These Fractured States of America

Another question to y'all, is there a particular existing mod that would be well suited to use as a base for this? Or should I add in each mod comp separately? There are a few out there with some neat features (revolutions, realism invictus, etc) but they seem to be loaded with so many features/content that cutting it down might be just as difficult as building one up from scratch.
 
It's just great news that you've decided to continue working on the modification. I join other guys if you need help with information about technologies, units, buildings and other things I will gladly help (I'm writing a book about the Wild West, so I studied a huge amount of historical and technological literature about this period). I can look for some quotes for technology or something like that. I had one thought about the barbarians in this mod, but it's a bit complicated, probably better to postpone. So here is save, perhaps this will help airship I tried to build for Apache. I hope I was not mistaken, because I forgot what folder are the save. Only found auto-save. And yes this saving is done in a Hot Seat
Hmm, I loaded the save and built several airships but no crash.

Awesome about the book about the wild west! I could definitely use your historical knowledge for the game when we get to that point.
 
Hmm, I loaded the save and built several airships but no crash.

Awesome about the book about the wild west! I could definitely use your historical knowledge for the game when we get to that point.

Maybe it was a one-time crash. Of course, I will be very happy to share my knowledge. What base on which to build a modification. The most thoughtful and interesting mod that I've seen - History Rewritten, they thought of everything from resources and civs to units and graphic components. But I'm afraid for this project, it may be too overloaded with files
 
Honestly, with what your looking for, I'd recommend taking a really good look at TAC or WeTP over in CivCol forums. Your ideas and those 2 mods appear to overlap quite a bit. Additionally, source code is available which might make things a bit easier for you.
 
Oh, I hadn’t considered looking at Colonization mods. Are they compatible?

At the very least I bet there are some good unit and building graphics I can use.

I saw units and graphical elements of Colonization in some modifications. Since this game is based on Civ4, it is likely that the components may be compatible.
 
glad to see another mod being maintained , keep it up.
if you need some help let me know.

I'm making my first attempt to do something in Python and... I'm lost.

I'd like to have a worker created, owned by a particular AI civ when a corporation spreads to a city. My hope is to have corporations spread & operate independently, and have them build rail lines on their own.

I have never done anything in Python before (or much coding period), so I'd love some advice & help. This is the best I've come up with:

Code:
    def onCorporationSpread(self, argsList):
        'Corporation Has Spread to a City'
        iCorporation, iOwner, pSpreadCity = argsList
        iRailCorp = gc.getInfoTypeForString('CORPORATION_1')
        player = PyPlayer(iOwner)
     
        if iCorporation == iRailCorp
            CyInterface().addImmediateMessage("Railroad Corp has expanded into your city and will get to work building the rails", "")
            newUnit = playerY.initUnit(gc.getInfoTypeForString('UNIT_WORKER'), UnitAITypes.NO_UNITAI)

At this point I was just hoping to spawn a unit to show that I could make Python do anything at all, I hadn't even begun to worry about assigning it to a certain player. I copy and pasted pieces from other mods, and I've tried it a few different ways, but nothing ever happens. Clearly I'm missing some basic understanding of python.

On the plus side, nothing crashes! It just doesn't do anything.
 
I'm leaning toward perhaps making this a modmod(mod?) of Rhye's and Fall of Civilization: Dawn of Civilization
It has immigration, passive spread of corporations, great statesmen, and a whole lot more. Plus, I liked having one single point of diversion from the real timeline, so including Vermont would screw things up. So having Rhye's stability system would allow Vermont, or New England, or the Metis or any other civs to split off in the future. Better yet, there seems to still be active development there, so perhaps I could find some people to help.
 
I'm making my first attempt to do something in Python and... I'm lost.

I'd like to have a worker created, owned by a particular AI civ when a corporation spreads to a city. My hope is to have corporations spread & operate independently, and have them build rail lines on their own.

I have never done anything in Python before (or much coding period), so I'd love some advice & help. This is the best I've come up with:

Code:
    def onCorporationSpread(self, argsList):
        'Corporation Has Spread to a City'
        iCorporation, iOwner, pSpreadCity = argsList
        iRailCorp = gc.getInfoTypeForString('CORPORATION_1')
        player = PyPlayer(iOwner)
    
        if iCorporation == iRailCorp
            CyInterface().addImmediateMessage("Railroad Corp has expanded into your city and will get to work building the rails", "")
            newUnit = playerY.initUnit(gc.getInfoTypeForString('UNIT_WORKER'), UnitAITypes.NO_UNITAI)

At this point I was just hoping to spawn a unit to show that I could make Python do anything at all, I hadn't even begun to worry about assigning it to a certain player. I copy and pasted pieces from other mods, and I've tried it a few different ways, but nothing ever happens. Clearly I'm missing some basic understanding of python.

On the plus side, nothing crashes! It just doesn't do anything.

Friend hardly anyone will answer you in this thread, probably you should ask about it on the forum about working with Python. Surely there is a topic somewhere on the issues and advice about Python
 
I'm leaning toward perhaps making this a modmod(mod?) of Rhye's and Fall of Civilization: Dawn of Civilization
It has immigration, passive spread of corporations, great statesmen, and a whole lot more. Plus, I liked having one single point of diversion from the real timeline, so including Vermont would screw things up. So having Rhye's stability system would allow Vermont, or New England, or the Metis or any other civs to split off in the future. Better yet, there seems to still be active development there, so perhaps I could find some people to help.

By the way, you can add Russian Alaska to the game, well, if you want to add more nations. By the way, I have seen in History Rewritten a new type of corporation - Syndicates. They are created in the enemy cities by spies and they extort money and resources, such syndicates as the Mafia, a triad well, in general, organized crime, the original idea seems to me, given that in the early 20th century similar criminal elements began to emerge in America
 
Friend hardly anyone will answer you in this thread, probably you should ask about it on the forum about working with Python. Surely there is a topic somewhere on the issues and advice about Python
Well, I quoted keldath since he offered to help. But I also posted here, no response yet.
 
DOC is indeed still very active, and it also has a thread for answering questions about modding it:
https://forums.civfanatics.com/threads/modmodding-q-a-thread.516755/

However the map it uses might be too small for the goals for your mod.
You would probably have to modify the map to make America larger compared to the rest of the world.
 
DOC is indeed still very active, and it also has a thread for answering questions about modding it:
https://forums.civfanatics.com/threads/modmodding-q-a-thread.516755/

However the map it uses might be too small for the goals for your mod.
You would probably have to modify the map to make America larger compared to the rest of the world.
I have a map I’ve been using, I’d just need to add the new terrain and core areas, etc. Hopefully that’s not an impossible task..
 
USA map is relatively easy if you don't want to deal with terrain. Simply import TAC USA Huge/Giant map to your current tools of choice as it already has all the terrain features.
As for Python... Hmnn, anyone know if Platy is still on these boards? He'd be my resident Code God of choice... No offense DOC :D
 
USA map is relatively easy if you don't want to deal with terrain. Simply import TAC USA Huge/Giant map to your current tools of choice as it already has all the terrain features.
As for Python... Hmnn, anyone know if Platy is still on these boards? He'd be my resident Code God of choice... No offense DOC :D
Where would I find that map?
 
Civ IV COL thread. Look in the TAC mod thread under mod components. Apologies, I'm at work, or I'd link it. I also may have it on my pc. I'll check when I get home.
 
Ozzy, I did a little recon, perhaps it will be useful, some units for your mod:

Balloon: https://forums.civfanatics.com/threads/a-balloon.183795/
Old Western Ranger: https://forums.civfanatics.com/threads/old-western-ranger.316329/
Indastrial Mexicanos: https://forums.civfanatics.com/threads/industrial-mexicans.300180/
8 Indastrial Units: https://forums.civfanatics.com/threads/8-industrial-units.209825/
3 Indastrial Natives: https://forums.civfanatics.com/threads/3-industrial-native-americans.261308/
Ships WWI style: https://forums.civfanatics.com/threads/wwi-style-cruiser.210944/
https://forums.civfanatics.com/threads/wwi-destroyer.213378/
Settlerwaggon: https://forums.civfanatics.com/threads/settlerwagon.170933/
Steam tank: https://forums.civfanatics.com/threads/wh-steamtank-ready-to-go.170068/

I started playing FFH2 and saw two interesting mechanics that could be useful to you in your modification.

1. Criminal rating. Certain buildings in the game increase the criminal rating of the city. I think it affects the quality of trade and the mood of the residents. By the way, if you decide to introduce into the modification of Anti-Corporation - Syndicates, the city with a high criminal rating can just contribute to the emergence of their headquarters syndicates.

2. Bounty hunter. It is an ability/unit promotion that allows you to earn multiple gold coins for killing enemy or barbarian units. I had a similar idea when I thought about changing the barbarians in your modification. Look, the idea was this. In the early stages of the game, barbarians are hostile units of Native Americans, and their cities look like settlements of savages. In the later stages of the barbarians turn into gangs of the Wild West, with what I thought that using the mod on the Great General of the barbarians, gangs could give his Great General, the leader of the gang and use the famous outlaws of the Wild West, such as Billy Kid or Jesse James. With the discovery of technology "Drum mechanism" or simply "Revolver", it would be possible to create a unit Bounty Hunter, which would receive money for the destruction of enemy units.
 
Excellent unit finds! I think I've got most of them, somewhere, but there are some new ones in there for me that I'll use.

I definitely agree on having some kind of crime rate modifier. I don't precisely know how the FFH2 one is used, I thought I saw somewhere that it didn't actually have an impact, but that shouldn't stop us from trying to do something with it.

As for the bounty hunter, that's a good idea. In Rhye's and Fall there are different types of barbarians. They have independent nations, natives and barbarians. We could use that to differentiate between the outlaws and the native americans.

A progress update for y'all, I've started work on stripping out unneeded units, civs, leaders, religions & buildings from the Dawn of Civilization mod. It is a pain. Basically it seems like my whole history with this mod is finding a mod to use as the base, stripping things out, getting frustrated by all the errors that come from stripping things out and then finding a new mod to use as a base and starting over. I've probably done this like 3-4 times now. Sigh. Well, on to DoC! I *think* I've got all the XML cut down, now I'm wading into the Python. Wish me luck.
 
Oh, and while I'm a long way away from implementing this, I've been thinking of ways to handle food & growth differently. It has always been annoying that the cities with the most farms have the highest population. That doesn't make much sense. Just because Omaha is surrounded by farmland shouldn't make it larger than New York City. A lot of assumptions in the game make sense for 1000 BC, but less so for 1850 AD.

A few ideas for helping correct this issue:
1. Trade routes bring food. I've seen this in a few mods, but I want to double down on it in Fractured States. NYC brings in most of its food from elsewhere, not grown in local farms. Refrigeration, other techs and various buildings will boost food from trade routes.
2. Grain elevator. I think I'm going to get rid of the standard granary. Instead I'll have grain elevators. Unlike an ancient granary whose intent was to store grain during the winter, or dry seasons, a grain elevator is used for selling and shipping grain. Cities with grain elevators would have farms that were -1 food and +1 gold. Railroads and/or rail stations can give that a boost. Then I'll have a food importer building (please help think of a better name) that, like cathedrals, requires X number of grain elevators to be built. This food importer building would work like the granary and allow cities to grow faster and boost food from trade routes. You'd put the food importer building in your large cities and it'd need X number of farming towns to support it, thus simulating the idea of rural farm towns selling their crops to the big cities.
3. Immigration. I am going to slow down natural food related growth overall, so immigration will be a big part of how cities grow.
 
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