As you might have noticed, DoC uses a different worldbuilder than vanilla BTS. The base of the worldbuilder is the marvelous Platybuilder, which greatly improves the utility of the worldbuilder by adding a lot of new functions. The worldbuilder of DoC has some new functions, which are mostly related to features unique to DoC. Even with the new functions, the worldbuilder is not complete. If you have suggestion how to improve the worldbuilder, please let us know. Maybe you can think of features we didn’t think of ourselves. Or you have an idea how an existing features can be improved which improves the usability of the feature. Feel free to ask question about the worldbuilder if you have them. When I think of the worldbuilder, I think it has 3 main purposes. The first is the one most players use, which is editing/customizing the current game. This can be moving/placing/deleting units, editing cities etc. I think the worldbuilder should give the player the option to change as much as he desires so he can customize the game to their own preferences. The second purpose of the worldbuilder is to monitor game progress. Many open the worldbuilder when a civ spawns to see the current state of the world. It is quite common that people open the WB when they just have spawned to see the current state of the world. From a player perspective, monitoring the game does not get much further, but from a modders perspective, a lot more can be monitored with the worldbuilder. The worldbuilder can be used to see what impact a change has to the game. This is the main reason why I included the StoredData editor. This allows the modders to easily view the current variables in the StoredData, which can help tuning certain functions. The third purpose of the worldbuilder is to help developing the mod itself. A clear example of this are the export functions for the stabilitymaps etc. Changes can be made on the map itself, just like you can place improvements with the WB. The export converts the changes to python code which can directly be copy-pasted into the correct python files. New features: GameInfo Screen: - Ability to enable/disable secondary civs - Ability to DoC specific game options (like no stability, no plague etc.) - Ability to change certain DoC elements (like turns to next congress) Player Mode: - Starting plot resembles spawn plot defined in Areas.py - Ability to change civ-specific modifiers in PlayerData screen Map Mode: - New option to select all tiles in a certain region when using the large brush - Moving/Duplicating cities use the CNM name for the new location, if available 3 New Modes: StoredData Editor Screen RFC DoC has many variables storing all kinds of information about a certain game. Examples include the stability of each civ, the amount of turns until next congress and the progress of certain UHV. This editor allows the player to view and edit most variables in the StoredData. The reason I created this screen/editor has 2 main purposes. The first one is to monitor a game. The effect of changes can be observed by monitoring certain variables in the StoredData. The second reason is to allow the player to make changes to the StoredData. One could give himself a boost towards the UHV, or changes the stability value. The editor also allows UHV to be set to achieved. DoC Maps Editor Mode The DoC Maps Editor allows the player to change several map values in the game. One can use them to customize their own game, for example by enlarging the core area of a civ. Another benefit of the editor is that is can export the current map values to an external file. This makes it a lot easier to change the base maps for each civ. When in the DoC Maps Editor mode, one can also view the cnm (city name map) of the tile the mouse is hovering on of the selected civ. And depending on the selected map type, it will show the value of that tile. There are 6 different map types, which are: Flipzone maps, Core maps, Settlervalue maps, Warvalue maps, Religionmap and Regionmap. MoveMap Mode This mode allows to copy a large portion of the map and move it towards another part of the map. The main reason is for map development. It has not much use in during a game.