Unic Civics

actually in ffh2 they make a civic (cruzade) only for a certain civilization (bannor) i guess you guys should try to see if that could work in a similar way...

Ye they did, but it´wasn't replacing any other civic. What I'm looking for is making the UC be like the UU and UB, and I guess that's a bit harder to do..
 
This sounds quite interesting and in general a spectacular idea. I don't think the SDK programming for this would be too difficult but I don't know enough about the working of civics in general to be able to tackle it rapidly myself. Still, I'd be interested in seeing any code developed for this.
 
Is this still relevant?
I finished my project, and although I have a few other things I want to work on, I want to give this feature a shot.
 
I would like to know how to create unique civics, if that's what you're asking.
 
The idea is to create 'civic classes', same as with units and buildings.
For each civic you have today - you define a separate civic class.
These classes are used in places where you need to refer to a civic but not to make it civ-specific (UN resolutions, trades etc.).
Each civic class has a default civic, and each civilization can have 'unique civics' defined - civics which replace the default civics for a civic class.

That's the basic idea.

I already started working on it (already have all the XML configured, and the code to read it, and the civics screen displays the correct civic for the civilization).

I will post the code once it's finished (probably as a mod component).
 
Ok, thanks!
 
Nice! :king:
 
Are you sure, you can't do it without SDK? Because that automatically means: not Mac-comaptible:rolleyes:!
Sorry, can't think of another way. If anyone else can, though...
(Maybe fake techs and separate tech trees, but that will not have the same effect)

Unique civics is brilliant, though.

Cia's idea, not mine :p
 
You should be able to simulate Unique Civics in Python quite easily using the canDoCivic and cannotDoCivic callbacks - assuming those are available in the Mac version.
 
You should be able to simulate Unique Civics in Python quite easily using the canDoCivic and cannotDoCivic callbacks - assuming those are available in the Mac version.

Much better than fake techs... ;)

I still prefer a DLL solution for the PC.
You're right that it will prevent a civ from using a civic which is another civ's UC, and it will even solve the AI issue, but it doesn't create unique civics which replace default civics. It creates different civics altogether.

There are a number of problems which this will cause:
- Trade: You can switch civics as part of a trade, but you won't be able to switch to a UC (or to a default which you cannot have) as part of trade, although your rival requests (or demands) that you do.
- UN resolutions: how do you make everyone switch to Free Market when some of them can't?
- How do you handle events which are triggered only with a certain civic (slavery)? Can they not be triggered when a civ has a replacing civic for slavery? (duplicating events is an option here)
- A leader's favorite civic will only have affect on diplomacy if the rival can have this civic.
- A more of an aesthetic issue: You can't really create the effect of unique civic (a civic which actually replaces another civic) as you have with units and buildings - so it appears in the civilopedia and such.

This is what I can think of right now.
Of course for mac this is probably the best way to do it, but I'm trying for a more complete solution.
 
Oh I completely agree that SDK is the way to go, but since SDK isn't an option for the Mac people then Python is only other option available to them.

I am not even sure it wouldn't be possible to get around most of the problems you mention from Python ... even if it would require a good deal more Python coding to achieve.
 
Oh I completely agree that SDK is the way to go, but since SDK isn't an option for the Mac people then Python is only other option available to them.

I am not even sure it wouldn't be possible to get around most of the problems you mention from Python ... even if it would require a good deal more Python coding to achieve.

But C++ is so much more fun! :crazyeye:
 
I know Python and the only hard part is to do the actual mod design - who get to have what Civic - and what the Civics are. And the time consuming part is of course the testing (and potential debugging).

If that is taken care of someone (me, for instance) could make the actual Python code for this.
 
I know Python and the only hard part is to do the actual mod design - who get to have what Civic - and what the Civics are. And the time consuming part is of course the testing (and potential debugging).

If that is taken care of someone (me, for instance) could make the actual Python code for this.

Right, and I'd prefer just a few quality Unique Civics rather than a whole bunch that are partially there just for symmetry reasons, to fill the interface window. One nice civic, I came across recently, is this one here, called Agrarianism. I've tested it, and I'm quite sure it would make an excellent UC for classical desert and floodplain civs like the Egyptians or Sumerians. On random maps, their starting positions could be neutralizing their UCs, but – that's alway been the case with random maps, that Ramses would end up in tundra, while Dschingis is getting floodplains.
 
Making sure that Civs end up in a "historical" climate/starting location is another mod altogether. But anything is doable, basically.
 
I know Python and the only hard part is to do the actual mod design - who get to have what Civic - and what the Civics are. And the time consuming part is of course the testing (and potential debugging).

If that is taken care of someone (me, for instance) could make the actual Python code for this.

So, you want people to make up new civics so that you can implent them? Should we stick to what is doable with CIV4CivicInfos.xml (or however it's called), or do you plan to code in new features on the way?

EDIT: However, I've changed the base civics quite drastically for my own personal mod, so if you want people to make up new civics, I wouldn't be a good choice, I guess.
 
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