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RFC: Mod approval process

In the spirit of "it ain't getting done unless someone does it," and "if you want something done right...", I'd like to start discussion about the eventual RB Community mod approval process.

From the perspective of the RB Community, mods (approved for tournament games) should improve the overall flexibility of Civ4, but not change it substantially (or, indeed, at all). Some of the most popular mods seem at least marginally useful, and already we've had someone finish Adventure 4 with a shadow game because of the use of Blue Marble.

As I see it, mods broadly fall into 4 categories:
  1. Entirely cosmetic mods change or otherwise replace some of the stock Civ4 graphics with custom ones. Blue Marble is the supreme example of this: it doesn't make any gameplay changes, but entierly replaces the terrain sets. Also, (before, I believe, the latest patch), the commerce-icon mod would fall under this category.

    These mods, in theory, don't make any new information available to the player, and are there primarily for aesthetic reasons.
  2. "Presentational" mods change, in some way, the interface of the game -- generally speaking, they'd make some aspect of the game's interface easier to use or more informative. The "improved" city management screen is one example, as is an "improved" foreign relation screen.

    These mods can correct preceived flaws in the game's interface, but they are on a much shakier ground -- it is easy to reveal more information than the player should actually have. For example, at least one version of the foreign advisor mod allowed players to see how much gold an AI had for trade, even when the AI was in a "refuses to talk" stage of war declaration.

    Mods which enchance the Civilopedia would probably also fall under this category, as would a hypothetical mod that changes (in some way) the combat odds display.
  3. "Utility" mods don't change the game itself, but provide some sort of additional functionality to the game player. The Autolog is probably the most popular example of a mod in this category. Likewise, anything that alters the "blue circle" advisor recommendations would fit here.
  4. "Content" mods change, in some basic way, the game's content. Anything which adds or changes a civ, tech, unit, terrain feature, improvement, resource, AI, or anything else actually used in Civ rules resolution would fall under this category. Since playing with one of these mods is, in a very fundamental way, not playing the same game of Civ as everyone else, these sorts of mods should be categorically banned. The only exception would be if some RB Torunament game actually requied one, such as the Civ3 epic that ran on "one food/square" rules.


With these categories in mind, we need some sort of approval process to sort the wheat from the chaff.
  1. I recommend that mod approval discussion take place in the RB forums. Ideally, this would be as a subforum of the Civ forum, perhaps "Mod approval forum" or some other snappy name.
  2. Mods should always be submitted for approval by a member of the RB community (possibly, and preferably, the mod's author, but maybe not always.) The onus is on the submittor to show that the mod does not change the game in any substantial way. It is the responsibility of the submittor to answer any reasonable questions from the RB community about the details of the mod, including (and especially!) posting screenshots illustrating its behaviour. Any questions (up through and including examining the mod's XML, Python, or (post-SDK) C++ code) are fair game.
  3. A mod submitted for approval should already be a relatively popular mod. If someone tries to submit "Bob's Civ4 Mod 1.521111one" and nobody here besides the submittor uses it, it's unlikely that there will be enough information to reach an informed decision.
  4. A mod will only be approved by the universal acclaim of the community. I don't see a need for a "manager" here, since I anticipate that the approved list will remain short (under a dozen mods, or so?)
  5. Mods will only be approved in specific versions -- if "Bob's Civ4 Mod 1.52" gets approved, "Bob's Civ4 Mod 1.53" will still need at least a lookthrough. Approval should only be routinely granted for bugfix releases, since new features might very well change whether the mod is appropriate.

    That being said, generally only the latest version of a mod will remain approved; once 1.53 gets the Okay, 1.52 is deprecated and verboten in all new games. This should keep the list of approved mods even smaller.
  6. "Amalgamation" mods -- those that combine, say, "Bob's Civ4 Mod," "Joe's Civ4 Mod," and "Jerry's Super Pizza Icon Mod," should generally not be submitted. We should go for small changes, folks.

Once a mod is submitted for approval (by the submittor starting a thread in the approval forum), the community should use a rigorous standard to judge the mod:

Most importantly, does the mod give the player any edge over not having it? Graphics mods would probably pass this standard easily, but it's important to note that terrain mods could possibly make it a lot easier to see the squares at the "edge" of the fog, based on the tile blending -- that would be enough to exclude it.

The general principle is that the mod should not give the player information he should not otherwise have -- the foreign affairs advisor mod that included the "gold available for trade" would explicitly fail this test.

Secondly, is the mod useful? Does it benefit enough players in some way, and is it a benefit to the RB community that players use it? Blue Marble would almost certainly also pass this check, since many players[1] would say it makes the terrain a lot prettier. Autologger might not pass this test, actually, since there is quite a bit of opposition to its use as the "bulk" of reports.

Finally, does the mod bring something new? If we already approve ($DEITY help us) ResourcesAsNFLIcons 1.1, we don't also need ResourcesAsNHLIcons 0.98c.

Regardless of what procedure we use to get mods approved for use, any RB Torunament player that uses a mod in a tourney game should be required to list all mods used, and their exact versions. This gives a bit more accountability to the process, and if a mod ever gets approved wrongly (such as would be the case if there was an unknown 'cheating' feature), we'd know what games to retroactively shadow.

[1] -- I haven't used it myself, so I have no opinion on the matter.

Opinions?
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Quote:For example, at least one version of the foreign advisor mod allowed players to see how much gold an AI had for trade, even when the AI was in a "refuses to talk" stage of war declaration.

This is already in the tech trading screen?
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Thx a lot for getting this started thumbsup . As you know I'm the Blue Marble Mod Shadow Game Player wink so you canbe sure to have my voice.

I would have started it myself if I would be able to write in english more fluently and if I had have a well-founded suggestion like you (which wasn't the case as I've no clue of any other mods and hardly had an idea of a process like the one you presented.

Btw: Everyone interested can have a look at my report to see the changes in the terrain layout wink .


Threepwood
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microbe Wrote:This is already in the tech trading screen?

Perhaps I was wrong about that specific mod, then, or misremembering something about it that I'd read a couple months ago. The point still stands, though, that Python-coded mods can reveal more information to the player than the interface already gives.
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... over 48 hours later, and no more comments? Is there just not that much interest in having a few RB-Approved mods?

Maybe I just intimidate everyone with my sheer sex appeal? huh
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Majromax Wrote:... over 48 hours later, and no more comments? Is there just not that much interest in having a few RB-Approved mods?

Initiative is always in short supply.

It may also be that those for whom mods are important have already turned away and sought other outlets. That's a chicken and egg problem I could not prevent, though. Can't afford to overfeast on administrative tasks. smile


Give it some time. Once the patch is out and the next Epic is open, the interest level may rise.


- Sirian
Fortune favors the bold.
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Majromax Wrote:... over 48 hours later, and no more comments? Is there just not that much interest in having a few RB-Approved mods?

Maybe I just intimidate everyone with my sheer sex appeal? huh

You're not the new Bond, are you ? wink wink

On topic:

So far I have not played any mod for Civ IV, though I have checked the mod section on civfanatics.com from time to time and found some things rather interesting. So my opinion may be not really experienced or valuable (and I'm a newbie on RBCiv too), but here are my 2 cents.

Overall I see not much sense in clearing mods for event games (with the possible exception of only-mod event games). As you've pointed out quite clearly only such mods could be approved that add minor changes to the game's unstained core, as graphical or stylistic mods that make playing more suitable or comfortable. But those are not what I would call "mods" - things get interesting when changes are not made (only) to style and shape, but to gameplay and game behaviour (such as changed unit strength, changed unit boni, new units, changed or added resources, changed leader values, etc.). But these are ruled out, with good reasons, and I think this will and should stay that manner.

So what is this all about really ? It is gearing up a more or less complicated approval process only for some players who would grieve to part with style and look they got used to. This means no offence to any of these players - but I think the effort is not worth the gain. After all, staying without mods has an unbeatable advantage - it is the easiest way to make sure every player starts the event on even footings.

If enough players want to clear some mods for tournament play - it's fine with me, as the events on RB Civ (as Civ IV in general) stay games for me and I'll never end on top anyway. I just wonder if you put to much work in something that in the end will not repay as you thought it would...

Regards,

LT
Come not to me again: but say to Athens,
Timon hath made his everlasting mansion
Upon the beached verge of the salt flood;
Who once a day with his embossed froth
The turbulent surge shall cover: thither come,
And let my grave-stone be your oracle.
Lips, let sour words go by and language end:
What is amiss plague and infection mend!
Graves only be men's works and death their gain!
Sun, hide thy beams! Timon hath done his reign.

(Act V, Scene I)
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I see your point and can tell you mine:

I am quite sure that I will continue playing with the blue marble mod because I'm used to it and I'm too lazy to change it everytime I start an RB-game. But I'd also like to take part in the oncoming RB-events. So I will either play shadow after shadow (which is perfectly fin for me, but I don't know how other players think about it, as it is said under rules that you should avoid playing shadows...). So if people tell me that they don't like constant shadow-reports I will stop writing them and only play the game for myself and compare my result with the others for myself. Nearly no difference for me, but maybe a difference for the community.

Now, please don't get me wrong 8). I don't want to threaten, I only describe my cogitations about it...


Threepwood
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Now, I may be overstepping my new-ness boundaries, but, IMHO, simply using the Marble mod doesn't really take away what you did with a game, at least not enough to have it be a shadow game or take away from what can be learned from reading your report. i, for one, don't think people could have too big a problem if you keep posting 'shadow' reports for games that change the graphics just a bit
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(At least the great majority of) the RB tournament rules are there for a reason. Remember, there were FIFTY Civ3 Epics. These things are tried and tested. If the rule says that you shouldn't post intentionally shadowed games repeatedly... that's what it means, I'm afraid. Now I appreciate that I'm no Sirian or Griselda to be stating this flat out, I didn't write the rules or anything, but that's my two cents. The rules are the rules. If you disagree with them, petition to have them changed. Don't just break them.

@pholkhero: Maybe Marble does take away what you did with the game, maybe it doesn't. Currently, though, the ruling is that it does, since the mod isn't approved. It's a bigger issue than you might think to even have a cosmetic mod installed.

--Garath
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