The 19th Century Europe Mod

Yes, what you've laid out so far looks awesome, and I'm willing to wait. Although I'll be anxiously checking this topic for updates too. ;)
 
ArbitraryGuy said:
:lol: I'll get this done... someday. I haven't worked on it all month :( .



Neither can I ;). Too bad the wait will be quite some time.




I'm currently majoring in computer science and code c++, and java. I have looked at some of the xml which seems pretty straight forward interms of coding with civ4 and mods so if I could give you a hand at all or need any help let me know I have some free time only taking 12 credits right now so feel free to give me some work if you think I can lend a hand.
 
This looks great, but I have one question.. How did you handle the Ideologies? What type of coding did it involve? It is a great idea and I think it could be added into other mods with similar premises.

Thanks,
Splinter13
 
Though I obviously cannot speak for AG, I still feel that I can field this question. From what I can see, Ideologies either replace Religions or at the least are probably created along the same lines as religion.
If it is the former, then a simple XML mod could replace the various religion names with appropriate Ideology names, tech_requirements and effects. If it is the latter, then an SDK mod would be needed in order to create some kind of new CvIdeology section (it is this approach that I will be taking in my Phase 4 mod!)

Aussie_Lurker.
 
yeah, In this mod I was wondering how to do the part with the ideologies that wouldn't involve xml, the part that allows you to have only certain civics under a specific Ideology. If I could either know how you did this, or if you could just upload that part of your mod onto the civfanatics database as a mod component i'd really appriciate that. It is a very intersting idea and I really want to use it in my game.

Thanks,
Splinter13
 
Again, though I cannot say with certainty, he has probably modified the CannotDoCivic Section of the relevent python file. It would be relatively easy to do, but I fear I don't have access to the filenames in question.


Aussie_Lurker.
 
I wonder what Civics would be available from the start? I'd think as far as govt. centralization, the absolute monarchy and feudal monarchy, as well as the republic (thanks to the conquest of Napolean)
 
@Splinter16
Aussie_Lurker has it right for how I did it. I just replaced religion with ideology (easy XML edits) and did some python in modifying CannotDoCivic, the Civics screen, and some other edits. No SDK stuff here...

@Leif
Most of the civics will be availabe from the start (but their corresponding ideologies probably won't appear in your cities for some time). Some of the civics might have technology prereqs, but I have the feeling most won't (two constraints on civics - tech and ideology - seems a little much).

@Aussie_Lurker
Aussie_Lurker said:
I should also note that your Ideology concept has encouraged me to look at creating a seperate ideology system for the latter half of the regular game-a system which can operate parallel to the existing religion system.

That would be a nice addition :goodjob:.
 
ArbitraryGuy said:
@Splinter13
Aussie_Lurker has it right for how I did it. I just replaced religion with ideology (easy XML edits) and did some python in modifying CannotDoCivic, the Civics screen, and some other edits. No SDK stuff here...

Aussie_Lurker said:
Again, though I cannot say with certainty, he has probably modified the CannotDoCivic Section of the relevent python file. It would be relatively easy to do, but I fear I don't have access to the filenames in question.


Aussie_Lurker.


Ok thanks guys, I don't really know anything about python editing so I didn't know that file existed thats why I asked. Thanks for the help :)
 
Hey, when I began my modding efforts, I recieved a HUGE amount of advice and assistance from people like AG, TheLopez, Kael, TGA, Gerikes and Impaler-all Giants of the Civ4 modding community IMO. I feel I would be doing them a great disservice if I didn't use my own knowledge and experiences (meagre as they are ;) ) to assist a new member of our community :). So always glad to give what help I can!

Aussie_Lurker.
 
Bumpers of the world unite!
 
This idea is too good not to bump.
 
Speaking of which, bump!

Also, has anyone thought about the inclusion of the other ideologies (other than Reactionary, conservative, liberal, socialist and communist?), I think Fascist is going to be one for certain, but the other I'm not so sure of..
..Does anyone have any ideas as to what it could be?
 
*bump*

The scenario ends in 1920, and while I totally agree that Fascism is an important ideology of the early 20th century, I don't think it appears in force early enough to be applied to the 19th century mod. Even communism (at least the type of communism described here) shows up much earlier, which is why it works just fine in comparison.

Aside from reactionary, conservative, liberal, socialist, and communist, there's utiliarian... but that isn't a comprehensive ideology in the same sense that the current five are.

But I think that five ideologies might be enough. Playing in Europe with only five religions worked well enough before, so five ideologies could be just fine too. Neh?
 
Bump!
I agree, five works beautifully, however Arbitrary has mentioned the eventual addition of two more ideologies.
 
@Leif
The idea was a later expansion that takes the mod eventually into and past WWII. So, the two additional ideologies for that would be "Fascism" and perhaps "Stalinism." However, I've go to finish the origional mod first ;).

I've been more busy than I've ever been in my life, so I haven't worked much on this. It is still a possibility and still something I wish to do in the future, but it has to be put off right now. I can, however, still discuss ideas in the mean time.

@Sohan
Utilitarianism is a technology. It requires Empiricism and Classical Economics. It allows Social Theory, with Anthropology.
 
Here's a problem to work on...

I've developed two maps. One bigger and one smaller. The bigger one looks great, allows for strategic movement, gives a better "feel", but runs slower, esp. end game (a screenie of the big map is on the 1st post). The smaller one feels much, much too tight but runs fine.

The question is: luxury or practicality? Curse you Firaxis and your system-eating 3D engine!
 
ArbitraryGuy said:
Here's a problem to work on...

I've developed two maps. One bigger and one smaller. The bigger one looks great, allows for strategic movement, gives a better "feel", but runs slower, esp. end game (a screenie of the big map is on the 1st post). The smaller one feels much, much too tight but runs fine.

The question is: luxury or practicality? Curse you Firaxis and your system-eating 3D engine!
Hi ArbitraryGuy.I believe luxury.
 
Personally, I would prefer luxury, but if you finish developing one someone could make the other.

Either way, everyone wins.
 
Luxury is my vote too... but it may even burn up my computer.

Here's a screenshot of the main screen all flavored up.
 

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