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Super Massive Enhanced Gameplay Mod

(December 30th, 2014, 17:13)Cheater Hater Wrote: This post is going to be a cumulative post of what I think I have left--I've done a lot with just the XML, and this will let me more easily see what's left. (and of course Krill ninjas me as I compile this tongue )
Quote:Civilization UU and UB


Netherlands: Unique Building: Levee. Breakwater replacement. water tiles: +2 hammers, +1 commerce. Requires Steampower. Cost 120 hammers. Double production by Charismatic.

Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,.+2 artist slots, +1 happiness from horse, +2XP from horse, +2 happy per 10% culture slider. +100% production with Creative. Cost 50 hammers, requires Aesthetics.

Greece: Unique Building: Odeon, Colosseum replacement. +2 happy, +3 culture, +2 Artist slots, +25% military unit production, +2XP with Theatre. +100% production with Creative. Cost 80 hammers. Requires Construction.

Vikings: Unique Building: Trading Post, Lighthouse replacement. +25% naval unit production, +1 food from none resource water tiles. Cost 40 hammers. +100% production with Organized. Requires Pier, Sailing.

Carthage: Unique Building: Cothon, Harbour replacement. +1XP, +1 hammer from water based resources, +1 health from crab, clam, fish. +1 trade route.. Cost 80 hammers. Requires Currency. +100% production with Expansive.

Portugal: Unique Building. Feitoria, Shipyard replacement. +1 commerce from water tiles. +25% naval unit production. Cost 80 hammers. Requires Economics. +100% production with Imperialistic.

Babylon: Unique Building: Garden, Colosseum replacement. +1 happy, +2 health, +25% unit production, +2XP with Theatre, +1 happy per 20% culture slider. Cost 80 hammers. Requires Construction. +100% production with Creative.

Mongolia: Unique Building: Ger, stable replacement. +3 XP for mounted units, +1 XP for land units. +1 hammer from pastures. Cost 60 hammers. Requires Horseback Riding.

Mali: Unique Building: Mint, Forge replacement. +25% production. +15% unit production. Cost 120 hammers. Requires Metal Casting. +100% production with Industrious.

Maya: Unique Building: Ball Court, Colosseum replacement. +3 happy. +25% military unit production, +1 happy per 20% culture slider, +2XP from Theatre. +100% prodcution with Creative. Cost 80 hammers. Requires Construction.

China: Unique Building: Pavilion, Theatre replacement. +3 culture, +2 Artist slots.+2XP with Colosseum. +100% production with Creative. Cost 30 hammers. Requires Aesthetics.

Buildings

Theatre: +3 culture, +2 artist slots, +1 happiness from dyes. +2XP from Colosseum. Cost 50 hammers. Available from Aesthetics. +100% production by Creative.

West Point: Free Commando promotion for units built in this city.

New Building: Quay. Requires Currency, Lighthouse. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +1 health from crab, clam, fish. Cost 80 hammers +100% production with Charismatic.

New Building: Breakwater. Requires Replaceable Parts, Quay. Water Tiles: +1 hammers, +1 commerce. Cost 120 hammers. +100% production with Financial.

Levee: Unique Building for Dutch, replaces Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +2 hammers, +1 commerce. +100% production with Financial.

New Building: Shipyard: Requires Compass. Cost 80 Hammers. +25% production of naval units. +2 hammers from Barracks, Forge. +3XP for naval units. +1 health from crab, clam, fish Mutually exclusive with Harbour, Quay. +100% production with Imperialistic.

Drydock: Requires Steel, Shipyard. Cost 120 hammers. +50% production of naval units. +4XP for naval units. +2 hammers from Barracks, Forge, Factory. +100% production with Aggressive.

Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +25% trade route yield. +1 health from crab, clam, fish. Mutually exclusive with Quay, Shipyard. +100% production with Expansive.

Customs House: Requires Harbour, Economics. Cost 120 Hammers, +100% trade route yield. +100% production by Imperialistic.



Traits

PHI: +67% GPP - done, every naturally produced GP produces 1 settled great person in the city that produced the GP, +100% production of university

FIN: +1 commerce on tiles that produce 3 commerce. +100% production of Bank, Quay.

SPI: Removed from game

New Trait: Administrative (ADM): City improvements provide additional benefits.
Barracks: +10% gold
Library: +10% beakers
Courthouse: -10% city maintenance
Forge: +10% hammers
Bank: +10% gold
University: +10% beakers
Monument: +1 hammer
Granary: +1 hammer
Quay: +2 hammers per water resource tile
Harbour: +2 hammers per water resource tile
Shipyard: +2 hammers per water resource tile
Colosseum: +10% hammers


Tech Costs:


Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Tech costs increase by 10% up to a maximum of 40% in steps of 10% in the Renaissance era.



Workboat:

Make the work boat a foodhammer unit, cost 20, requires no tech. It does NOT suicide on improving seafood. Can carry Scout, Explorer, Missionary, Spy, Great People and Settler.

Nets take 4 turns to improve.

New Building: Pier: Cost 20 hammers. +2 food to all resources on water domain tiles. Required to build Lighthouse. Requires Fishing.

Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +1 food to non-resource water tiles.

Resources:
Fish: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Crab: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Clam: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)

All freshwater resources changed to not benefit from freshwater (ie all seafood counts as salt water). So freshwater lakes are still 3/0/2 with a lighthouse, but freshwater fish, improved with net and pier is 5/1/2, and 5/1/2 with a lighthouse.


Civics:

Government Civics:

Police State: Available at Military Science. +20% production. +10% military unit production from Barracks, Forge, Courthouse. -50% War Weariness. Medium Cost.

Legal Civics:

Vassalage: +X free units (twice base BtS), +1hpt, +1bpt, +1XP from granary, courthouse, barracks, forge, lighthouse. Low upkeep.

Bureaucracy: Available at Civil Service: +35% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles. Medium Cost.

Labor Civics:

Economic Civics:

Religious Civics:

Paganism: +1 hammer, +2 beakers from Monument.

Organized Religion: +25% production of buildings. If state religion present in city: +3 gold from temples, monasteries, +5 gold from Cathedral. Medium cost

Theocracy: +2XP in city, cannot spread none state religions. If state religion present in city: +1XP from Temple, Monastery, +3XP from Cathedral. Medium cost

Pacifism: +100% Great Person Production. If religion present in city: +1 food from Temple, Monastery, +2 free specialists from Cathedral. High Cost

Free Religion: +10% science. +1 happy per religion present in city. Available at Divine Right. If state religion present in city: +3 beakers from temple, monasteries, +5 beakers from Cathedral. Low cost.


Misc:

Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.

Anarchy: Minimum time between civic swaps 12 turns (increased from 5 turns).

Great Person point threshold: +100 point increase following the production of each naturally produced Great Person.


Trade Routes: New calculation of trade route yield.

Intercontinental trade route bonus only applicable on internal trade routes.

Base trade route value is 1 commerce, +0.1 commerce per population in the originating city, starting from size 1. ie size 5 origin city has trade route worth 1.5 base commerce. Size 10 origin city has trade route worth 2 base commerce.

Receiving city trade routes are multiplied by following factors (not exhaustive list):

Foreign trade route: +100%.
If not foreign trade route but on different land mass: +100%.
If Harbour present: +25%
If Custom House present: +100%
If in Free Market: +25%


Religion:

Spreading second religion to a city has 100% success rate.

National limit on missionaries scales on map size. 3 on Duel Tiny, Small and Standard 4 on Large, 5 on Huge.

Shrines: Maximum output 60gpt.

Units:

Looking at this, for DLL work I think the following is the best way to prioritise it:

What is needed: Most important:

Trait: PHI: Settled great person on creation of new Great Person.

Tech costs: Implement tech cost scaling from ToW

Misc: Capital tile output 2 food, 2 hammers, 1 commerce minimum.


Second tier:

Buildings: Extra output (food, hammers, commerce etc, XP) from specific resources (pier)
Buildings: +1 food from none resource tiles (lighthouse)

Civics: Extra output (food, hammers, beakers, xp, free specs) from buildings
Civics: Extra production/commerce modifiers from buildings


Third tier:

Civics: Capital modifiers apply to all capitals (FP, Versailles)
Civics: state relgiion trigger for Extra output

Religion: Maximum shrine output 60gpt

I think that the workboat change can be done in the XML with one or two changes (such as removing the ability to carry GP, missionaries etc from caravels). The missionary limit can just be increased to 5 IMO, no need to scale it to map size. I'm going to go and make a few additional changes to the mod CH, I know how to do several of the Feudalism changes along with others in the XML without DLL work.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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OK, I've solved a couple of the issues that exist, namely the capital issue with Bureaucracy. I've also gone though and altered some of the UB, the colosseum and Theatre changes so that a test game can run with a likeness of the intended changes. Could well be that these changes are simply left in place.

Here is the change log of stuff I've done

Traits: PHI: +67% great person points. Needed: Settled GP effect.

FIN: +1 commerce on tiles that produce +3 commerce, +100% production of Quay, Bank. Needed: the river restriction needs removing


Civics: OR: +25% building production, state religion not required. Needed: Temple, Monastery, Cathedral effect[/b]
Theocracy: +2XP, state religion not required. Needed: Temple, Monastery, Cathedral effect[/b]
Pacifism: +100% gpp, state religion not required. Needed: Temple, Monastery, Cathedral effect[/b]
Free Religion: +10% Science, (State religion allowed, not required). Needed: Temple, Monastery, Cathedral effect[/b]
Free Speech: Village: +1 commerce, Town: +3 commerce.
Bureaucracy: +35% commerce and hammers from capitals.


Trade routes: Trade route %age modifier per pop in city: 10%, starting from 1 pop
Capital Trade Modifier: 50
Overseas Trade Modifier: 50
Foreign Trade Modifier: 100
Foreign Trade Full Credit Peace Turns: 25


Misc: Minimum revolution turns: 24

Units: Work boat: Foodhammer unit, cost 20 production. Can carry scout, explorer, missionary, great people, spy and settler. Requires no tech. Does not suicide on improving water tiles
Caravel: Cannot carry units.

Resources: Fish, crab, clam: Nets increase yield by +1 food, +1 hammer.


Buildings: Palace commerce: Increased to +9 commerce
Forbidden Palace: Now Capital (affected by Bureaucracy)
Versailles: Now Capital (affected by Bureaucracy)
Theatre: +3 culture, +2 artist slots, +1 happiness from dyes. +2XP to land units. Cost 50 hammers. Available from Aesthetics. +100% production by Creative.
Quay: +100% production from IMP
Breakwater: +100% production from FIN
Harbour: +100% production by CHM
Custom House: +100% production by EXP
Shipyard: +100% production by PRO
Dry Dock: +100% production by AGG


Civs: Mali: Unique Building: Mint, Forge replacement. +25% production. +25% unit production. Cost 120 hammers. Requires Metal Casting. +100% production with Industrious. Cost 120 hammers

China: Unique Building: Pavilion, Theatre replacement. +3 culture, +2 Artist slots.+2XP. +100% production with Creative. Cost 30 hammers. Requires Aesthetics.

Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,.+2 artist slots, +1 happiness from horse, +2XP from horse, +2 happy per 10% culture slider. +100% production with Creative. Cost 50 hammers, requires Aesthetics.

Greece: Unique Building: Odeon, Colosseum replacement. +2 happy, +3 culture, +2 Artist slots, +25% military unit production, +2XP with Theatre. +100% production with Creative. Cost 80 hammers. Requires Construction.

Babylon: Unique Building: Garden, Colosseum replacement. +1 happy, +2 health, +25% unit production, +2XP with Theatre, +1 happy per 20% culture slider. Cost 80 hammers. Requires Construction. +100% production with Creative.

Maya: Unique Building: Ball Court, Colosseum replacement. +3 happy. +25% military unit production, +1 happy per 20% culture slider, +2XP from Theatre. +100% prodcution with Creative. Cost 80 hammers. Requires Construction.

Mongolia: Unique Building: Ger, stable replacement. +3 XP for mounted units, +1 XP for land units. +1 culture. Cost 40 hammers. Requires Horseback Riding.

Essentially, the changes posted above still need implementing via DLL. I think that both tiers one and two need to be implemented prior to a test game. Third can wait. Unfortunately, pretty much everything is necessary IMO.



What is needed: Most important:

Trait: PHI: Settled great person on creation of new Great Person.
Trait: FIN: Removal of river commerce restriction.

Tech costs: Implement tech cost scaling from ToW.

Misc: Capital tile output 2 food, 2 hammers, 1 commerce minimum.


Second tier:

Buildings: Extra output (food, hammers, commerce etc, XP) from specific resources (pier)
Buildings: +1 food from none resource tiles (lighthouse)

Civics: Extra output (food, hammers, beakers, xp, free specs) from buildings
Civics: Extra production/commerce modifiers from buildings


Third tier:

Civics: Capital modifiers apply to all capitals (FP, Versailles)
Civics: state religion trigger for extra output

Religion: Maximum shrine output 60gpt
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Wow, that's a lot of stuff, but the gist I guess is that we're waiting for DLL stuff to get done? As such, I'm going to take a break--let me know when the test game signups open tongue
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I've implemented the minimum 2 hammer capital feature.
https://github.com/novice-rb/Civ4RealmsB...675a8a098a

We can merge this with the XML work once more dll features are ready.
I have to run.
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(January 7th, 2015, 14:24)Cheater Hater Wrote: Wow, that's a lot of stuff, but the gist I guess is that we're waiting for DLL stuff to get done? As such, I'm going to take a break--let me know when the test game signups open tongue

The fin nerf is actually in the XML already thanks to novices previous work. Ninth entry from the bottom in global defines. The ToW tech change, I don't know how difficult it is but seven has forwarded the code months ago (thanks again to Seven for that). The capital hammer change is done above.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Additional change that I've been considering, and I'd appreciate feedback on:

Forest Preserve: Available at Iron Working. 4 worker turns to complete, can be built on forest (not jungle). +1 commerce. After 20 turns upgrades into a Hamlet.

This would then give a commerce counterpart to the lumbermill which is a hammer tile, which is the alternative to chopping and creating a workshop. Thoughts? This is all XML work.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Cheater Hater, do you have your latest copy of the mod? I have a bit of time so would like to check a few things out...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(February 12th, 2015, 02:24)Krill Wrote: Cheater Hater, do you have your latest copy of the mod? I have a bit of time so would like to check a few things out...
I haven't done anything since you sent me the updated DLL from novice (or possibly since you made the small changes at the beginning of the year--I lost track). This is partly because I got a little burned out of XML modding, and partly because I wasn't sure what to do next--were all the new XML tags in the files you gave me, and I was just supposed to modify them?

Edit: If you're clearer on what I should be doing I can go back to it, since it sounds like you want to run a SMEG game soon (though you also want to add even more crazy features to it tongue )
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Ha, I just posted this, here's some work for Krill to undertake. Spoiler because it links to a PB23 player thread, and because it's stupid and off topic. Unless someone is crazy enough to consider any of it. mischief

(February 12th, 2015, 14:29)spacetyrantxenu Wrote:
(February 12th, 2015, 03:05)ipecac Wrote: Also, Toroid is messing with my head. I hope you're happy, Krill.

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I think it was Ceilazul who linked this article a while back, but it's the most comprehensive description of a torus planet that I've read. And if you'd like to mess with Krill's head you could suggest some torus-specific changes for the next iteration of the SMEG mod....For example, trying to figure out ways to use the planet's interior (unstable) Lagrange point (low cost observation satellite, available at Flight, provides visibility of all interior "hubward" latitudes, can be destroyed by fighters/artillery/rockets, etc?). Or make him adjust the viable build latitudes for the Space Elevator (would probably be dependent upon map size, as the larger planets/maps would flatten out more according to that article, impacting rotational speed, etc.)...I could see reasonable argument that a torus map should be required to have a more realistic approach to climactic zones (depending on axial tilt, which, why not, should be a selectable option wink ), which would require updates to the map generation scripts, etc ad nauseam. Oh, and forget wooden boats being able to survive the deep oceans, with waves that tall it probably isn't happening. Ocean tile traversal would be delayed until metal hulled boats. Then there's the shape of the map...a rectangle doesn't quite do it, right? The interior equator would be much shorter than the exterior one, so it seems we'd need to chop some tiles along the edges of a map. Good luck connecting neighboring tiles to one another in that case and having it all look right on the 2D layer representation we play the game on. thumbsup

I expect Krill's response to all this would be along the lines of "Fuck off, you do it." lol Anyway, this kind of stuff would probably be seriously distracting for a strategy game and thus really terrible from a gameplay perspective, so this isn't a serious suggestion post and is more of a "what if" thought exercise. Does anyone have any other gameplay ideas for how to exploit a torus planet?



Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Actually now that I've walked away from my computer and thought about it a bit longer maybe the observation satellite idea could be better (or at least alternatively) expressed by extending the functionality of existing observatory buildings. For any observatory built within the correct internal "hubward" latitudes, they would provide visibility of the opposite visible part of the planet in the sky above, whatever 20-30% arc of the sky that would entail. This would be expressed in game as revealed tiles along an arc from each city with a latitude-determined eligible observatory, like a scout mission with an airship does now, only it would be automatically revealed as visible tiles. There's no counter to geography, except to know that whoever's cities you can see via observatory on the other side of the planet can obviously see your cities from their own cities with observatories.

As before, not serious. Just interesting.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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