Influence Driven War v1.0 for Warlords

In the game the culture is generated only by cities using buildings/specialists, and it spreads from them to surrounding territory. Each s...

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In the game the culture is generated only by cities using buildings/specialists, and it spreads from them to surrounding territory. Each square (plot, tile) in the game stores accumulated culture for each player individually.

This mod consists of two parts:

Combat Influence

It works for both field battle and city assault, It works for both attacking and defending (also city defending) , If last defending unit in city dies: combat influence is increased greatly (an emergency militia may be "auto-drafted", check new resistance rules later), If victorious unit has warlord: combat influence is increased, If attacking unit withdraws: no culture transfer happens and several others

Active city resistance

Best available regular unit type is selected using same rules as for standard drafting: i.e. warrior, pikeman, axeman, maceman, musketman, rifleman,..., Auto-drafted unit begins with 25% health (configurable in XML). This represents very low training level of quickly gathered militia, City population is reduced by 1 (it doesn’t depend on unit type) and several others

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Influence Driven War v1.0
By: Moctezuma

Compatibility: Civ4 v1.61
    
Installation Instructions:

1) Unzip this into the "civ4_install_folder\Mods\" folder. 
2) Open the CivilizationIV.ini configuration file
3) Change the Mod line to read: Mod = Mods\Influence Driven War
4) Load the game. 
5) Then play as normal. 

----- Description of changes -----

In vanilla game the culture is generated only by cities using buildings/specialists, 
and it spreads from them to surrounding territory. Each square (plot, tile) in the 
game stores accumulated culture for each player individually.

This mod consists of two parts:

--------------------
1. Combat influence
--------------------

Military units affect surroundings via combat influence:            
After each combat between two units: some amount of culture accumulated in each square 
of combat area is transferred from loser player/AI to winner player/AI. Combat area 
(i.e. influence radius) is: attacker plot, defended plot and near surrounding plots
(see definition of influence radius bellow). 
Note: This way I try to simulate effect of battle victory: some peoples have tendency
to give up and flip to victorious side.

Rules:
- It works for both field battle and city assault.
- It works for both attacking and defending (also city defending) 
- If last defending unit in city dies: combat influence is increased greatly
  (an emergency militia may be "auto-drafted", check new resistance rules later).
- If victorious unit has warlord: combat influence is increased.
- If attacking unit withdraws:  no culture transfer happens.
- Calculated culture exchange cannot be higher than loser's remaining culture in plot.
  This means that no culture transfer happens in empty neutral territory: nobody is 
  living there to be influenced. In third-party territory a culture transfer occurs 
  only if some loser's culture is accumulated there.
- It works also for attacking/defending barbarians in player or barbarian territory
  (this can be disabled via XML file) 
- Also water squares are affected by combat influence.
- Naval combats use same influence rules as land combats: 
  Note: if naval battle occurs near land, also land squares are affected
  (naval influence can be disabled via XML file).
- No culture is exchanged during city bombardment (via catapults, ships, bombers, 
  ICBM); during fighter interception; or if worker/settler is captured out of city.


If you like exact formulas, here it is:
                   
The culture transfer from loser to winner for each plot within combat area is 
calculated this way:
                
 CultureTransferOnPlot = 
     sqrt (LosersCultureOnPlot * GameSpeedMultiplier) *
     VictoriousUnitMultiplier * PlotDistanceMultiplier

where:  
 LosersCultureOnPlot: 
   currently acummuladed culture in given plot for player which had lost combat.   
   Note: Result culture transfer cannot be higher that this value.

 GameSpeedMultiplier: quick: 66%, normal: 100%, epic: 150%, marathon: 300%   

 VictoriousUnitMultiplier = 
   UnitStrengthMultiplier * NoCityDefenderMultiplier * WarlordMultiplier

   Default values (most of them can be easily modified via GlobalDefinesAlt.xml):
      UnitStrengthMultiplier = 0.4 * base_unit_strength 
          There are no changes in unit strengths in this mod, e.g. for swordsman 
          with 6 strength it is 240%.
          Note: This ratio (0.4) is good way how you can increase/decrease overall 
          effects of IDW. 
      NoCityDefenderMultiplier: field combat: always 100%, city combat: if last city 
          defender dies: 250%, otherwise: 100%
      WarlordMultiplier: if winner unit has attached warlord: 150%, otherwise 100%             
           
 PlotDistanceMultiplier:
   defines combat area - highest influence is in plots where attacker and 
   defender stays prior to combat, max distance of effect of is similar to 
   2 square radius of city.
              
   Exact formula is:
     PlotDistanceMultiplier = 
        1 + DistanceFactor
          - DistanceFactor * plot_distance(current_plot, attacker_plot) 
          - DistanceFactor * plot_distance(current_plot, defender_plot)
                                  
   Default value of DistanceFactor is 0.2 (20%).
   Influence radius and distance multipliers can be modified via XML.
                                  
   Examples of influence radius:      
      
     - Distance multipliers used in case of adjacent plot combat:
                     
                20%  40%  40% 20% 
            20% 60%  80%  80% 60% 20%
            20% 60% 100% 100% 60% 20%
            20% 60%  80%  80% 60% 20%
                20%  40%  40% 20%               
                
     - Distance multipliers used in case of diagonal combat:
                    
                20%  20%  20%
            20% 40%  60%  60% 40%
            20% 60% 100%  80% 60% 20%
            20% 60%  80% 100% 60% 20%
                40%  60%  60% 40% 20%
                     20%  20% 20%

--------------------------                
2. Active city resistance
--------------------------

If last defending unit in the city dies and city resistance is sufficient then one 
militia unit emerges in city, otherwise it is captured just like in vanilla. 
Resistance is sufficient if defender's culture in central plot >= attacker's culture 
in central plot (culture ratios in central city plot you can check also in the 
city screen).
Note: This new rule tries to simulate active people resistance in highly cultured
cities.  

  resistance = (defender_culture_ratio - attacker_culture_ratio) / 2
                
Militia unit is "auto-drafted":
- Best available regular unit type is selected using same rules as for standard 
  drafting: i.e. warrior, pikeman, axeman, maceman, musketman, rifleman,...
- Auto-drafted unit begins with 25% health (configurable in XML). This represents 
  very low training level of quickly gathered militia. 
- Draft anger is 50% of standard draft anger: high danger means low anger. 
  (configurable in XML)
- City population is reduced by 1 (it doesn’t depend on unit type).
- Auto-draft is not limited like standard draft: new militia unit is "auto-drafted" 
  when previous one dies and resistance is still sufficient.
- When city population is reduced to 1, the city is captured even if resistance is 
  still sufficient.
- There is no technology requirement for auto-draft: this is not real conscription: 
  imagine peoples that are just trying in defend their homes. 
  It takes some time to accumulate sufficient culture: if city is attacked early   
  no militia emerges. 


------- Gameplay --------------

Player is informed about effects of IDW this way: 

- After each battle a number with influence % (i.e. exchanged culture ratio) 
  is shown in the game log. It is calculated in defended plot only, but whole 
  combat area is influenced. Reason that I'm using defended plot here is because 
  it is in most cases the most important one (e.g. central city square).
     - Green color means culture increase for you
     - Red color means culture decrease for you
- When last city defender dies and militia unit is "auto-drafted" a remaining 
  resistance % is shown in the game log. 

Result of changes on gameplay: 

--------------------------------------------------------
1. More dynamic borders during wars:

 In vanilla game a culture plays significant role only in the beginning. In later 
 stages the borders are almost fixed: big changes happen only if cities are captured. 
      
 With new rules you can fight for territory between cities and not only for cities 
 itself. I think that this "frontline" effect really improves gameplay. You can "win" 
 quite large area with several resources even without conquering single enemy city! 
 Possible tactics if you don’t have sufficient power to conquer cities could be 
 stay/pillage/heal near your borders and influence squares by killing approaching 
 enemies.

--------------------------------------------------------
2. Surprise or backstabbing attacks are less effective:

 Attacked city can for short time defend itself even if last defender dies if 
 resistance is sufficient: this increases reaction time for defending player if he 
 has many units in the opposite side of empire. 
 However you cannot count on auto-drafted units. These are meant only to slow-down
 attack in case when everything else fails. In most cases a militia units can defend 
 high cultured city only 1-2 turns until real defender units arrive because:  
 
 - Militia unit begins with very low health, so if it is attacked in same turn, it 
   almost certainly dies.
 - City resistance decreases very quickly because victory influence is much higher
   when last city defender dies (see NoCityDefenderMultiplier).
 - Each auto-drafted unit increases unhappiness in the city.
 
 Note: I cannot make militia units more effective, because then player can abuse it: 
    e.g. move out all defenders from city and later counterattack damaged attackers.
 
--------------------------------------------------------
3. High cultured cities are harder to conquer (more militia formed) but easier to 
hold after capture because city's central square has quite good amount of 
conqueror’s culture immediately after capture.

 This means:
 - No problem with culture flipping of captured city back to original owner: 
   In vanilla is this problem is fixed by disabling startup option: 
   "City flipping after conquest". This is no longer needed in this mod.
 - Much smaller problem with culture flip of captured city to neighbor civ, 
   which can be in peace with conqueror. 
   Naturally, if just conquered city has been in big cultural pressure prior to 
   capture it will be in pressure also after it, because culture is transferred 
   only from city's previous owner. 
   Note: culture buildings in newly captured city are still very important because 
   city still begins with zero culture (only plots are influenced by combat)

--------------------------------------------------------
4. No problems with stealing of conquered city:

 This happens often in multiplayer with simultaneous turns but sometimes it occurs 
 also in single-player: Two players are doing joint attack on same enemy city; first 
 player destroys all defenders; second one just waits until last defender remains 
 there and then attacks.
    
 With new rules the city capture is fairer: culture in central city square is 
 increased after each victory for each attacking player separately. If no defender 
 unit is left then attacker, whose culture in central square is higher than owners 
 culture, captures the city.

--------------------------------------------------------
5. In battles quality counts more than quantity:
    
 With new rules the conquest is easier with smaller stack of high strength units 
 than with bigger stack of low strength units: High strength unit makes more 
 influence (see UnitStrengthMultiplier) and better victory/loss ratio means more
 culture transferred to attacker.

 Some examples: 
 - Suicide catapults are little less effective: due to losses, defender's culture 
   increases more often.
 - Blitz units like tanks are very effective: due to multiple culture exchanges per 
   turn. This really speeds up the conquest of very highly cultured cities in later 
   stages of game, which can be really slow otherwise.
 - Warlord units are more effective than normal units (see WarlordMultiplier).

--------------------------------------------------------
Remark to AI: 
I made no changes here so far. In my test games I haven't seen any AI problems caused 
by new rules. 


----- Notes to Modmakers-----

Package contains also changed SDK sources. Modmakers are free to use my code, as long
as my name and the description above is supplied with it.
In the C++ files modified sections are enclosed by: "BEGIN InfluenceDrivenWar" and 
"END InfluenceDrivenWar". 


I will really appreciate any comments and suggestions for this mod.

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moctezuma


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Registered 14th October 2006

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