The Agriculture Mod

I doubt it. I think the AI would plant wheat or rice if the food output was higher, but they are not. It's apples vs oranges. So, the AI just defaults to the first crop it evaluates, which is corn.
Yes, I know about restrictions. The problem is the Wheat icon doesn't show up, see the screenshots.It's weird that it works for you but doesn't work for me.Btw, does the AI plant anything else than corn?

That's one of the difficulties with mods that alter the way the game is played. For the AI to make full use of the new options, the requisite components in the SDK need to be tweaked. Unfortunately, that's no mean feat. Even with C++ knowledge, there's still a mountain of code that needs to be read just to locate the right sections. Unfortunately, Firaxis didn't give us a comprehensive manual or "ready reckoner" to help us find the sections of the DLL we need for various modding scenarios. It's like having to read all 400,000 pages of tax legislation just to find out your marginal % tax rate. After the first 200 pages of irrelevancies, all the writing starts to look the same , and you're as likely to skim over it without noticing. Unless someone has already figured out where the changes would be needed (possibly while trying to do something else vaguely related), we're probably on a hiding to nothing getting it perfected before Civ V is released.

But for game balance reasons, I would prefer to do it another way: have a separate unit to plant/herd units...
Planter/Herder unit: an expensive unit that costs :food: to build, like Workers/Settlers. That unit will destroy itself to create one crop or herd that you already have access to on a suitable square. Then issues of game balance can be addressed simply by tweaking the amount of :hammers: the unit costs.
So you can't create a herd of cows if you have no access to cows; but if you set up a trade for cows, then build this unit and plant it, you get your Cow square!

It's probably best that we lobby for reform of the food management system in the Civ V fora. A system where crops or animals can only be farmed in the plots where they have grown/roamed wild since the dawn of time is ludicrous. The whole point of farming is that the crops/animals are not wild and, hence, can graze/be grown in any convenient arable land. Since the development of pickling, this has occurred away from cities as the produce was transportable. Besides, farming is not labour intensive (on a people per sq. km basis), so a city full of farms would have a low population. Post-industrial cities have high populations where there are dense, labour-intensive workplaces, like factories, mines, quarries, foundries, and (later) offices. The food is/was transported via wagon, barge or (now) lorry. Civ IV, in its current form, forces your population into your breadbaskets, whilst your mines (and engineer specialists from forges) remain disused. Quite unrealistic. However, without all the necessary SDK changes, our knowledge of the workings of any mods we make will give us an exploitable advantage over the AI. The advantage could be decisive enough to require moving the difficulty level up to compensate. I encourage anyone who can fill the knowledge gap to post. My programming skills are intermediate (ie: I'll likely comprehend programming suggestions, but I can't read through all the code quickly, so to read through the SDK code to find what we need would take me a very long time indeed). But, I also anyone passionate about good food resource management to lobby for it's Civ V inclusion. This will see the AI utilising its advantages as we certainly will. This is a post I have already made on the Civ V announcement forum, which touches on these issues as part of a broader discussion on resource/labour management and transportation. :please:Please add to the discussion.
 
...we're probably on a hiding to nothing getting it perfected before Civ V is released...
That said, I still think this mod is worth playing and has code that is worth dissecting. Whilst there are many issues with resource and population management in Civ IV's design, that doesn't detract from the importance of any of those issues in isolation. This mods hits one of the nails straight on the head.

A paradigm shift doesn't necessarily need to happen in one fell swoop. This is a step forwards. If OrionVereran's insight - or any discussion this mod provokes - is the catalyst for substantial improvements to game play in the long term, it will be an enormous step forwards.

Please post your observations from game-play. If you have related SDK know-how, this would be great to too. This mod has the potential to be amongst the most colossal triumphs, insofar as game strategy is concerned.
 
To balance this i would make it available only with civil service and remove the ability to spread irrigation
 
To balance this i would make it available only with civil service and remove the ability to spread irrigation

So you are attempting to tie the growing of crops to the ability to build aquaducts and spread irrigation, obtained at Civil Service? Forgive me but, that is totally unrealistic. All you need to grow crops is a source of water. If a plot of grassland does not have a source of water, guess what? You can't plant any crops! As for spreading irrigation, farms do that naturally, not the crops. :crazyeye: There is absolutely no code in this mod to spread irrigation. None. All the agriculture mod does is allow you to plant crops (corn, wheat or rice) on land plots, with existing water. It is just that simple.

Respectfully,

Orion Veteran :cool:
 
Does the mod allow to plant in desert squares or tundra/snow and if yes does it take longer to plant.
 
?How hard is it to mode no tundra and make it longer for the desert?

ps Thanks for this mod!
 
?How hard is it to mod no tundra and make it longer for the desert?

ps Thanks for this mod!

Tundra can be modified in the Agriculture_CIV4ImprovementInfos.xml file. Look for Tundra and remove the red lines:

Spoiler :

Code:
<TerrainMakesValids>				
	<TerrainMakesValid>
		<TerrainType>TERRAIN_GRASS</TerrainType>
		<bMakesValid>1</bMakesValid>
	</TerrainMakesValid>
	<TerrainMakesValid>
		<TerrainType>TERRAIN_PLAINS</TerrainType>
		<bMakesValid>1</bMakesValid>
	</TerrainMakesValid>
	[COLOR="Red"]<TerrainMakesValid>
		<TerrainType>TERRAIN_TUNDRA</TerrainType>
		<bMakesValid>1</bMakesValid>
	</TerrainMakesValid>[/COLOR]
	<TerrainMakesValid>
		<TerrainType>TERRAIN_DESERT</TerrainType>
		<bMakesValid>1</bMakesValid>
	</TerrainMakesValid>					
</TerrainMakesValids>


The actual time it takes to plant is not dependent upon the terrain, but rather the type of crop. look for the <iTime>1000</iTime> value in the Agriculture_CIV4BuildInfos.xml file.
 
It's strange that I updated the LoR 0.9.8->LoR v0.9.9.aa1 and I can't get the agriculture & mining mods to show up in the pedia or in the tech tree during a game. I didn't change anything, used the mastermodlist.xl that has everything it.

Since you have performed an upgrade to your base mod, check the MLF_CIV4ModularLoadingControls.xml files to make sure the agriculture mod is actually loading in the XML.
 
everything is the same as it was before, only difference I can see is in the mastermodlist.xml is that in the agriculture.xml the line
Code:
<gameutils module="AgricultureGameUtils" class="AgricultureGameUtils" override="[COLOR="Red"]True[/COLOR]"/>
and in mastermodlist.xml

Code:
<gameutils module="AgricultureGameUtils" class="AgricultureGameUtils" override="[COLOR="Red"]False[/COLOR]"/>

what's does the override switch do? here's the link for the updated mod if you could take a look.
 
if you could take a look.

I did and found numerous errors (in both XML and Python) at the start of a new game. There are too many errors to list here. Please turn on Debugging and work each error one at a time. Once you get those errors fixed, I believe the Agriculture mod will work again.
 
Is this mod RevDCM compatible? It's very cool but I don't want to loose RevDCM features.
 
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