Vegetarian Mod

ManAgainstTime

Chieftain
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Dec 13, 2014
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Canada
Hi there. I have been playing civilizations in some form (on and off) for quite some time, but on a relatively casual level. New to the forums, so please excuse if this has ever been brought up before, but I haven't found anything like it. I am looking to create an animal rights mod for Civilizations 4: BTS. I have never modded and am looking for help and also have some general questions.

For starters, is it possible to make it so tiles (or tile improvements) produce culture? As a rough idea I was thinking to make it such that workers could create animal sanctuaries (similar to forest preserves in a sense) instead of camps, farms, etc. These would produce culture and happiness and I was thinking of removing a commerce to act for the cost of caring for these animals.

For fishing boats it would be a similar change, producing whale watching boats and scuba platforms instead with a similar concept as above. Only with these they could produce extra commerce and/or happiness and/or culture at the expense of food.

I am not sure how to go about implementing this and am open to suggestions. Not sure if it could be a civic, a technology, or just an alternative to the different animal harvesting options.

Is it possible to change the worker actions as well?

Anyway, I can't see myself being the only veg*n civ player out there and wondering if this is possible? Any help would be greatly appreciated.
 
Creating culture from improvements would require coding in the dll.

Some of the other stuff you want can be done by adding new improvements and adjusting the build and unit files. Which is text editing the XML.
 
If you really want to produce culture from specific improvements or resources, you could make a building produce +x culture for every improvement in city radius.

That would only require some Python work.
 
I think the super forts mod allows you to xml edit whether improvements produce culture.
 
I thought this would be piece of cake, but looking into it, I learned that the culture code is heavily modified in colonization. Quite odd considering most of the other code is untouched. In BTS culture is a special item with dedicated code. In colonization, culture is a yield and like all yields, it can be produced by terrain, features, improvements etc. I haven't tried it, but I assume it would work in vanilla with just XML changes.

Now the question is what would happen if BTS gets culture as a yield. Thinking about it, it seems that quite a number of changes will be needed in CvCity. As clean as the end result might be, it doesn't look like the way to go unless you know C++.
 
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