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V's SubMod

Discussion in 'Civ4Col - We The People' started by Vaeringjar, Jan 14, 2021.

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  1. Vaeringjar

    Vaeringjar Chieftain

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    v1.0.0 for RaR-WtP 2.8.2.*
    .zip and .7z are the same, just half the download size for 7z users

    # V's SubMod:

    Notes:
    - The dynamic version of the DLL as provided by Nightingale is required and included.
    - Vanilla files included, so you can easily revert to vanilla.
    - This submod is not save-game compatible with vanilla.


    >>*Overhauled naval promotions and added 2 new ones. There should be much less movement bonus and vision range spam. Max extra sight from promotions is +1. Intended to play with base sight increased (included).
    Some promotions were made unique to military/merchant/pirate ship types.
    See the attached image (but note that it's not 100% accurate).
    # @ CIV4PromotionInfos.xml ; XML_AUTO_UTF8_PromotionInfo.xml

    V's Submod - Naval Promotions.png
    (images aren't usually of the final/current mod version)

    >> Overhauled Ships.
    # @ CIV4ArtDefines_Unit.xml ; CIV4UnitClassInfos.xml ; CIV4UnitInfos.xml ; XML_AUTO_UTF8_UnitInfo.xml ; XML_AUTO_UTF8_UnitClassInfo.xml ; CIV4UnitArtStyleTypeInfos.xml ; CIV4CivilizationInfos.xml

    V's Submod - Ships.png
    (images aren't usually of the final/current mod version)

    - Ship sizes should be realistically plausible relative to each other. (no more Ship-of-the-Line sized caravels)
    - Nations now start with both a caravel and a carrack, or a variation of these.
    - Ship costs have been derived from the components and hammers required to make them, roughly assuming typical European market prices. Components required have been roughly derived from ship stats.
    - Note: ships can be expensive, VERY expensive.
    - Note: ships with multiple models are balanced to represent that many ships.
    - Note: pirate ships are abstractions and don't represent one specific ship type.


    List of ships:
    - First Rate Ship of the Line -# 220 Str, 3 Moves, 3 Cargo
    - Second Rate Ship of the Line # 180 Str, 3 Moves, 3 Cargo
    - Third Rate Ship of the Line -# 140 Str, 4 Moves, 2 Cargo
    - Fourth Rate Ship of the Line # 80 Str, 5 Moves, 1 Cargo
    - Fifth Rate Great Frigate # 60 Str, 6 Moves, Can escape # Unique unit to English and French Colonies
    - Fifth Rate Heavy Frigate # 50 Str, 6 Moves, Can escape
    - Fifth Rate Light Frigate # 37 Str, 7 Moves, Can escape
    - Sixth Rate Corvette -----# 26 Str, 8 Moves, Can escape
    - Brigantine # 21 Str, 10 Moves, 2 Cargo, Can escape
    - Sloop -----# 15 Str, 9 Moves, 1 Cargo, Can escape
    - Row-Galley # 12 Str, 3 Moves, 1 Cargo, Can escape, Can be transported, Coastal ship
    - Gundallow -# 9 Str, 2 Moves, Can escape, Can be transported, Coastal ship

    - Privateer -----# 36 Str, 5 Moves, 2 Cargo, Can escape
    - Pirate Frigate # 44 Str, 7 Moves, 1 Cargo, Can escape
    - Smuggling Ship # 8/16 Str, 7 Moves, 3/6 Cargo, Can escape

    - War Galleon --# 60 Str, 4 Moves, 2 Cargo
    - West Indiaman # 50 Str, 4 Moves, 6 Cargo
    - Merchantman --# 25 Str, 5 Moves, 5 Cargo
    - Fluyt --------# 15 Str, 7 Moves, 5 Cargo, Can escape, Can only Defend
    - Galleon ------# 30 Str, 5 Moves, 4 Cargo
    - Nau ----------# 30 Str, 4 Moves, 4 Cargo # Unique unit for Portugal, replaces Carrack
    - Carrack ------# 20 Str, 4 Moves, 3 Cargo
    - Fleet Caravel # 16 Str, 7 Moves, 2 Cargo, Can escape # Unique unit for Portugal and Spain
    - Caravel ------# 6 Str, 6 Moves, 1 Cargo, Can escape, Can only Defend, Can be transported


    - New ship model credits:
    https://forums.civfanatics.com/resources/eu-iv-european-sails.26568/
    https://forums.civfanatics.com/resources/gunboat.28150/
    & https://forums.civfanatics.com/threads/mighty-ships-et-al.655821/page-17#post-15996273
    https://forums.civfanatics.com/resources/new-ship-model-seventy-four-ship-of-the-line.23095/
    https://forums.civfanatics.com/resources/new-ship-model-ship-of-the-line.23065/


    >> Doubled the number of unique historical pirate-ship captain names, swapped some (privateer<->p.frigate), and corrected a few with typos.
    # @ CIV4UnitInfos.xml

    >> Treasure can be carried by any ship with 4 slots (instead of requiring 6).
    # @ CIV4UnitInfos.xml

    >> Colonials now start with a combo of caravels and a carrack
    # @ CIV4CivilizationInfos.xml

    >>*Delayed pirate spawn (pirates have become more impactful as a secondary effect)
    # @ GlobalDefinesAlt.xml # MIN_ROUND_PIRATES BASE_CHANCE_PIRATES TIMER_PIRATES

    >>*Ships now have base vision range of 2 instead of 1 # https://forums.civfanatics.com/threads/increasing-range-of-vision-on-ocean.664715/
    # @ CIV4TerrainInfos.xml (TERRAIN_OCEAN)

    * You can safely revert these to vanilla at any point. Find the mentioned files in the included backup folder.


    >> Land tweaks:

    - Mortar: Enabled defensive bonus (mortars can fire from behind cover) # @ CIV4UnitInfos.xml
    - Seasoned scout: free "Explorer I" and "Explorer II" promotions # UNIT_SCOUT @ CIV4UnitInfos.xml
    - Converted Native: Can enter peak # @ CIV4UnitInfos.xml

    - Scout & Pioneer profession no longer allows moving into peak # @ CIV4ProfessionInfos.xml
    # Note that "seasoned scout", "hardy pioneer", and "converted native" can do so regardless of profession.

    - Dragoon:
    # as mobile infantry and light cavalry as per pre-18th century uses (18th century would be pretty much what the cavalry unit already is)
    -- enable defensive bonus to dragoon, str -1, moves +1 # @ CIV4ProfessionInfos.xml
    -- removed hills combat maulus, increased withdrawal bonus, and increased attack vs artillery bonus # @ CIV4PromotionInfos.xml

    - Misc:
    -- Disabled land hunter promotion. Standard promotions are a much better long-term option, and the AI wasted their military units' promotions on it. # @ CIV4PromotionInfos.xml


    >> Known issues:

    - First Rate ship is currently disabled (still in world builder) as it crashes on move. The problem is in the .nif, which I don't know how to solve myself.
    - Some of the new ship models lack animations. I don't know how to make these, though some can be ported from other mods/submods ("#todo").
    - Some founding fathers need to be updated.
     

    Attached Files:

    Mr. ZorG, Fürstbischof and jhxp like this.
  2. ConjurerDragon

    ConjurerDragon Prince Supporter

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    As you want to make the game more fun and/or realistic:

    When you write that the Nau replaces the Carrack does that mean that POR does not have Carracks at all,
    while SPA/POR have the "Fleet Caravel" in addition to the Caravel?

    Are your light ships able to use the shallow "Large Rivers"?

    Frigates should have a fighting chance against Ships of the Line in certain conditions, e.g.
    https://en.wikipedia.org/wiki/Action_of_13_January_1797
    when bad weather or a strong gale prevent the SotL to open their lowest or several lower gunports.Which would make a malus to SoL in storm seem more fitting than the current bonus to the defensive ship regardless which it is.

    Do the large ships of the line get a malus in coastal waters? (e.g. -1 speed) due to having to carefully maneuver for shoals and sandbanks?
     
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  3. Vaeringjar

    Vaeringjar Chieftain

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    Yes. Do keep in mind the Nau is pretty much a carrack, just the most iconic and important type. In-game it is stronger and carries +1 cargo, and the model is a bit fancier.

    One of the frigates was a razee, meaning it carried much heavier armament than a typical frigate. A simplified firepower estimate of adding up pounders gives it a rating of ~1000 pounders, which would translate to 100STR as per my balancing, which makes it equivalent to a Fourth Rate SoL. The other frigate's armament isn't specified, but it's probably like a 50STR heavy frigate. The French SoL had 1820, though as noted a significant portion wasn't used.

    But yeah, balancing is always WIP, I haven't changed offensive/defensive bonuses. AFAIK the current global defensive bonus is only at coasts?
    I don't think there's any straightforward way of making a movement malus like that unfortunately.

    Not sure what you mean?
     
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  4. Mr. ZorG

    Mr. ZorG Warlord

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    in a future release there will be terrain areas called "Large rivers". Only vessels with shallow draft will be able to move on them. now it is a large and small coastal ships, a sloop and a fishing boat
    ConjurerDragon asks which of your small ships will be able to navigate the Large Rivers.
     
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  5. Fürstbischof

    Fürstbischof Chieftain

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    Three Decks is your friend: Amazon was 36-gun 18-pounder frigate.
    https://threedecks.org/index.php?display_type=show_ship&id=3017
     
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  6. Vaeringjar

    Vaeringjar Chieftain

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    That sounds really cool. Well, gundallows, row-galleys, caravels and sloops at the very least. Haven't given it much thought, but probably sixth rates and the light frigate, plus the brigantine, ah, and the privateer + smugglers. Am thinking for practicality cargo ships should be allowed as well, to reduce logistical pain, with a debuff, but not all the way to the Indiaman.

    So it adds up to a total of 814 pounders. Meaning the 2 fat frigates got as much firepower combined as that French 74. Obviously the firepower varies in range and use-case, but nevertheless the amount of steel they can make fly is pretty much the same, assuming equivalent reload times.
     
  7. Fürstbischof

    Fürstbischof Chieftain

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    I did some work along similar lines two years ago. IIRC the names of pirates were occasionally swapped with privateers.

    This is long overdue.

    I like that. :) For testing I'd added a new type of caravel, which had no cargo slot and was solely usable for exploration. My carrack was the nau which had 1 cargo slot. So in total all Europeans had at start 2 caravels and 1 nau. Not surprising it was meant to resemble Columbus' Santa María, Niña and Pinta. My original plan was to have a second carrack (2 cargo slots) sent once your expedition had discovered the New World and made a first contact with the natives but then I was unable to figure out how to do that.
     
  8. Fürstbischof

    Fürstbischof Chieftain

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    Seeing the sillyness occasionally produced by cultural borders at sea I'm tempted to advise setting "<bRivalTerritory>0</bRivalTerritory>" to 1 so that all naval units can enjoy the "Freedom of navigation". During the Age of Sail ships were dependent upon the prevailing winds and could not adhere to invisible lines drawn in the water.
     
  9. ConjurerDragon

    ConjurerDragon Prince Supporter

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    It actually fits the spirit of the time quite well. During early colonization especially the spanish and portugues argued for "Mare Clausum" - that means they wanted to claim all seas that bordered their shores including all seaways including jurisdiction and the right to determine who would be allowed to sail there
    https://en.wikipedia.org/wiki/Mare_clausum

    That went so far that the spanish considered the whole Pacific Ocean a mare clausim under their rule (after all they claimed the whole western american coast in their inflated claims that they never actually controlled) and the Phillipines.

    Denmark did the same with it´s Sound Dues it collected from everyone passing between the North and East-/Baltic Sea.

    Only when more colonizers established themselves did the Netherlands argue for Mare Liberum, e.g. by Grotius which meant the seas belong to noone and are open to ships and trade of everyone.

    That was opposed by England which claimed it´s own territorial waters and it´s colonies to be closed to foreign ships (e.g. with the Act of Navigation they tried to control trade in that only english ships should be allowed to trade with english colonies).

    And after a lot of arguing and some wars like the 3 english-dutch sea wars, most agreed after 1702 that the open seas are free to everyone but all countries may claim their territorial waters up to the range of cannons (the then valid 3-mile-rule).
    https://en.wikipedia.org/wiki/Three-mile_limit

    Cultural borders can already be opened to other colonizers by granting them open borders ingame using diplomacy :deal:. But for those AI´s that are not my friends? Why should I allow them to trade with my colonies? No, if they want to sail close to my shores they either have to ask and bribe me for open borders or declare war and fight me for it :trouble:
     
  10. Fürstbischof

    Fürstbischof Chieftain

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    That's a big cannon to hit my tiny tweak to help the ai. ;)

    The fun part of the papal bulls and the treaty of Tordesillas is that neither Spain nor Portugal was willing to accept the final say of the Pope and eventually worked out a compromise which suited them both. Other (catholic) kings simply ignored their treaty since they couldn't be forced to adhere it. Well, that is the status quo in the game.
    Denmark's Sound Tolls are an entirely different topic since there was no alternative route which wasn't controlled by Denmark, too. Denmark was able to enforce the Sound Toll: you couldn't argue with their coastal batteries.
    The Navigation Acts might be a nice addition to the game by regulating how your colony trades with the motherland, Africa or other Europeans. You can obey or not, which could create tensions with your king. Once you've created a sizeable colonial economy your king might force on you increasingly tighter regulations thus forcing you to disobey eventually. Otherwise you'd suffer from lower prices and smaller export markets. Trade regulations could be another source of tensions besides building up a large army, denying your kings wishes or his tax hikes.
    But you do have a point in saying that you can trade with them by changing this setting. I wasn't aware of this since I've never traded with other Europeans. If it works that way, the right to trade (Free Trade) should be separated from the right of passage.

    Nonetheless, the current situation re: cultural borders at sea is more to the detriment of the ai than to the player.


    EDIT: Sorry to disappoint you, but a quick test revealed that changing this setting does not allow your ships to enter their ports. You still need to sign an Open Borders agreement with them to trade with their colonies.
     
    Last edited: Feb 19, 2021
  11. CurtnoAnna

    CurtnoAnna Chieftain

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    Where do you find "<bRivalTerritory>0</bRivalTerritory>"
     
  12. Fürstbischof

    Fürstbischof Chieftain

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    The CIV4UnitInfos.xml file can be found in \Assets\XML\Units.

    Search for DOMAIN_SEA to find the ships more quickly.
     
  13. CurtnoAnna

    CurtnoAnna Chieftain

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    I'm going to try the setting at "1" and see how it goes
     

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