Tech By Conquest

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Tech By Conquest for BTS 3.19

When you conquer and take over a city, shouldn't you benefit from any scientific knowledge the vanquished may have? This simple mod will give you one free tech from the list of techs the defeated Civ has, but you do not have. This simple mod allows you you gain scientific knowledge from the successful conquest of an enemy city. The download has both standard and WoC formats.

Download: http://forums.civfanatics.com/downloads.php?do=file&id=14848

Enjoy! :cool:
 

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I now remember something like this from Civ2. Iirc, you could choose which one you want in that game. How does it work here, random pick?
 
I now remember something like this from Civ2. Iirc, you could choose which one you want in that game. How does it work here, random pick?

No. It simply picks the first available tech from the list of techs you do not have that the conquered Civ does have.
 
OrionVeteran, another nice piece of work! :goodjob:
2 minor nitpickings: ;)
- Looking at the screenshot you posted, wouldn't it be more appropriate to get a message such as "You received [technology] from the people/scentists/... of xx [conquered city or civ]"? Would be more in line with the message you get when popping techs from a goody hut.
- Moreover, can I (and if so how) restrict the tech transfer to instances in which I keep the city? That would be an incentive to not destroy them. And would take into account that often when a city is (completely) destroyed, its knowledge base is destroyed as well - making it hard to gain (new) information.

(Btw, long time ago Bhruic made something similar: http://forums.civfanatics.com/showt...orums.civfanatics.com/showthread.php?t=140959
However, I don't think Bhruics mod works with BtS 3.19) ;)
 
Yes, Bhruic made this already, but nice work anyway.

Some suggestions:
- you could port over the part that the tech is randomly selected and that it's actually a number of science points you get (so not automatically the whole tech always)
- also, I would restrict the new Tech to those that are available to the player via research, i.e. has the requirements for. So a Zulu with Spearmen would not gain Modern Armor, but Pikemen first.
 
I've been using Enhanced Tech Conquest -mod component by Grave and Jeckel in my own modpack for several years now. This is an improved version of Bhruic's tech conquest component ;)
 
I've been using Enhanced Tech Conquest -mod component by Grave and Jeckel in my own modpack for several years now. This is an improved version of Bhruic's tech conquest component ;)

You are right, zapp, that's what I've been using too
 
OrionVeteran, another nice piece of work! :goodjob:
2 minor nitpickings: ;)
- Looking at the screenshot you posted, wouldn't it be more appropriate to get a message such as "You received [technology] from the people/scentists/... of xx [conquered city or civ]"? Would be more in line with the message you get when popping techs from a goody hut.

Change this line:

Code:
CyInterface().addImmediateMessage("Your scientists have discovered the knowledge of " + str(TechDescription), "")

to this:

Code:
CyInterface().addImmediateMessage("You received the knowledge of " + str(TechDescription) + " from scientists of the city of " + str(pCity.getName()), "")
 
Moreover, can I (and if so how) restrict the tech transfer to instances in which I keep the city? That would be an incentive to not destroy them. And would take into account that often when a city is (completely) destroyed, its knowledge base is destroyed as well - making it hard to gain (new) information.

I have thought about this idea and came to the conclusion that, if you are using the abandon city mod, there would be nothing to stop you from abandoning the city, say 5 or 10 turns later. Since, there is no provision to remember what tech you received from who and which city it came from; after waiting those 5 or 10 turns, the aquired tech can't be returned. So for a plausible explanation: Your scientists were allowed to search and obtain new technical knowledge, :science: before the military was allowed to raze the city.
 
I've been using Enhanced Tech Conquest -mod component by Grave and Jeckel in my own modpack for several years now. This is an improved version of Bhruic's tech conquest component ;)

Bhruic's version seems a bit outdated, because it uses a Config.ini instead of making XML entries in the GlobalDefinesAlt.xml file. However, it still works.
 
Yes, Bhruic made this already, but nice work anyway.

Some suggestions:
- you could port over the part that the tech is randomly selected and that it's actually a number of science points you get (so not automatically the whole tech always)
- also, I would restrict the new Tech to those that are available to the player via research, i.e. has the requirements for. So a Zulu with Spearmen would not gain Modern Armor, but Pikemen first.

If you are the first to discover priesthood, you receive a free tech, which is available for use immediately and without delay. In my humble opinion, I see no reason why any new technical knowledge, obtained through conquest, should not be utilized immediately upon it's discovery.

Secondly, I think :think: the risk of loosing your technical knowledge, no matter how high it falls in the tech tree, would give you added incentive to protect your cities from invasion. If a Civ, who is far behind in technical knowledge, successfully executes a raid to take over control of one of your cities, that civ deserves to receive the spoils of victory, including any technical knowledge it may find. Thus, with good strategy, this mod makes it possible for a Civ, who is behind in technical knowledge, to catch up. This capability is especially useful when the game leaders refuse to trade their best techs.

Respectfully,

Orion Veteran :cool:
 
I have thought about this idea and came to the conclusion that, if you are using the abandon city mod, there would be nothing to stop you from abandoning the city, say 5 or 10 turns later. Since, there is no provision to remember what tech you received from who and which city it came from; after waiting those 5 or 10 turns, the aquired tech can't be returned. So for a plausible explanation: Your scientists were allowed to search and obtain new technical knowledge, :science: before the military was allowed to raze the city.
Well, you certainly have a point here.. Accepted (even though I don't play with the abbandon city mod). ;)
 
I like this, it reminds me of old-school civ.

One thing though, I think in a way it could be a bit overpowered (I assume the AI also benefits from this too right?), is there a way you could make it so that you get X amount of beakers (similar to money) and the civ whose city you conquer loses X amount of beakers?
 
I like this, it reminds me of old-school civ.

One thing though, I think in a way it could be a bit overpowered (I assume the AI also benefits from this too right?), is there a way you could make it so that you get X amount of beakers (similar to money) and the civ whose city you conquer loses X amount of beakers?
The Enhanced Tech Conquest I've been using has these features:

- Captured cities always give a minimum of 25% towards the cost of a tech plus
a random amount

- The random amount is from 0 to <city size * 5>%. For example a city of size 4
would give between 25% and 45% of the tech cost. This assumes the default
configuration values have not been changed

- Cities greater than size 15 increase the chance of getting a full tech. For
example a city of size 20 would give between 25% and 125% of the tech cost.
This assumes the default configuration value has not been changed.

- Several configurable options allow tuning of how technology will get
transfered from the conquered city to the conquering civilization.
... So perhaps OrionVeteran could include these to his version too and that way we could have BUG mod friendly version of what Grave and Jeckel made long time ago (their version uses ini files for custom settings).
 
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