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SMAN's The Ancient World at War (AWAW)

Discussion in 'Civ5 - Modpacks' started by sman1975, Nov 26, 2020.

  1. sman1975

    sman1975 Emperor

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    Have updated Post #3 with the latest tech tree snapshots. Also included a combined picture showing the entire AWAW tree, as well as a consolidated AWAW + WAW tech trees (which appears if both mods are active).

    Added a Civilopedia screenshot for one of the new improvements, Latifundium, to Post #11, and Post #7 to reflect the "late" defensive melee unit is no longer called Hoplite, due to the conflict with the Greek UU. It's now called Throakita, which is more historically accurate.


    Including some more screenshots, to give a feel for how the mod runs. Here is the intro popup when you first enter the mod (it's here mostly to let you know how long Merc contracts are, based on game speed):

    upload_2021-2-15_9-57-58.jpeg


    To combat some of the problems in test games, when there was nothing available for the city to build, I added a "growth" process, that converts 25% of production to food (like the Research and Wealth processes currently do):

    upload_2021-2-15_9-26-43.jpeg


    Next, I've added some Civlopedia entries in the "Concepts" area, entries that hopefully clarify these new mod features:

    upload_2021-2-15_9-6-12.jpeg upload_2021-2-15_9-6-32.jpeg upload_2021-2-15_9-6-57.jpeg upload_2021-2-15_9-7-15.jpeg upload_2021-2-15_9-7-53.jpeg
     
    Last edited: Feb 15, 2021
  2. sman1975

    sman1975 Emperor

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    Here are a few Civilopedia entries for the new Civilian units:

    upload_2021-2-15_9-16-5.jpeg upload_2021-2-15_9-16-28.jpeg upload_2021-2-15_9-16-44.jpeg upload_2021-2-15_9-17-3.jpeg

    The mod now converts destroyed melee units to slave units 25% of the time. Have also added an "escort" feature, so that if a combat unit is in the same tile or next tile to a slave unit, the latter will never revolt.

    OK, back to testing...
     
    YINGCHENG likes this.
  3. sman1975

    sman1975 Emperor

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    After a couple of more Ancient Era test games, I think I've finally discovered the problem: almost none of the early buildings/improvements (almost no AWAW buildings) increment Science. This was intentional as I'm concerned that adding even a little science at the beginning of the game can negatively impact the late game, once a civ gets there. However, the mod adds 12 techs (originally there were 11). So, the Era takes over twice as long, but with no help from science boosts from the new buildings.

    I'll add science to a couple of buildings, and perhaps change the Cairn to +1 Culture and Science, instead of +2 Culture. Hopefully, just a bit of science will speed things along better in the Ancient Era that won't break the end game.
     
  4. YINGCHENG

    YINGCHENG Warlord

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    Bravo... Bravo... Bravo! Look at the tech tree, it will definitely trap me into this game again for another 2000 hours! You have done a superb job for making this happen, thank you very much! That is the best gift I would imagine for the year of OX.
    One question that jumps up from my mind is about the quantity of strategic resources and the location of those resources that will appear in a map. Since many of these add-on strategic resources would become prerequisites for buildings/units, how could both player and AI get sufficient amount of those resources-aside with game based strategic resources irons/coals-for development? It seems that with your mod being enabled, both AI and Player must all become expansionist so that they “technically” can have enough potential tiles to gather those resources. One assumption is in one case, there might be a situation that either AI or player has only enough amount of strategic resource A, but has no chance to get sufficient strategic resources B within the border. You said that you have touched this problem by giving AI a mount of free resources once in every 10 turns, I think it is a way to solve this problem partially. But how about the player? What if the player cannot find these resources from the continent where it has settled, or what if there is only an approachable tile that generate the much-needed strategic resources, but it would still be worthless for the reason that it only has small quantities of resources (2 or 4?) How could the player solve this problem? I can imagine that with a large map, the probability of getting all of those strategic resources can be high enough to play a balanced game. But with a small map, I have no idea of it. With the quantity of resources being assigned randomized, the player might have to play wide instead of play tall. The starting position is going to be very important maybe as well. All I want to say is that for both AI and player, there is a case that they might not be able to get those resources within the border or they do have those resources, but in a very small amount for them to recruit units or build up buildings. It might affect the warfare of the game. You don’t want to “force” either AI or player to have an inferior army or a army with only very limited amount of elites in a game only because they don’t own enough quantity of strategic resources. In addition, I am not sure if AI will play very wide in each game, with my experience, AI regularly build 3-5 cities, so I am not sure if AI has a chance to get so many required resources without the “subsidies” you have placed in your mod. I might understand it wrong, but I want to share this concern with you, and hopefully it might help you a bit.
     
  5. YINGCHENG

    YINGCHENG Warlord

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    Hmm... I see the point you don’t want to add science too aggressively in the beginning. At the same time you also need to grant some science to get the game going. I am not sure if it is doable, but can you redesign your new buildings in later eras in a way that make city lose science for getting other bonus (faith? Culture? Or resources?)
    I think in that way, you might not have to add science too much in the beginning and you might avoid the late game problem at the same time.
     
  6. DauntlessGuy

    DauntlessGuy Chieftain

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    I am glad to see the combined tech tree, definitely looks like hours worth of fun!

    Just some random thoughts and suggestions, feel free to ignore if irrelevant or already considered in future plans:

    I'm not sure I entirely agree with the need for entirely strategic balance for the player in terms of things like gunpowder - though this could be my preference in terms of game play: I think situations where a player must acquire resources through trade or invasion to be fun, I find they are an additional incentive for both war and diplomacy for me. Of course this doesn't go for the AI - giving it free stuff in this case sounds good. Besides, aside from gunpowder and hardwood, the latter of which I assume is fairly common, most of the units in the spreadsheets don't even use the resources (If I'm reading the spreadsheets right). I get the impression a player will manage fine militarily even with low resources. Of course, I might be wrong, I suppose only play testing will ultimately show the nuanced balance problems that might arise :)

    Building off the posts about new religions and science balance being messed up: Could Pantheons similarly be buffed, perhaps by including some of the new resources in existing pantheons? Currently a lot of the pantheons give boosts like +1 food or +1 faith and culture on certain resources. Considering so many other buildings and tile improvements are adding culture, faith and food yields I'd question whether these are rendered entirely useless for the most part. +2 faith from quarries when you get +2 faith and +1 culture from a Keeil improvement doesn't feel like much. I know that pantheons would still be useful, but they might feel a lot less meaningful. Not sure if you have plans for this anyway Sman, you do have that empty religion section there right now.

    I like the idea of later era units not needing gunpowder, but Id also suggest that any buildings using up gunpowder are military ones. If a player has spent so long trying to obtain gunpowder - either by trade, allying with city states, colonization or invading places - it would feel a bit odd to have its military importance immediately disappear and have it be relegated only fireworks. Would a barracks-like xp building or similar promotion giving building right at the end of the enlightenment era be possible? It makes sense any civ that has invested in its military infrastructure and in acquiring gunpowder should get some bonus out of it for their future military units instead of its advantage disappearing entirely. Plus I always find it really fun (especially in WaW, with its factory and naval production things) to be strategic over where I add buff giving buildings like the military epic wonder and Brandenburg, trying to stack them. Having another such building that can only be built so many times, limited by resources, just seems plain fun :p

    Looking forward on more updates, good luck with the work :)
     
  7. sman1975

    sman1975 Emperor

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    Thanks, @YINGCHENG & @DauntlessGuy! Testing is going well. Made 1 game through the Classical Era, no hints of crashes. The balance problem is getting better when I added a science yield to the Sundial and Royal Parapegma (Ancient Era) buildings, and change the yield on the Cairn from 2 culture to 1 culture, 1 science. The Ancient Era "feels" like it's progressing more like it should. On a Quick game, it took 80 turns to reach the Classical Era, which is about 700 A.D. according to the date in the top panel. I'll need to recalibrate that next. The mod really is starting to feel like it's about done, with the exception with the balance problem, and that one we'll all be working on for a while even after release, I'm afraid.

    One of the problems with science generation is a setting in the Defines (basic game settings) table called, "SCIENCE_PER_POPULATION". It is normally set to 1. For AWAW, I cut that to 0.5, so civs generate half the amount of science based on population. I did this to mainly lower the chance of runaway science steamrolling at WAW endgame. I may add this setting to the WAW Compatibility script, so that this number is cut only if WAW is active, and leave it normal for games with only AWAW.

    FWIW, I definitely plan on nerfing the heck out of science in the next version of World at War. I also plan on lowering the cost of the Future War Era techs in hopes to avoid the "tech cost overflow" problem. Those techs may be cheaper, but the nerf to science generating buildings will be more. I've seen in many of my Epic-speed games on huge maps that these last few techs only requiring 2-3 turns to discover. The next WAW will try to make a change to that.

    I'm also adding changes to the game settings to encourage the AI to play wider than normal. For a mod with the words "World at War" it just seems like a requirement. So, a more aggressively settling AI (with probably a few extra free Settlers at game start), will mean when you meet them, they'll probably be wider than you are at that point.

    On strat resources: I hear what you're both saying, and I agree for the most part. My problem is that once a human player starts to dominate in BNW, it's not difficult to simply roll over the map, one AI civ at a time, until the game is easily won. AI civs rarely cooperate to kill a growing human menace. Have seen it a bit, but most often, they simply wait to be picked-off, one-by-one. I added the "gunpowder fix" script to make this rolling a lot harder for human players. AI civs also get "free" mercenary units to make them harder to conquer. Hopefully, these steps can make them a better challenge. IIRC, in my "WAW WW2 Scenario on Any Map" mod, I added a "diplomatic adjustment" function that will force AI civs to declare war on a human civ if they are running away with the game. May have to relook at that one.

    For human players, I don't plan on doing anything to help them when resources are not nearby. You mentioned it yourself: that's what aggressive trade networks and wars for resources are for. It's been this way for millennia, so it feels accurate, and TBH, the human players don't normally need much help to roll over the AI. In the early AWAW design, I thought about adding a building that would "create" the hardwood resource (maybe creates only 1, and the civ can only build 4 max). I thought about doing this for hardwood, horse, iron, lead. As I mentioned earlier, I'm already doing this for Gunpowder (Commissariat & Artillery Foundry). Having 4 iron or horse or hardwood won't allow you to dominate the map, but it will at least provide a bit of an opportunity to actively defend your lands against a better-resourced AI empire. Will probably add those in before initial BETA is released. Heck, I just this morning changed the Potter so it doesn't require a Clay resource to create 1 Pottery resource. Doesn't even have to be near Clay. There are just too many buildings requiring Pottery to build, and not nearly enough Clay on the map to satisfy all of these requirements.

    To give you some ideas about strat resources, on my latest game, Standard map size, 8 major civs. There were 72 total hardwood resources on the entire map. Not 72 tiles, 72 total resources (on about 48 tiles). However, the Hardwood Lumberyard (Classical, build limit 4) can create 4 more for a civ that already has a tile with a Hardwood resource. The Medieval Sawmill does the same. So, on average, each Civ could reasonably hope to generate about 10 hardwood resources. I can raise/lower tile instances and amounts per tile later, based on recommendations from what you're seeing during testing. I want hardwood to be a problem - no large navy without it. None of my test games so far have seen much naval action, so I'm not sure if the current numbers are good or not. If the AI is having trouble keeping up, I'll probably add hardwood to the "AI Gunpowder Management" script, that performs a similar function (a few free hardwoods every 10 turns or so for AI civs that are in the bottom half of the game score table). The other strat resource of Iron may also make it into this function. Basically, the AI can use a lot of help...

    The latest versions of the spreadsheets have been updated with resource requirements. Basically, all "late" Era units need something. But, as we get into the Renaissance+Enlightenment Eras, more of the other units require something as well - mostly gunpowder and hardwood. Unfortunately, I haven't gotten that far testing to see how this all plays out. Maybe in the next couple of days I'll know more.

    Pantheons are usually underwhelming, and I love your suggestion about putting some "beef" into them. I'll do exactly that once I turn the game over to Live Tuner. Live Tuner is a tool that will "play" Civ5 games automatically (it basically converts all human players [almost always player 0] into AI civs, and lets the game run all by itself). I mostly use this to stress the mod/game, to make sure the mod is stable, especially with demanding settings (Huge map, Marathon speed). I'll periodically check on the game, review the LUA logs, etc., just to see how the mod is performing. However, while the game is running in the background, I'll also be working on the dreaded "STEAM Package" - which is the collection of slides/documentation that are posted on STEAM, so that new players, er, testers will ne able to understand what the mod does or at least is trying to do. In fact, the reason for this rather loquacious post is because Live Tuner is currently trying to get a test game from GT 0 into Medieval so that I can check the mod and see if the date on the top panel looks anything like it should (Medieval Era = 800-1399 A.D., that is).

    It is possible for any belief to add a resource of any kind and any quantity. It's currently an empty table, so base BNW doesn't use it. Doesn't mean we can't do something with it. The Religions add-on I'm working on right now adds 7 new religions, as well 5 pantheon, 19 founders, enhanced, and 3 reformation beliefs (all of these can be redistributed between the various belief categories, especially if we're changing their numbers). I'll post details in a bit, and I'll also look for ways to improve items and resources using these. But, if you have any suggestions about how to improve pantheons/founder/enhanced/reformation beliefs, please let me know. These kinds of things save me a tremendous amount of time, and is greatly appreciated. Thanks for the great idea, BTW!

    Additionally, the suggestion about find a purpose for Gunpowder, post-Enlightenment Era is inspired! For BNW, I could add a resource requirement for Military Academy and Military Base. May not sound like much, but in wide empires in the second half of the game, this could take up a lot of Gunpowder. If we look at WAW buildings (and I will!), we're looking at Munitions Factory, Weapons Factory, Coastal Defenses, Surface Warship Dockyard, Advanced Warfare Facility (5 total). So, if you have 7 buildings that now require Gunpowder in the second half of the game, I think you'll quickly reach a point where you have to decide carefully where/when to use this resource. Thanks - I never even considered something like this!


    My, but you've hit the nail on the head on this one. I keep bringing it up, because when I release this beast, a lot of people will play it, see all the balance problems, then say, "THIS SUCKS" and down-vote the mod before others even get a chance to play the "baseline" version. This mod adds sooooo much content, that seeing how all these new shiny things work together (or against each other), and how far things get out of hand by the time a player hits Industrial. I mean, I've tested all the new toys at the "unit" level - which means I've tested each building, improvement, resource, tech, and units, and all of them individually work and don't crash the game (I make no claims about typos, however - there are probably hundreds...). The balance problem appears when you pull all these things together. Even small design errors can become game-breaking over time, especially when you stress the game engine on Huge maps on Epic/Marathon speeds.

    It's one of the reasons I've put soooooo much detail about the design of the mod in this forum as we've progressed through it. I'm trying to sensitize anyone brave enough to BETA test the mod to the fact that, while I think everything is designed fairly-well, the proof is in the testing. And by informing you of all the things going on behind the stage, you'll be a bit better prepared to watch out for game behaviors you might not normally care about or notice.

    Thanks for all the suggestions - they are appreciated! Keep 'em coming!
     
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  8. sman1975

    sman1975 Emperor

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    Post #6, Religions, has been updated with the planned features to be added into the mod.
     
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  9. sman1975

    sman1975 Emperor

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    @YINGCHENG - forgive me for what I'm about to ask you, but it's a question that says more about my ignorance of history than anything. I'm making an assumption, based on your profile name/picture, but I was hoping you might know more about Asian prehistory/early history than I do - which is an almost absolute certainty, based on how little I know. Heck, almost anyone might be able to help me with this problem...

    After I added in the Religions today, I started to make a few notes about which religions would be applied to which of the scenarios in Post #12. I quickly realized, there's an almost exclusive European/Mediterranean focus (which is sadly true of much of the mod). Realizing there's a great big world out there, I wanted to ask you if you could help me?

    Could you please take a look at these mods:

    https://steamcommunity.com/sharedfiles/filedetails/?id=308810502
    https://steamcommunity.com/sharedfiles/filedetails/?id=2353532531
    https://steamcommunity.com/sharedfiles/filedetails/?id=2341626628

    And let me know if there are a few religions from east Asia that should be included in AWAW? I really want to limit the historical time-frame from prehistory to about 500 A.D., with earlier being better. If there are any other religions from another mod you think should be in AWAW, please let me know.

    Ideally, we'd find 5-10 new religions I can add, to help make sure AWAW isn't simply a European History retelling.

    And again, forgive me if this sounds insensitive. I simply don't know anything about Asian prehistorical/early historical religions. Thanks!


    P.s. This is the start of a process I hope will broaden the scope of the entire mod. I'll add new Units in the upcoming "AWAW Unique Units" companion mod that give AWAW a more international look. After that, I'm hoping we'll find time to develop a scenario or two that covers an interesting time in east Asian history that might be comparable to what the Second Punic War was to European History. And again, thanks!
     
  10. YINGCHENG

    YINGCHENG Warlord

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    Hi Sman, Surely I would love to share my thoughts about early religions in the region of east Asia, hopefully it might help you a bit.

    If you want to add new religions (prehistory to 500 A.D) that typically originate in China, I would suggest you to add Wuism “Chinese shamanism” in the mod.
    There is a Wikipedia link about wuism. You can take a look at it and that would help you to make some sense of it. (https://en.m.wikipedia.org/wiki/Chinese_shamanism)
    Speaking of the icon of wuism, if you want to creat a new one, I would suggest you to seek this link as a reference (https://commons.m.wikimedia.org/wiki/File:巫-seal.svg)
    If you wound love to add a religion that originate in southeast Asia , I would say Animism is a good choice. Here is a Wikipedia link about this religion. (https://en.m.wikipedia.org/wiki/Animism) you could simply add it to your mod to represent the region. The icon of this religion I would recommend you to take a look at this (https://depositphotos.com/223563802/stock-illustration-animism-transparent-icon-animism-symbol.html).

    if you like to add a religion that is originated in Japan, I would say Koshinto in Homusubi’s Japanese religion mod is a good choice. The religion can represent Japan and Korea.

    Overall, I would say Buddhism is an influential religion in the region of east Asia and Southeast Asia typically in the ancient time. So I would strongly recommend you to incorporate this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=244491349) into your project to better represent Buddhist Civs (Thailand, Burma etc.) in the region. It really only splits Buddhism into three schools of thought, but the split itself is really important historically in the region.

    Speaking of potential scenarios, I think the Three Kingdoms period of China is a doable and popular choice.
    Here is a Wikipedia link regarding the period (https://en.m.wikipedia.org/wiki/Three_Kingdoms)
    Recently, Senshi made one of civs (Shu) in this period and posted it on steam. The link is (https://steamcommunity.com/sharedfiles/filedetails/?id=2392083196) I am not sure if senshi and other genius modded would creat the other two more civs so that we can get all the three kingdoms era civs (Wu and Wei) if that is not the case, there is a set of civs created long time ago for you to create the scenario. The link is here (https://steamcommunity.com/workshop/filedetails/?id=401407080)

    after all, I hope these suggestions may help you in someway. Please do let me know if there is anything more I can assist you with. Best of luck!
     
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  11. sman1975

    sman1975 Emperor

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    Excellent! I’ll add all of this when I can. Unfortunately, here in south Texas the electricity is out all day. No one is sure when it will be back on.

    So, no mod progress today. In fact, I’m feeling a bit like I’m in the “ancient era” personally... :lol:

    Really appreciate the suggestions. It will make the mod more appealing, and hopefully make it much more immersive.
     
  12. YINGCHENG

    YINGCHENG Warlord

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    Oh yeah, please take good care of yourself. Can’t really imagine a freezing storm in Southern Texas. I was in San Antonio between 2009-2012 and I had only seen snow once. And I remember nearly all of my high school folks in San Antonio said to me at the time that they never had a chance to see snow in the city. Now it seems like we are living in a different and chaotic world.
     
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  13. sman1975

    sman1975 Emperor

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    Thanks for the concern! It’s been a challenge. There’s no running water, and cell phone service is more off than on. A brutal reminder of how thin the veneer of real civilization really is... :crazyeye:

    We had a couple of hours of electricity last night. Enough to recharge everything, eat a little, even reheat the place a little. But, lost it again during the coldest part of the night.

    Fortunately for us, we lived several decades in Europe, mostly Germany, and we still have a lot of winter items, blankets, etc. Stayed pretty warm, even loaned out some things to neighbors. The worst is over, I’m hoping, and also hoping to get back to modding soon!

    Speaking of which... I read that Wiki on Animism, and it sounded interesting. However, there wasn’t anything tying the concept to any particular civilization. A minor point, actually, but with such a universal concept I originally thought of adding an adjective to tie a particular instance of Animism to a specific culture in South Asia. But that’s probably too limiting. I’ll just use the unqualified term “Animism” and let people project whatever they want into that.

    I haven’t had a chance to look at the Japanese religions mod (only have intermittent service now with my phone), but first thing I’ll do is research the various religions offered and pick the two most-primitive, pre-Shinto ones.


    EDIT: Had a couple of hours of electricity today, so I was able to research religions and update Post #6 with the latest plan. Perhaps with a bit of luck,the power will be on tomorrow, and I can get some work done.
     
    Last edited: Feb 17, 2021
  14. sman1975

    sman1975 Emperor

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    Wow! We've had electricity for over 4 straight hours. Dare I turn my computer on??? :crazyeye:
     
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  15. sman1975

    sman1975 Emperor

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    Some changes currently undergoing testing...

    Added the creation of a few strategic resources by early buildings. There is a limit of 4 of each of these buildings, and they don't require any of the resources nearby:
    - Milesian Academy: creates 1 Iron resource
    - Hardwood Lumberyard: creates 1 Hardwood resource
    - Hippodrome: creates 1 Horses resource.
    - Cupellation Furnace: creates 1 Lead resource. This is a new building available at Mining (early Ancient Era). Simple +1 Production, costs 70 hammers.

    So, at this point, all civs (human and AI) in the Classical Era can at least have a chance to generate 4 Hardwood, Horse, Iron, and Lead resources, even if they are cursed by the map gods. Not enough to dominate the battlefield or the seas, but at least something to get your civ started.

    Am also adding a "Field Marshall" type unit, which will resemble the Military Engineer - having 3 versions in about the same ANC-MED-IND Eras. The purpose of this unit is to serve as the "center" of major war offensives. It is a combination of Great General (increase nearby units' combat power), but will also be combat capable, with a lot of promotions that make it hard to kill. There will be a hard limit of about 3 per civ.

    1. Legatus Augusti: a Classical unit, that will use this model: https://forums.civfanatics.com/resources/mounted-roman-general.24743/
    2. Magnate: a late Medieval unit, that will use this model: https://steamuserimages-a.akamaihd....408/88E98F1949F3EE9D64DBECCCEDE702B05063B5B2/
    3. Field Marshal: a late Enlightenment unit, that will use this model: https://steamuserimages-a.akamaihd....684/1ABA0F875CBB97AC184803FA6C0B1BA485DB1729/

    Note that the colorful flags of these last 2 units will be genericized into a single color, based on the owning civ.

    Changed the "award free gunpowder to AI civs in the bottom half of the score table" functions to include Hardwood, Horses, and Iron. May add Aluminum, Oil, and Uranium later, even though they're technically out of the scope of this mod. AI civs not doing well will get a boost of all of these resources (on a random basis, if they own less of that resource than the average of all human player civs).

    Also added an AI helping function: every 10 turns, for AI civs in the bottom half of the score table, has a 25% chance to award extra culture, faith, gold, and golden age points. Amounts are random, but the AI civ can receive a bonus of 25-50% of what they are currently holding. So, a poorly-performing AI civ with 100 gold might get a 25 gold bonus, etc.

    Added the "AI unit upgrader" from WAW, which attempts to force AI civs with a lot of extra gold into forcing upgrading their units if an upgrade is available. Also brought over the Puppet City Management function from WAW, which will look at puppet cities, and if they're not producing anything at all, will change their production to the "Wealth" function (which converts 25% of city production into gold).

    AI civs also get a couple extra Settler units, and several settings have been made to the Defines database that will encourage AI civs to build more cities more quickly, and be more tolerant of wide empires.

    Added in the 14 religions from Post #6, along with the new beliefs. I'm looking at adding a few more beliefs that will provide bonuses for AWAW new resources, and perhaps even award a few free resources.

    All of this is undergoing testing as we speak. Am also working on the Steam package while the game is autorunning in the background. I'm still considering ideas for a unit namer script for ancient units, but haven't put any effort into that just yet. I mean it's easy to come up with "XXI Legion" for the main melee units, but determining a name for the Slinger unit? Mounted Archer? Catapult? If almost all the units don't have a name, giving the main melee units a name might just look silly...

    Anyways, testing continues....
     
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  16. sman1975

    sman1975 Emperor

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    Quick update: testing continues. Had a lot of changes to make to "clean up" the design. Many of the changes were based on inconsistencies in the design. For example, the Galera and Triacontor boats were available at Fishing tech, but required a Dock in the city, which wasn't available until Boat Building. Makes no sense to have a unit available before the tech of a prereq building. When y'all are testing, there will probably be more than a few of these inconsistencies, that I'm hoping you can document for me.

    I'm also working on the design for an "events" system, which will periodically award bonuses/challenges to civs (think plagues, exceptional harvests, Godzilla, etc.). I'm not actually working on the code for this, as I've stopped adding new things into the mod, so testing can continue. When I release the mod, it will be a BETA V0.0. While y'all are finding all the boo-boos I missed, I'll add a few things like this to the mod. Then, we I fix all the bugs you report, I'll release the fixed version with these new things altogether, as BETA V1.0.

    This week has been terrible for getting things done, but now that the power is reliably back on, I'm hoping to finish my testing of the mod in the next 2-3 days, and release (or let escape) V0.0 for your amusement. Actually, I hope you like it. The mod looks great, and plays fairly well. There are still a lot of features that I haven't seen enough to test fully, but the mod feels quite stable so far. I'll admit, it's a bit complicated, trying to balance all the new techs, buildings, resources, units, etc. I'm hoping to have the documentation for Steam ready soon, so it will make understanding all the new features easier.

    More later, but I'm planning to release the mod sometime Wednesday or so, depending on if I can get the slides done. Thanks for your patience!


    EDIT: Here is a sample of some of the slides I'm working on for the Steam package - showing the upgrade paths for defensive melee units:

    upload_2021-2-20_15-27-18.jpeg


    All other unit types will have a chart like this, so players can better understand how the various units relate to one another. Unit types are Offensive Melee, Ranged, Mounted, Siege, Naval Melee, Naval Ranged, Mercenaries, and Special (Military Engineers, Field Marshals, Slaves, etc.).
     
    Last edited: Feb 20, 2021
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  17. sman1975

    sman1975 Emperor

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    Here are the unit upgrade path charts, showing the evolution of the various unit types. There are a few cases where a unit might "skip" and upgrade to a unit in the next Era, instead of the unit just beneath it, but for the most part the upgrade unit will be the next one below or at the start of the next Era.

    Land Melee Units:

    upload_2021-2-21_14-8-20.jpeg upload_2021-2-21_14-8-38.jpeg


    Ranged Units:

    upload_2021-2-21_14-9-6.jpeg


    Siege Units:

    upload_2021-2-21_14-9-36.jpeg


    Mounted Units:

    upload_2021-2-21_14-9-59.jpeg


    Naval Ranged Units:

    upload_2021-2-21_14-10-26.jpeg


    Naval Melee Units:

    upload_2021-2-21_14-10-50.jpeg


    Pirate Units:

    upload_2021-2-21_14-11-11.jpeg


    Mercenary Units:

    upload_2021-2-21_14-11-35.jpeg


    Special Units:

    upload_2021-2-21_15-13-25.jpeg


    Still running test games on autopilot. Getting the calendar date in the top panel of the screen close to correct has been a challenge. I'm trying to get the Classical Era to start somewhere near 500 B.C., and the Medieval Era to start somewhere near 500 A.D., but it's not as easy as it should be.
     
    Last edited: Feb 21, 2021
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  18. sman1975

    sman1975 Emperor

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  19. sman1975

    sman1975 Emperor

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    Quick update: testing going fine. Have been able to run several test games well into the Industrial Era, with no stability issues. Getting closer on getting the Calendar working, but not there yet. Still expecting to release sometime this week.

    Tomorrow will involve testing with the main WAW mod enabled - testing both AWAW and WAW together. I'm particularly interested in how the last couple of Eras of the game in WAW perform, with all the events in AWAW setting the stage.

    Speaking of Events... I'm almost done with the code for them, and have updated Post #9 with the details. There may be a few more added as development continues, but these are a pretty good start. I'll be most interested in your feedback about these - which ones need changing, frequency of events, impacts, etc. I don't want to break the game with these, but I also want to push players outside their comfort zones. I haven't put any "mitigators" of the impacts in for AI civs, but may take a look at that later.
     
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  20. YINGCHENG

    YINGCHENG Warlord

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    Those upgrade path charts look great! Salute to your efforts.
    I take a closer look at those events and they are quite interesting as well. However, I do have a concern regarding this. As you have said, many of these events seem very devastating and if I understand it correctly, it seems that whatever we do, we would somehow encounter bad events in a randomized matter. I totally get your point that with this mechanics being enabled, players would have to consider unpredictable consequences when they expand their empire too aggressively or wage a warfare. However, it seems too harsh in my taste that all of these negative events are unavoidable whatsoever. Can you offer us an path for players to avoid negative events? For example, you can make spies more importantly with this event system enabled than they were before. Spies not only can detect enemies’ missions, but also they can make bad events less likely to occur (or make bad events less severe maybe?) in the city where they have deployed. Basically, my suggestion is to provide a way for players to gain some controls of these events. If players reach a golden age, it seems kind of awkward to see cities lose populations or have to pay more maintenance for world wonders.
     

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