[NOT IN DEVELOPMENT] DOC Community Mod Compilation

So does Planetfall. Also this very mod has happiness from Great Artists, that's where I would start looking.
 
So does Planetfall. Also this very mod has happiness from Great Artists, that's where I would start looking.
But does it have happiness from specialists from buildings? My main issue has been finding a way to have buildings give health to specialists. Just as a note, it's the specific implementation within CvCity.cpp. CvInfos.cpp is pretty easy as far as I can tell.

Either way I'll check these examples out.
 
ANY MOD that has Great Doctors?!
 
It appears that the France error also exists and is from @citis 's bits of tales mod. From what I can gather while implementing Ethiopia they were also working towards changing France's spawn date to 481, which takes place before the 600 AD scenario. It seems like they forgot to update the 600 AD scenario to reflect this.

@citis would you be so kind as to update the 600 AD map with the intended French situation, or at the very least tell me what you would like it to be? I'd gladly make the appropriate edits myself, and even send you a corresponding file compatible with your mod. If by chance you did not intend to make such a change just yet, I'll gladly revert the French spawn date.

Since this is a change made by your mod, I'd rather not revert or modify it without first understanding your intentions in making it.

In the meantime, France works perfectly fine in the 3000 BC scenario, though I am not certain as to how balanced they are. I am very sorry for the trouble.

I am working on this.
 
ANY MOD that has Great Doctors?!
Yes, Planetfall, and I'm reasonably sure that there are others as well. History Rewritten possibly.
 
NEW UPDATE

Park gives +1 Health per Specialist

Public transport gives +1 Health per Town, +0.5 Health per Hamlet

New Egyptian UP: Power of Maat - -10% Civic Upkeep Maintenance per war with major powers (max 3) and +5% Commerce per Luxury in Core Cities

The Luxury part of Maat is under consideration, I want it to encourage warfare, but currently the only city this incentivizes the capture of is Meroi, perhaps I should add a clause for Marble.
 
As a note: Egypt having a new UP does not mean they lose their old UP, it's just treated like any other set of starting civics.

The main goal for Egypt's new UP is to allow earlier expansion, as in my test games their tech rate tanks if they conquer historically. After thinking things over, I feel like "Second copies of resources yield 1 commerce in the capital" would be more fitting considering their historical territory.
 
NEW UPDATE

Tweaked Egyptian UP: Maat - Second copies of resources grant -1 Civic Upkeep

Fixed an oversight where Public Transport gives 0.5 Health to Hamlets instead of Villages

This new UP should fix high Egyptian Civic Costs from expansion in the early game while becoming less and less useful as the game goes on and -1 Upkeep becomes comparatively less important and it becomes harder to obtain second copies of resources and/or there are fewer resources that you don't have a second copy of.

It was chosen based off the Egyptian concept of Maat - that the Pharaoh is responsible for "maintaining Maat, or balance and justice, and part of this included going to war when necessary to defend the country or attacking others when it was believed that this would contribute to Maat, such as to obtain resources"

Since most of Egypt's historical territories have duplicate copies of resources, I felt it was fitting both thematically and gameplay-wise

Duplicate resources:
  • Egyptian Stone - Lower Egyptian Stone
  • Egyptian Horse - Anatolian Horse
  • Egyptian Dye - Phoenician Dye
  • Egyptian Wheat - Anatolian/Phoenician Wheat
  • Egyptian Cotton - Lower Egyptian Cotton
 
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BUGFIX UPDATE

Fixed an error in the Egyptian UP that causes increasingly decreasing civic upkeep reduction

Strategic Resources give +1 productionLeft

Reworked some code

Next step is to make the UI better reflect yields from Health and Strategic Resources and merge Bits of Tales
 
I would request to keep it separate so that it can be thoroughly tested in isolation.
 
NEW UPDATE

Added the 300 AD scenario from @citis 's Bits of Tales
The 600 AD scenario has been removed

Quick Question: With the recent discussion of early game speed in mind would you guys rather I keep the increased movement, healing and attacks on lower speeds, or remove it and increase the number of years between turns in the early game of Normal and Epic speed?

My reasoning for adding the multiple attacks was originally because I wanted more time in the early game, but was afraid of what'd happen if I changed the amount of years per turn. I've since gained greater knowledge of the game's code, and am much more confident that I could properly implement a change in years per turn.

TL;DR Do you prefer the Marathon scale Attacks, Healing, and Moves on Normal, or would you rather I remove it and elongate the BC time frame?
 
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New Update

Increased number of turn during early game in Normal Speed

Nerfed Mayan UP: +1 Food from Cottages, +2 Food from Farms

Reverted Marathon Units in Normal Speed

Fixed an Overflow Error
 
Tiny Update

Niwt-Rst starts with an Archer, thus preventing the Human Egypt exploit of taking it with 2 Militias within 10 turns of spawn.

Slightly tweaked Persia
 
HOTFIX UPDATE

When balancing new game speed I accidentally made Techs cheaper instead of more expensive.
Accidentally broke Conquerors when I reverted Marathon Normal Speed.
 
HOTFIX UPDATE

Fixed a gamebreaking crash from improper code reversion

The mod should now be perfectly stable.
 
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