Drakarska
Epic Dadness
Echo ZN above. I know that 3rd can be worked from RAND and C2C, but didn't know 4th was possible.
void CvPlayer::killUnits()
{
CvUnit* pLoopUnit;
int iLoop;
//Vincentz DEAD2BARB START
CvPlot* pPlot;
CvUnit* pBarbUnit;
CvPlot* pLoopPlot;
bool canFindAPlot;
for (pLoopUnit = firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = nextUnit(&iLoop))
{
//KILL UNITS IF REGENERATING MAP
if (GC.getInitCore().getGameTurn() == 0)
{
pLoopUnit->kill(false);
}
else
{
pPlot = GC.getMapINLINE().plotINLINE(pLoopUnit->getX_INLINE(), pLoopUnit->getY_INLINE());
//IF UNIT IS IN CITY ASK AI OWNER IF HE WANTS IT (HUMAN GETS UNIT AUTOMATICALLY IF POSSIBLE)
if (pPlot->isCity() && pLoopUnit->canGift())
{
pLoopUnit->gift();
}
//IF NOT THEN TRY TO FIND A PLOT TO PLACE UNIT
else
{
if (pPlot->getNumUnits() == 1) //ON THE SAME SPOT
{
pBarbUnit = GET_PLAYER(BARBARIAN_PLAYER).initUnit(pLoopUnit->getUnitType(), pPlot->getX_INLINE(), pPlot->getY_INLINE(), pLoopUnit->AI_getUnitAIType());
pBarbUnit->convert(pLoopUnit);
}
else //OR AROUND THE PLOT
{
pBarbUnit = GET_PLAYER(BARBARIAN_PLAYER).initUnit(pLoopUnit->getUnitType(), 0, 0, pLoopUnit->AI_getUnitAIType());
pBarbUnit->convert(pLoopUnit);
canFindAPlot = false;
for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
pLoopPlot = plotDirection(pPlot->getX_INLINE(), pPlot->getY_INLINE(), ((DirectionTypes)iI));
if (pBarbUnit->canMoveInto(pLoopPlot, false, false, true))
{
pBarbUnit->setXY(pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE(), true, true, false, false);
canFindAPlot = true;
break;
}
}
//IF CANNOT FIND A SPOT, KILL UNIT
if (!canFindAPlot)
{
pBarbUnit->kill(false);
}
}
}
}
}
//Vincentz DEAD2BARB END
}


maybe because of the game settings I was using. What are the recommended custom games options? Also which version should I use? Because as far as I can tell the OP is completely outdatedThe mod is, obviously, designed from the perspective of what I find fun and challenging. An example of this is the removal of slavery whipping, but there are many many more examples, and I think especially the extreme low pace in the neolithic era can be a turnoff for many. Personally I find it rewarding (with a sense of accomplishmentAll these changes are all very interesting and make me want to try your mod. However last time I tried it I found it to be unbalanced and boringmaybe because of the game settings I was using. What are the recommended custom games options? Also which version should I use? Because as far as I can tell the OP is completely outdated
) to build the empire out of nothing, instead of a more, but not completely, linear approach that f.ex. newer civs have.
I think Im just a really slow player., but a game can take weeks for me. Though having 2 kids certainly reduces effective playtimeThanks for the answer, I think that last time I played on Epic speed and using the 2017 version, feels strange that normal is consider a lengthy speed. Anyway will give it a try this weekend and see how it goes. How much time does it usually take you to finish a run? From other mods that I have played 2k-3k turns is bearable, if somewhat unbalanced in the player favour
Also testing, debugging, modding and planning/considering new changes takes some time.CTD? Yes please let me have the savegame. I have experienced CTD myself but that was in modern era while swapping in and out of windows and the game on a giant map, so I took it as some sort of CIV memory leak.Okay so from what I have played I quite like what you have doneUnfortunetly I'am experiencing a CTD , I'll attach the save so you can have a look
Also something that bothers me is that there isn't music on the Neolithic! Honestly Civ IV without music feels bland. Adding some tracks will help make the early game, specially on slower speeds, more enjoyable.
Finally you need to move chopping to a much earlier date. It doesn't really make sense that if I want to remove a forest I need to build a workshop or a mine...
Personally I never listen to game music, so I never thought about it.
Anyways i'm going to give it another try this afternoon, I'll save this time in a real save if i find a ctd. Also what's up with the SW units? I took a look at the civpedia and found it a bit strange...Take a look at my MoreMusic modmod for AND2. Maybe you find something for your likingI'll see if I can find some primeval music to addPersonally I never listen to game music, so I never thought about it.

Changed BUILD_REMOVE_FOREST from TECH_MACHINERY to TECH_BRONZE_WORKING....to remove a forest I need to build a workshop or a mine...



) with the change on healing being also a great feature, but i got the feeling that it hurt the AI more than it helped. One thing i would change is that air units should use their own xUPT, so that they don't compete with the ground troops for the same space. Also some changes on the AI so that it focuses less on cavalry and militia suicidal charges would make the game more challenging. Overall ground combat felt really nice , and I believe that with some tweaks and better AI it could be better
. There are other ways to control unit spawns. For example you could do something similar as to what civ4 reinmagined does with resources and cities. Maybe even tie units with population to represent conscription, and make unit cost grow exponentially after a limit is reached as you run out of people . What i find illogical is that for having an specific type of unit I need to pay more for it, while it runs contrary to any real life experience. If you keep increasing cost, make it so that it affects whole categories so that upgrade cost are keep reasonable. If you want to keep things as they are, at least have the increase cost for main units (rifleman, musketman) be lower so that it doesn't end up punishing civs without access to resouces (which is punishing enough)
per unit in city,-25% city maintenance . Removed the noble bonuses as they fit nobility better, and replaced the comerce bonuses for reduced maintainance, as most big empires were monarchies. Go to civic for wide empires
from war, +25%
and
in each city, + 50 % trade route yield, +2
in the capital. Make republic in return the civic for smaller empires as it fits tematically the role of the greek polis. As you grow bigger, or go on conquering sprees, you should consider moving to Monarchy to get a better economy
in the 5 biggest cities,+1
&
for villages + 2
&
for town, +50%
from war. Currently democracy is a very similar version of republic, one that probably isn't worth taking due to unhappiness. The changes improve the yields of towns ( the most powerfull improvement ) while also being the only civic with the ability to rush gold
per scientist; Unlimited Scientist, Engineers in capital; +2
in each city ,-25%
in all cities. Technocracy unlimited specialist while boosting their stats as well is broken, as it allows to skyrocket production and science across all your empire while swiming in GP. The changes proposed will make it a still powerfull civic, specially if running a science/ production capital , while cutting the spamming enginners everywhere part. Also a sub par choice if going cultural victory, which i think make sense on a civ run by "cold" technicians
from war, +2 experience for new units,+1
from each specialist ,+25
% in each city, -10% to
&
in each city,-2
from artist, Doesn't get cities culturally flipped. A fairly long list of changes to fascism to make it the go to civ for warmongers and 1984 fans. The changes should be fairly obvious, reducing your ability to win in ways that aren't conquest. Also getting your cities inmmune to cultural flips is something that makes sense imo
&2
from noble, +1
from castle, palace. Overall I would say that legal category is the one that require less changes as it mostly keep the balance of vanilla. For nobility it basically moves the bonuses from hereditary to this civic, will removing greater GPP and culture as I don't believe that they are needed. Also removed the unlimited noble slots as i believe it doesn't do that much,and noble spam isn't that optimal anyways. Low upkeep will also make it more competitive compare to patriarchy
&
per city settle up to 100%, +25% city maintanance cost, +50% colony cost, +2
from City hall. Currently it is a civic that doesn't work as intended as it cost more than what it saves. My idea is a twist of the original vanilla idea, mean to have a super capital at the cost of higher maintanance. The courthouse gold bonus is something that somewhat fits tematically
from town to +25%
. Changed the bonus as democracy already boost towns. The rest still being the same
from quarry,+1
from farm,+2
from plantation, can capture enemy units into slaves,+1
in each city. Make the civic much more focused on improvements, giving better economic yields from farms. Slaves would be a special worker type that can be sacrifice to build a mine,quarry, plantation or farm. Overall it would probably make it more interesting
in cities,+25%
from population, +1
from citizen. Boosted the food bonus but make it so more population is unhappy to make it a more difficult trade off. If you can't keep your population ahppy, it can end up being a double edge sword. Also boosted the citizen specialist to make it more useful under this civic
from farms. Changed the extra food for extra hammers, to make it a less obvious choice. Considering all the %
bonuses, the extra food per farm was a huge deal.While hammers are still very powerfull, they aren't as important and don't take away the need to build workshops and mines
in each city, +5%
&
in each city, faster growth for improvements, require to get the statue of liberty,extra relations with other free countries. While i would say that it still come behind other civics on the category, the changes proposed would even a little bit the field. The statue of liberty is a very good wonder, so getting it migth make changing for a while an important decision. Extra industry growth can also lead to some adavantages, and better diplomatic relations could make things interesting
in each city,-15%
in each city,corporations have no effect, +1
& -1
from villages, town. Changed a bit how the civic works, reducing the insanely good hammer bonus while also making the malus less painful. Corporations having no effect makes more sense here than in state property. Also give extra food on villages for the cost of commerce, as i believe a simple food bonus would be too powerful
,+50% trade route yield from corporations headquarters. Boosted the civic to suit a very specific type of gameplay: that of gaining money from corporations. Corps aren't that powerfull currently( which is fine), so a lower maintanance cost isn't enough to justify picking it. However lower spread cost and boosted HQ would make it a better civic and if you can manage to spam HQ, a very powerfull one
from merchant,+3
from each source of diamonds,gold,silver, gems. This civic doesn't currently work in the sense that it is stricly inferior to free market when it comes to trade on most situations, but as the game progress and you get more specialist it get better and better. Then you combine it with technocracy and that +1
per specialist makes you swing in money. my proposed changes still make it a good of money, specially if you can collect precious resources
in each city , +1
from medium,dense, heavy industry, watermill, +2
to engineer, foreign corps have no effect. Remove the lower maintanance cost and increased the upkeep , but in return you get powerfull production civic. State property should mainly boost production, being inferior to other economic civics when it comes to getting money. Allowed to have national corporations as socialism is the one banning then ( and make sense as some regimes used public corporations for their needs)
forest preserve, +1

to windmill, no
from population. The main problem with this civic is how many sources of health you get on the modern era make it unnecesary, otherwise the no
would be really powerfull. In fac a harder unhealthiness preassure at late game will make this civic a much more interesting choice. Gave it other bonuses so that forest preserve are actually worth it compare to villages, make the boost to windmill more tranversal .
, +1
from monument, , +50%
from foreign culture, +2
from
in each city, +50% wonder production,one free citizen in capital for every city. This one get a heavy rework to make it more interesting. While difficult to maintain once religions start spreading, the extra wonder production can be an interesting trade off. Free citiziens in capital isn't that OP as they also add unhealthiness, making it mostly translate to one extra hammer per city
,+1
to priest, Build buildings 25% faster, +1
from state
,+1
if holding
holy city, can build missionaries without monastery,+25%
from religious wonder. Little bit changed from what it was already in place, but make priest stronger as even with +2
they are not that good as specialist. Building missionaries without monasteries isn't that big of a deal, so gave it a boost to religious wonder.
from war, +100%
, +2
from priest , -50% unit production. Leave it mostly as it is but changed the higher support cost for a lower production , and removed the extra happiness from other religions as it makes more sense on secularism
from war , build military units 50% faster, can build warlord keep units, no foreign religion spread, +1
from each non state
, +2
if religion holy city isn't on believers hands , -25%
in all cities,+2
from priest. Theocracy currently is the must pick as it have no negatives will also making warmongering much easier ( and even if staying at peace, +25% unit production is helpfull). The proposed changes will make it a better war civic but make it far worse for peace time. The extra unhappiness is also dangerous, and will make adopting the civic on multi religion empires more hurtfull
, +1
from each city for each
, can build religious buildings without state religion, +1
from temple. Not a very shiny civic, but the ability to build religious buildings can be very powerfull for a cultural victory as you spam catedrals. the other bonuses are fairly obvious
in each city, +1
from each
in city, no
spread, deactivates religious buildings, -1
,
,
from priest, +1
from university, laboratory, +25%
in each city, one free scientist in each city. Currently it is a civic that it almost no worth taking, as +10%
isn't that of a big deal while you make your population unhappy. So I think it should give better science bonuses while making it much more hurtfull on the wellfare site. Not having hapiness is also a big deal. If combined with the technocracy civic that i propose earlier, it can be very powerfull if you manage to keep your cities happy well, its been awhile since updating VIP and meanwhile I had a quick go at civ6. That didnt go too well. So I tried a game of vanilla bts. That wasnt the succes i remember either, so here I am back at VIP
Civ6 did have some good stuff, and one of the things I kinda liked was the "Limited attack", though the lack of RND in civ6 made it kinda boring.
So with 3 small lines I made a limit of 10 combatrounds as max:
Code:int iMaxCombatRounds = 0; //Vincentz MaxCombatRounds iMaxCombatRounds++; if (iMaxCombatRounds > 10) break;