Select a new civ to play as at the beginning of each era?

Also good idea, but maybe too much at the moment. Maybe also to confusing and not good playable -> not a good point to start with.

If you see this.
http://forums.civfanatics.com/showthread.php?t=275046

I plan to leave everything as tech channel 0 as default to begin with then began expanding if this will work.

I think, what you suggest is too much. 34 civs with 4 choices per 4 eras are just too much. Even CivGold does not have that much civs.
The HRR can be used in different ways, also austria/hungary has some choices
Russia: Russia, USSR, Kiew, etc
Germany: Federal Republic, Democratic Repulic, 3. Reich, Prussia, and the time with the Emperor:
Wikings: Wikings, Denmark, Norway, Sweden
Amerika: North/South
China: Feudal/Communist China, Taiwan (?)
Anglo-Saxons -> Britain/Scotland/Wales -> UK
Rome: Rome/Italy
Ottoman/Byzanz: Ottomans, Turkey, Byzanz

I am not necessarily going to use CivGold. I am thinking just static leaders to begin with and perhaps only a few unique units and buildings to begin with(otherwise it will take a year to load the mod and too long between turns to test). I am only thinking names to begin with and one leader per civilization to start with. The leader may just be the name of the Civilization(if there is no leader available). But the leader traits would still be used to get the civilization something more unique.

Each would not begin at the start of the game as well. I am only thinking 16 civs maximum at the very beginning. Then each having 2 to 4 maximum changes per civilization. For example Sumeria in Ancient. Then 2 choices for Classical(One perhaps being Babylon and the other Phoenicia or Carthage), then 2 choices to change in Medieval(Arabia being one.) Some of the current civilizations being possible new civs from the older I mean.

Something more like that anyway. And again it is not perfectly historically accurate. It is just to tie things together to make the game more interesting.
 
this function allows you to modify the CivilizationType of a Player. The uncommented code shows the information missing (flags from units, civ short description and adjective)

Code:
/** Allow to modify the CivilizationType of a Player **/

void CvPlayer::setCivilizationType(CivilizationTypes newCivType)
{
	FAssert(newCivType != NO_CIVILIZATION);

    if (newCivType==NO_CIVILIZATION)
        return;

    GC.getInitCore().setCiv(getID(),newCivType);
    GC.getInitCore().setCivDescription(getID(), GC.getCivilizationInfo(newCivType).getDescription());
    GC.getInitCore().setArtStyle(getID(), (ArtStyleTypes)GC.getCivilizationInfo(newCivType).getArtStyleType());
/**
    GC.getInitCore().setCivShortDesc(getID(), );
    GC.getInitCore().setCivAdjective(getID(),);
    GC.getInitCore().setFlagDecal(getID(), );
    GC.getInitCore().setWhiteFlag(getID(), );
**/
}
 
@ The_J

I just tried it in BtS on Windows 7. It worked but after changing from Asoka to Gandhi the turn would not continue. I was waiting for other civs and it never went past waiting. I need to try it in XP.

I know there is plenty to manipulate in Revolution. I am going to make my own merge of a dll when I can,and then try some things out from Revolution as well to see what can be done with what it adds to the SDK. Thanks again.
 
this function allows you to modify the CivilizationType of a Player. The uncommented code shows the information missing (flags from units, civ short description and adjective)

Code:
/** Allow to modify the CivilizationType of a Player **/

void CvPlayer::setCivilizationType(CivilizationTypes newCivType)
{
	FAssert(newCivType != NO_CIVILIZATION);

    if (newCivType==NO_CIVILIZATION)
        return;

    GC.getInitCore().setCiv(getID(),newCivType);
    GC.getInitCore().setCivDescription(getID(), GC.getCivilizationInfo(newCivType).getDescription());
    GC.getInitCore().setArtStyle(getID(), (ArtStyleTypes)GC.getCivilizationInfo(newCivType).getArtStyleType());
/**
    GC.getInitCore().setCivShortDesc(getID(), );
    GC.getInitCore().setCivAdjective(getID(),);
    GC.getInitCore().setFlagDecal(getID(), );
    GC.getInitCore().setWhiteFlag(getID(), );
**/
}

Thanks that is a useful hint to where to look at.
 
If that would be exposed to python, just a command...erm...pPlayer.setCivilizationType(gc.getInfoTypeForString("CIV_WHATEVER")) would do the whole job?
:wow: compile that! Would be a LOT easier.

If you see this.
http://forums.civfanatics.com/showthread.php?t=275046

I plan to leave everything as tech channel 0 as default to begin with then began expanding if this will work.

Oh, i did not see, that it was updated to 3.19.

Something more like that anyway. And again it is not perfectly historically accurate. It is just to tie things together to make the game more interesting.

That's fine for the design :).

But please don't overdo that. Nobody is interested in the choice between the unknown tribe X, Y and Z, then the choice between the unknown princedom A, B and C, to get finally the chance to play as the netherlands (or whatever, mongolia, mali, zulu would also fit here).



EDIT: Yes, like said, that doesn't work for the human player atm.
One round AI autoplay may fit it (like already suggested.
 
If that would be exposed to python, just a command...erm...pPlayer.setCivilizationType(gc.getInfoTypeForString("CIV_WHATEVER")) would do the whole job?
:wow: compile that! Would be a LOT easier.
that's all that is needed. I tested my function by exposing it to python and changing the civ of all players at turn 2, worked flawless, although unitart only changed after moving the unit, so might be usefull to also loop through all cities/units and force the game to update their art.
 
that's all that is needed. I tested my function by exposing it to python and changing the civ of all players at turn 2, worked flawless, although unitart only changed after moving the unit, so might be usefull to also loop through all cities/units and force the game to update their art.

I can not believe it is that simple. If it is then I will be laughing and hammering:hammer2:. I just need the chance to try it.
 
that's all that is needed. I tested my function by exposing it to python and changing the civ of all players at turn 2, worked flawless

So you compiled it and did not attach it :(?

although unitart only changed after moving the unit, so might be usefull to also loop through all cities/units and force the game to update their art.

I thought, that this was not possibe.
Okay, it's not in python, but no idea about the SDK.
 
So, johny, now the technical things are nearly done, good luck :D.
I suggest triggering that after onTechAcquired, because the eras can only be changed after such an event.
And begin small ;).

Unless you modmod Wildmana it won't help you :(

Ah, okay :).

Might use it to allow a few leaders to switch civs midgame, could be fun :)

Definetly.
Might be an option for events, when you have a civ with leaders of different alignments, and you switch the religon to one, which will influence the alignment.
 
I am thinking unique techs that when reached at the beginning on an era can give a bonus for the first civ that discovers it.

I wish I could make it more elaborated as well with civics and religions.

What do you think of the idea of giving a bonus for basically being the worse diplomatic civilization in an era? Like the biggest a%&hole bonus.

Or a bonus for the most espionage points, strongest military, and etc(more ideas needed). Triggered after every civilization has reached the same era. Or does that sound like an bad idea? I mean basically that will encourage players to not leave an era.

I need to work out a civilizations tree. I am looking for suggestions from anyone for the Ancient Era for example. Sumeria, Babylon, and Egypt are first I am thinking about for an Ancient Era.

I may still go back with a Neolithic camp pre-city for a Stone Age before the Ancient Era, and give an option for each beginning aka "Tribe" to become a civilization. But I need to cut down the size of my previous Neolithic era tech tree for this. Anyway with or without the moving cities I need to link the rest after together.

Like for example for England. Would having some tribes like Anglos and the Saxons separate make sense. And have the Franks and the Saxons relate to Germany. I am also thinking of other groups like Native American groups that I know a little more about in general. I need to balance out the possibilities roughly though.

Anyway I need some good suggestions. I have some ideas already, but I would like to hear what are the interesting civilizations, bonuses, and what equals a small victory to most people.
 
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