Vincentz Infinite Projects [VIP MOD]

GOVERNMENT
Spoiler :
Chiefdom (citystate, tribal) (Starter) Low upkeep
+50% maintenance cost for distance to capital
+50% maintenance cost for numbers of cities

Despotism (ruled by despots/junta etc) (Military Training) Medium upkeep
Military produced with :food:
+50% Great General
Can build Warlords

Monarchy (ruled by a heredic monarch) (Monarchy) High upkeep
+25% maintenance cost for distance to capital
+1 :) per military unit in city

Republic (Representation, ruled by a senate) (Democracy) Medium upkeep
-25% maintenance cost for numbers of cities
+50% War Weariness
+2 :) in 5 largest cities

Fascism (police state/totalitarian government) (Fascism) High upkeep
+25% military unit production
-50% War Weariness
Can build Warlords
Can Whip population for production

Technocracy (experts in technology rule) (Communism) Medium upkeep
+2 :science: for specialists
Unlimited Scientists and Engineers

Democracy (Universal suffrage, rule of the people) (Representitive Democracy) Medium upkeep
10% :mad: for civs without democracy
-25% maintenance cost for distance to capital
-25% maintenance cost for numbers of cities
+100% War weariness


LEGAL
Spoiler :
Barbarism (Starter) No upkeep
Can build Warlords
+1 :mad: in 5 largest cities

Patriarchy (Ceremonial Burial) Low upkeep
+10% :gold:
-25% :culture:

Nobility (Aristocracy) High upkeep
+25% :GP:
+50% :culture:
+1 :) from Palace & Castle
Unlimited Nobles

Vassalage (Vassalage) Medium upkeep
+2 XP to units
Can build Warlords

Bureaucracy (Civil Service) High upkeep
-25% maintenance cost for distance to capital
-25% maintenance cost for numbers of cities

Nationalism (Nationalism) No upkeep
Can draft units
+25% :espionage:
+2 :) from barracks
Unlimited Spies

Free Speech (Liberalism) Low upkeep
+2 :commerce: from town
+100% :culture:
Unlimited Artists


LABOR
Spoiler :
Tribalism (Starter) No upkeep
-50% Worker Speed
+1 :hammers: for camps
+1 :) for Elder Council

Slavery (Slavery) High upkeep
+1 :mad: in 5 largest cities
+1 :hammers: for Mine, Quarry
+1 :commerce: for plantation
Can whip population

Caste System (Caste) Medium upkeep
+1 :food: from Farm, Pasture, Fishing boats
+1 :hammers: from Workshop

Serfdom (Feudalism) Low upkeep
+50% Worker Speed
+1 :food: from Farm, Pasture, Windmill, Watermill

Emancipation (Humanism) Low upkeep
+100% Growth for scalable improvements
(trade, cottage, industry)

Socialism (Labor Union) Medium upkeep
+25% :hammers: in all cities
-25% :commerce: in all cities

Corporate (Globalization) Low upkeep
-50% Corporation Costs
Can buy to finish production
 
ECONOMY
Spoiler :
Barter (Starter) No upkeep
-50% :commerce: from Trade Routes

Coinage (Currency) Low upkeep
+1 :commerce: for Trade Post, Trade Market and Trade Center

Guilds (Guilds) High upkeep
+1 Specialist per city
Can build Guild Masters
No foreign trade routes
No foreign corporations

Mercantilism (Mercantilism) Medium upkeep
+1 :gold: per specialist
Unlimited Merchants
No foreign corporations

Free Market (Economics) Medium upkeep
+1 Trade Route
Can buy production
-25% Corporation Costs

State Property (Marxism) Low upkeep
No maintenance cost for distance to capital
No corporation effect
+10% :hammers: in all cities
+1 :food: from Workshops and Watermills

Environmentalism (Recycling) Medium upkeep
No :yuck: from citizens
+25% Corporation Costs
+2 :commerce: from Windmill and Forest Preserve


RELIGION
Spoiler :
Paganism (Starter) Low upkeep
-50% War Weariness
-10% :science: in all cities
+1 :) from Monument

Imperial Cult (Sacrifice Cult) Medium upkeep
-25% :GP:
+50% Great General
Unlimited Priests

Organised Religion (Monotheism) High upkeep
Can build Missionaries
20% Building construct with state :religion:

Theocracy (Fundementalism) Medium upkeep
-100 %War Weariness
No nonstate spread
+25% Unitproduction with state :religion:

Pacifism (Philosophy) No upkeep
+100% GP
+1 :) per nonstate :religion: in city
+1 :gold: per military unit

Secularism
+2 :) For state :religion:
+1 :) per nonstate :religion: in city

Atheism
+10% :science:
No state :religion:
+1 :mad: per :religion: in city


Suggestions?
 
maybe make the theocracy civic a little more dynamic, ie -100% ww vs other state religions, +100% vs same state religion, 0% vs non state religions
 
maybe make the theocracy civic a little more dynamic, ie -100% ww vs other state religions, +100% vs same state religion, 0% vs non state religions

That would... mmm... actual require brains (coding) and not just monkey skills (changing XML values) :lol:

Besides, religious fundementalistism (theocracy) can easely have internal struggles within the same religion. Not going to mention any... ah what the heck. shia and sunni ;)

----------
And a little bit of eye bling. Guess what extra religion and labor civics im gonna put in ;)
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I spent ages trying to think of what I should call a civic that represents a God-King state, and it was imperial cult!!! You don't mind if I steal the name do you? I was also going to add a we love the king to it of "We love our great god!" just to make it quite unique

also, how do you plan to do the -1 unhappiness per religion in city? if you set it to -1 it will go to a really high happiness number :p
 
you need a split between secularism/free religion (all religions are accepted) and state atheism (all religions shut down)
 
I spent ages trying to think of what I should call a civic that represents a God-King state, and it was imperial cult!!! You don't mind if I steal the name do you? I was also going to add a we love the king to it of "We love our great god!" just to make it quite unique

also, how do you plan to do the -1 unhappiness per religion in city? if you set it to -1 it will go to a really high happiness number :p

Feel free. another word for it, which imho is also quite fitting is Divine Cult.
The crazy number (14864 or something) is just visual so I changed the text entry :
Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE</Tag>
		<English>[ICON_BULLET]+1[ICON_HAPPY] per [ICON_RELIGION] in a City</English>
		<French>[ICON_BULLET]+1[ICON_HAPPY] par [ICON_RELIGION] dans une ville</French>
		<German>[ICON_BULLET]+1[ICON_HAPPY] je [ICON_RELIGION]-Religion in einer Stadt</German>
		<Italian>[ICON_BULLET]+1[ICON_HAPPY] per [ICON_RELIGION] in una città</Italian>
		<Spanish>[ICON_BULLET]+1[ICON_HAPPY] por cada [ICON_RELIGION] en cada ciudad</Spanish>
	</TEXT>

you need a split between secularism/free religion (all religions are accepted) and state atheism (all religions shut down)

Yeah, I was going between a full Fundementalism or an Atheism. I picked Atheism, coz Theocracy is basically fundementalism.
The Secularism will then have state religion (which I believe most secular societies have) and Atheism will have none.
Icon #3 is apparently the symbol of atheism (being an atheist Im embaressed I didnt know that ;))
 
Nice, adding new civies...are these still in the works, or are they ready for the VIP platform :coffee:

I hope your wife is doing ok, chicken pox in adulthood is daunting, to say the least.:run:
 
Nice, adding new civies...are these still in the works, or are they ready for the VIP platform :coffee:

Good news about the wifey as well:whew:

The civics is already added to VIP, but are still very open for suggestions ;)
Especially Socialism/State Property and Secularism, as Atheism took over those modifiers.

Im also looking at Slavery, coz AI love it (a bit too much, though I guess that most ancient civs used slavery one way or another) so maybe nerf it a bit without making the AIs crash and burn if they select it.

Donno who misinformed you about my wifey doing okay :confused: :lol:
She is very not ok. She is in great pain, and have liquid blisters all over her body (and I mean ALL over her body).
 
hmmm, I had a quick look in the dll and the huge number offender should be here, I'm gonna do some debugging:

Spoiler :

Code:
if (GC.getCivicInfo(eCivic).getNonStateReligionHappiness() != 0)
	{
		if (GC.getCivicInfo(eCivic).isStateReligion())
		{
			szHelpText.append(NEWLINE);
			szHelpText.append(gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE[B]", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR))[/B]));
		}
		else
		{
			szHelpText.append(NEWLINE);
			szHelpText.append(gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_WITH_STATE", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR))));
		}
	}


I am going to edit this so that you can have an unhappiness text version :p you interested?

edit: for the edited stuff see the bold above, btw this file is CvGameTextMgr

editedit: for barbarianism, the +1 :mad: won't show up as you want. it will say -1 :mad: in the same file find the code for it and add an abs() around the values inputted into the text!
 
The civics is already added to VIP, but are still very open for suggestions ;)
Especially Socialism/State Property and Secularism, as Atheism took over those modifiers.

Im also looking at Slavery, coz AI love it (a bit too much, though I guess that most ancient civs used slavery one way or another) so maybe nerf it a bit without making the AIs crash and burn if they select it.

Donno who misinformed you about my wifey doing okay :confused: :lol:
She is very not ok. She is in great pain, and have liquid blisters all over her body (and I mean ALL over her body).
:sad: Ah ya I saw that, I misread it the other day, but if you see I changed my post minutes after I made it...You must of read it in the 3 or so minutes it was posted:hide:..a speedy recovery to her.
 
hmmm, I had a quick look in the dll and the huge number offender should be here, I'm gonna do some debugging:

Spoiler :

Code:
if (GC.getCivicInfo(eCivic).getNonStateReligionHappiness() != 0)
	{
		if (GC.getCivicInfo(eCivic).isStateReligion())
		{
			szHelpText.append(NEWLINE);
			szHelpText.append(gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE[B]", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR))[/B]));
		}
		else
		{
			szHelpText.append(NEWLINE);
			szHelpText.append(gDLL->getText("TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_WITH_STATE", abs(GC.getCivicInfo(eCivic).getNonStateReligionHappiness()), ((GC.getCivicInfo(eCivic).getNonStateReligionHappiness() > 0) ? gDLL->getSymbolID(HAPPY_CHAR) : gDLL->getSymbolID(UNHAPPY_CHAR))));
		}
	}


I am going to edit this so that you can have an unhappiness text version :p you interested?

edit: for the edited stuff see the bold above, btw this file is CvGameTextMgr

editedit: for barbarianism, the +1 :mad: won't show up as you want. it will say -1 :mad: in the same file find the code for it and add an abs() around the values inputted into the text!

nah, atm I'm not having a DLL for VIP, but maybe later I will add it. I think most people know that even while it says minus :mad: it actually is extra :mad:

;)

:sad: Ah ya I saw that, I misread it the other day, but if you see I changed my post minutes after I made it...You must of read it in the 3 or so minutes it was posted:hide:..a speedy recovery to her.

Thanks. I hope I didnt seem to come out short. I'm pretty worn out atm. First taking care of my son, then my son AND my wife. well, at least I get a bit of work done on the VIP ;)

----------------------------

I was doing another AI run, and was pretty shocked how long the turn times were.
If you ever wonder WHY turns get loooong, then here is part of the answer

There is a time for everything and a season for every activity under heaven


first AI I got, turn 766 on normal speed (large map, noble difficulty, big and small, 10 AIs):
Spoiler :
attachment.php


second AI and scoreboard leader :
(oh, and he had 84 workers too)
Spoiler :
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what's the reason behind no DLL? I'm sure you've said before but I have forgotten :p.
 
what's the reason behind no DLL YET? I'm sure you've said before but I have forgotten :p.

I added a word to your quote ;)

Its just easier/faster to mod, and also be sure, if a problem arises its within the XML a solution should be found. A couple of the versions actually had a dll :
Spoiler :
Rebase rangelimit for aircraft (x2 of range)

Recon mission has chance of being intercepted

XP to Air units for bombard, bomb improvements, attacking cities and killing units

Air units can completely destroy ground units

Defending units with Withdraw% has chance of retreating combat

Get gold from dispanding units in own culture

Multiple Productions in 1 turn

Specialists can give health and happiness

and it had a few other things, but there was something I couldnt do (dont remember what now) when debugging, so I decided to finish the XML part, and then add a DLL, knowing the mod was playable and stable before experimenting (i'm not a programmer, though I can merge and compile the SDK, however, I was grasping blindly if I wanted to change a feature).
My #1 on the wishlist is to get the AI to use something similar to DCM's bombard. I really wished to be able to attack and be attacked by range 3 Missile Artilleries ;)
#2 would be to make planes/collateral do randomized damage instead of fixed.
ah, gotta stop, the list would become too long ;)
 
hmmm, I'm thinking of going to oxford university to do computer science, I made a Java program for a qualification and have three years experience with python and..... The DLL still scares me :p C++ seems really fragile to me :lol:

well, if you ever need anything for your DLL future, then I can help where I can :p
 
....Thanks. I hope I didnt seem to come out short. I'm pretty worn out atm. First taking care of my son, then my son AND my wife. well, at least I get a bit of work done on the VIP ;)...
No worries mate, real life responsibility can be a burden:splat:, it can dry our souls out, but in the end it's all worth it.

Just happy to see work on this great mod. Take your time though, my computers' not going anywhere :popcorn:
 
Just had to put this one (though I dl the last one :devil:)

Spoiler :
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I have reinstalled my photoshop (GIMP made strange colors with DXTBMP and there wasnt a 64bit DDS plugin), so I'm gonna fix the last icon issues, and prolly upload v.92 tomorrow.

I have also improved the AI (or fixed it) as at one point it was doing horrible (not sure how the situation in v.91 was. It is doing quite fine now (or perhaps me doing awfully bad) : Feudalism seems to be the new black in 900AD :lol:

Spoiler :
attachment.php



So... last minute change suggestions anyone?
 

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I really like the coastal stone there bro, that's just too convenient :)
 
that's reefs man...

speaking of- maybe you could import Civ V's Great Barrier Reef graphic?
 
Despite all the good work that are put into this mod, technologies comes waaay too late. Like writing, bronceworking and others that were known in civs +4000 years ago.

Spoils it all for moi, going back to the bronce-age mod in civ5:undecide:
 
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