement into something else (eg 90% chance that a pillaged castle will be converted to a fort (see FfH shadow)).
Combind it with Scorched Earth.
 
Something to think about.

Also, I've been revisiting my Food From Animals modcomp, updating it for the latest version of BtS, and also adding in the ability to get commerces from the units. This will allow technologically-backward players to kill units and acquire research points toward their prerequsite techs. Or it could allow for a simple amount of money to be gained from killing the unit, or culture or espionage for that matter.

I'm also making similar changes to the city conquest mechanism to allow for acquisition of yields and commerces from cities upon capture. This will mean my own interpretation for a tech conquest system as well.

And if you're very observant, you'll see what direction all this is heading in... Yields and commerces from killing units, pillaging tiles, and capturing (though not necessarily keeping) cities. And with player trait modifiers to those values, one might even be able to survive on that plunder... hmmm... what could that possibly mean :mischief:
 
Dom Pedro, your modding skills would give even the great TheLopez a run for his money ;). This is truly amazing work-& to think that I can barely succeed in porting my existing mods from Warlords into BtS!

Keep up the fantastic work :)!

Aussie_Lurker.
 
Dom Pedro, your modding skills would give even the great TheLopez a run for his money ;). This is truly amazing work-& to think that I can barely succeed in porting my existing mods from Warlords into BtS!

Keep up the fantastic work :)!

Aussie_Lurker.

You do me great honor, sir. :) I figure being mentioned in the same sentence as TheLopez is evidence of progress.
 
Dom Pedro, awesome work and will be very interesting to play a pillage heavy game.

Question. Does the culturelevelinfos file exist in the base game, and if so which folder does it live in?
 
Dom Pedro, awesome work and will be very interesting to play a pillage heavy game.

Question. Does the culturelevelinfos file exist in the base game, and if so which folder does it live in?

Thanks for the kind words!

Yes, the CIV4CulturelevelInfos.xml does indeed exist in the base game. It's in the same folder as it is for this mod which I believe (don't have it in front of me at the moment) is in the GameInfo folder. However, since I don't think they made any changes to it from vanilla to BtS, it's probably in the vanilla XML folders.
 
Great mod. Heres an idea for it, if you want
Make it that when you pillage a town/village improvement that theres a chance the people of the town offer you X gold to leave their home alones. And that their a chance when you pillage a improvement other then R/Rs that the people rally against you and form partisans on near by tiles, to make pillages harder now that you get extra stuff from it.
Oh, and maybe have it when you have a unit fortified on a resource that has the working improvement(Not a fort) on it that after the unit gets it's max fortified bonus that you take control of the resource.

But other then that it's not a bad mod at all. :D :goodjob:
 
Great mod. Heres an idea for it, if you want
Make it that when you pillage a town/village improvement that theres a chance the people of the town offer you X gold to leave their home alones. And that their a chance when you pillage a improvement other then R/Rs that the people rally against you and form partisans on near by tiles, to make pillages harder now that you get extra stuff from it.

That's an interesting idea. I hadn't considered giving possible negative effects from pillaging.

Oh, and maybe have it when you have a unit fortified on a resource that has the working improvement(Not a fort) on it that after the unit gets it's max fortified bonus that you take control of the resource.

But other then that it's not a bad mod at all. :D :goodjob:

That's something to think about. Although I think that would be a better feature integrated into the Influence Driven War Mod.
 
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How do you get the pillaged yields, like Food, Hammers, etc?

I'm only seeing tags for Commerce, or am I missing something?

You're not missing something. Pillaged yields are determined by what the improvement produces... or rather the total yield of the tile (natural yield + improvement yield). So if a tile naturally produces 1 :food: and you have a Farm that gives 2 :food:, you get 3 :food: from that pillaged tile.

But if that tile produces 1 :hammers: , you won't get the one :hammers: because the Farm does not produces any :hammers:. In the same way that a Mine will give you the :hammers: equal to its yield + the tile's natural yield, but it won't give you any :food: the tile may also happen to produce.'


On the other hand, some of the Pastures give both :food: and :hammers: in which case you will receive both.
 
Hello Dom pedro,

Just want to know if you used Bhruic Unofficial BTS 3.13 patch as a base to make Extra pillage mod?

ANd I can t wait for the civic changes^^
 
Hello Dom pedro,

Just want to know if you used Bhruic Unofficial BTS 3.13 patch as a base to make Extra pillage mod?

ANd I can t wait for the civic changes^^

No, I only used the base 3.13 files for this. Truth is I don't even know where to get his patch.
 
Here it is. But it's not updated since nov 2nd.
http://forums.civfanatics.com/showthread.php?t=246057

Thanks.

As an update, I'm putting the finishing touches on some new features including three new civic tags. One makes it so that all yields and commerces that can be sent to individual cities go directly to the capital, and another that blocks all rewards from pillaging improvements (aside from the reward of depriving your enemy of the use of that improvement).

The other thing I'm adding in is the chance of partisans spawning around the pillaged plot. So you'll be able to set which units can be valid partisans and modify the chance of their spawning with different techs and civics. For example, partisans will now start appearing with Nationalism and have a greater chance of appearing with Nationhood civic.

Partisan-spawning is also dependent on the danger in the area. So if you send a couple of horsemen into enemy territory to tear up railroads, towns, etc. in the enemy's rear, there's virtually no chance of partisans spawning. If, on the other hand, you're moving a large army into the area and the city is in danger of being captured, then partisans will be very likely to start popping up when pillaging tile improvements. The partisans will also get promotions related to the tiles in which they are spawned on to represent being knowledgeable of their local terrain.

By default, I simply have Macemen, Riflemen, and Infantry acting as these units, but you can certainly add in a Partisan unit with the partisan flag that maybe will look like a civilian armed with a gun. Up to you... I just give you the means.

I'm also building into the system a snippet of code from one of my other (as yet unreleased) modcomps... Partisans now have a "draft timer" assigned to them. So instead of just getting a bunch of free units you can use forever, the partisans will automatically disband after X number of turns. In this case, the greater the urgency, the longer the timer. This code in future modcomp releases will be responsible for only allowing players to conscript units for a period of time.
 
YAY! I so do love when people use my ideas I give them :D :D

Good work:goodjob:
 
YAY! I so do love when people use my ideas I give them :D :D

Good work:goodjob:

Ok... the coding of the new features is "done". Now I'm moving to testing... which means that I'll probably be going back to tweaking the code when the bugs crop up ;)

If I haven't botched it too badly, should be done testing it tonight and release of the changes will come late tonight or tomorrow... if I really botched it, might be later in the week.
 
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