World History Mod development thread

There could be a tab for cities, which shows similar to the cities report, except it shows each cities number of peoples and general alignment.
And I was thinking a separate tab for each population sector, so you can see eachs alignment, amount in each cities and also their contribution/burden to your empire.
I took the screen from one of the posted images on this forum and made it my own :p
I definitely agree that civics and such would affect the population of certain sectors, how exactly I’m not 100% sure. For example, if your civilization does not allow women to work, the Restrained number would be a percent of the total population (all the females) taken away from every work sector such as labor, education.


PS: Seeing GS's sig, I couldn't help but do a 'remix' of the last line... Okay, I did a 'remix' of the whole quote, but heres the last line of the quote from Churchill, with a little twist
Socialism: Its inherent virtue is the equal sharing of misery, pain, suffering… And Happiness.
 
<,<
>,>
:p
 
In other news, I totally agree, Gn. Tabs for City Population breakdown and the various factors affecting them would be pretty cool, especially for those interested in micro-management.
 
Alright, still a little busy, but I'm back...

A few questions:

For wintermod, should just the snow-covered areas be affected or should areas just below it be affected to? It would obviously have some affect on the areas just below the snowline. But how am I going to be able to do this?

Is the micromanagement idea going to be for the whole game, or will it start in modern times? It seems more suited to modern times, but Grishnash what is your plan?

And can you explain your alignment ideas more? Is each person aligned, each population segment, or the whole city aligned? Can you have more than one alignment?

Kevin
 
Well I just saw some of the techs listed in the Civ Junction link, and I wanted to say I see some ideas that might be similar that I had for continuing on in Rapture.

Well anyway if not interested and this is not the intent then ingore this. I wanted to make each civ's uniqueness sort of disappear though in order to cover techs that were not really covered by civ like Damascus Steel for example. Anyway maybe no common ground here. But here is a summary of what I was thinking of breaking the tech tree into pieces.

Stone Era
Neolithic Revolution 10700 BC
Copper Age 7500 BC
Ancient Era
Bronze Age 4300 BC
Iron Age 2700 BC
Classical Era
Archaic Age 1100 BC
Age of Antiquity 300 BC
Medieval Era
Dark Ages 500 AD
Middle Ages 900 AD
Renaissance Era
Age of Rebirth 1300 AD
Age of Discovery 1500 AD
Industrial Era
Age of Enlightment 1700 AD
Industrial Revolution 1800 AD
Modern Era
Machine Age 1900 AD
Atomic Age 1950 AD
Information Era
Globalization Age 2000 AD
Apocalyptic Age 2025 AD
Genetic Era
Millennial Age 2050 AD???
Space Age 2063 AD???
Future Era

Anyway if not intended at all like this then I will leave alone. But the names can be rearranged to whatever they are not set in stone. Well I have already began a tech tree if interested anyway.
 
@Johny,

I love the idea of breaking up eras into ages. @ Kev, I hope this is something you will consider making integral to the project.

@Grishnash,

Although I consider myself a libertarian-capitalist by preference, I am a sympathizer of anarcho-syndicalism.
 
It is more suited for the modern era, but I was thinking for the whole game. Especially for forced migration, moving around specialist and whatnot.
The alignment idea, is based on each portion of the population of each city, and is a percentage module. So, for example, your undereducated portion of the city&#8217;s population may be aligned 30% percent towards something, 40% towards other thing and 30% to something else.
Alignment is affected by many things, culture, climate, location, war, happiness, ideals, etc&#8230;

Socialism is just a step up from capitalism that we're all reluctant to take
- Paraphrasing from a someone whom I forgot :p
 
I love the idea of breaking up eras into ages. @ Kev, I hope this is something you will consider making integral to the project.

They already are, though some of the names don't yet reflect that (and some never will, ie renaissance and reformation).

While I'd consider Johnny's names for the 1500s onwards, I still also like mine; we'll have to wait and see.

@JohnnySmith: I'm not really clear on what you are suggesting. Are you saying our tech trees will likely be similar and we should collaborate on a tech tree? Again, I'm not too clear, especially with this line

Well anyway if not interested and this is not the intent then ingore this. I wanted to make each civ's uniqueness sort of disappear though in order to cover techs that were not really covered by civ like Damascus Steel for example. Anyway maybe no common ground here. But here is a summary of what I was thinking of breaking the tech tree into pieces.

@Grishnash: alright. But when you say each segment has allignment, do you mean, military, researchers, general labourers, etc have alignment, or figure heads, politicians, doctors, soldiers, etc. have alignment?

I think what may be good would be to, until modern times, have only the more-vague sectors (ie military, research, etc.), then micromanage in modern times. What's your opinion on this?

~~~

My new (fresh) leaderhead is 90% finished! (on further thought I probably shouldn't make very many because that was a lot of time for just one leaderhead).

There are still sloppy, unrigged vertices, so that's why you see weird dragging effects. I'd also like to get rid of the gloss on the face and bandana. If you would like to see what image it came from search Alexander McGillivray (leader for Creek/Muskogee civ). It's not that realistic but it's pretty close. I also plan on changing the colour of the rims of the lapels

alexandermcgillivray.jpg


alexandermcgillivray2.jpg


It is a fusion of Washington, Cochise, and stuff made in 3dsmax. It is still using Cochise's background (I'm not using cochise as a leader), but it still might get changed. I also managed to make it look quite respectable despite missing the back half of Cochise's head and not having any ears

EDIT: update:

alexandermcgillivray.png


EDIT: I think civjunction is dying. I would reccomend offering fresh suggestions in that forum.
 
Hi I just first saw a lot similar tech ideas. But now that I read more I don't think you want my changes.

I already did part of my tech tree is why I asked. Is the tech tree already made I mean? Would I be helping by giving you what I got. The ages are just set up to keep things exact. Every age equals 2 x spaces on tech tree, and I filling every space so I have the y grid going to 19. Anyway so I got a lot of techs that I was trying to keep in very narrow time frame.

Well here is a link to explain my idea.

http://forums.civfanatics.com/showthread.php?t=321281

I was thinking about creating a thread then I just saw what you had more or less. But I doubt you interested now. A lot of changes in my idea to the default game.
 
Well, my ideas change the default idea of the game, but being "world history mod," a lot of stuff is predetermined unlike your uncivilized mod. However, the tech tree itself has not even been started, so maybe there is potential to borrow from you and help out with your tech tree, and it would certainly make a useful reference for where I should put the techs. And I don't know if there will be only two columns per era in my mod, but that would be ideal. And, 90% of techs would need to have effects (I'm not sure if your list so far is complete effects-wise, or still in progress).

A question: can you scroll down on the tech tree (allowing more space)? If not, is there a scrollable tech tree up for download?
 
With the tech tree you could scroll down if you added more techs. I made another screen so you do not have to. I increased the ygrid to 19 from 14. That is what I am using.

I mean by default it scrolls if you add more then should be allowed to be seen. But then you have vertical and horizontal.

Here is my python screen changes if you want to see it.
http://forums.civfanatics.com/downloads.php?do=file&id=8538
 
For the tech tree, are you doing one giant trucking screen for all the civs combined?

Seems like it would be incredibly painful to create; I would consider creating an XML editor before embarking on such a project.
 
Yes one for all. Editor might help. If I can adjust cost, add text, and etc. That tree was from 5 months ago or so. But in the future may use something else. Trying to make 64 religions at the same time.:crazyeye: So kinda of busy.
 
@Grishnash: alright. But when you say each segment has allignment, do you mean, military, researchers, general labourers, etc have alignment, or figure heads, politicians, doctors, soldiers, etc. have alignment?

I'm thinking the smaller segments with alignment.


I think what may be good would be to, until modern times, have only the more-vague sectors (ie military, research, etc.), then micromanage in modern times. What's your opinion on this?
Hmm... I guess that would work :)
 
Alright, no progress has been made since last post, so I'm going to try to get to work

Here is my order of business:

A) TROUBLESHOOT LOADING ERRORS

B) RELEASE MAP (I've been promising that for a while)
1) finish planning and placing resources
2) finish remaining bonuses, improvements, features, etc.
3) finish summermod, wintermod, floodmod, domestications

then...

C) RELEASE NORTH AMERICA TEST MAP
1) fix game engine
2) create a beta tech tree or at least figure out how it is going to work
3) polish off civics
more to come after

this will be posted on the front page and colour coded to keep me going
 
Kev,

this project is quite big and I am thrilled with that; my only concern is that we avoid adding anything unnecessary or redundant, whether it be in the form of techs, civics, resources, units, or buildings, all of which I feel should be carefully considered. What we ought to aim for is a well-polished final product, with playability coming before our deeply contrived systems (even our government and economic systems, should they contribute less to the game than expected). Whatever is developed should be developed in a modular way that we may remove the concept without endangering other more favorable concepts. This, of course, is up to you; I, however, will remain the advocate of numerous ideas to come and may attempt to convince you against other ideas. In which case, debate should be a key component of development (perhaps a revival of CivJunction?), directed and compartmentalized of course, so that it remains divided from the process of development.
 
Major Update:

I'll have the Offensive Pact done in 24 hours. I lost a lot of the work I did, and now that school's out I have had the time to dedicate a good two hours to this. It simply involved cloning a TON of functions and adding in a few new for loops. Here's a 'peek' at the code (spec. governs if one AI declares war on another, a third AI that has an OP with the first will declare war on the second):

Code:
/*for (iI = 0; iI < MAX_TEAMS; iI++)
		{
			if (GET_TEAM((TeamTypes)iI).isAlive())
			{
				if (GET_TEAM((TeamTypes)iI).isOffensivePact(getID())
				{
					GET_TEAM((TeamTypes)iI).declareWar(eTeam, bNewDiplo, WARPLAN_DOGPILE);
				}
			}
		}*/

It's commented out along with all the OP stuff until I can update the CivLeaderHeadsInfo.XML and schema with new tags. While we're on that subject, I've also been working on a utility program that (when complete, within 72 hours hopefully) will insert tags into any XML file and its corresponding schema using the proper format. :goodjob:

So..yeah!
 
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