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:
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
Influence Driven War v1.1 By: Moctezuma Installation Unzip these files into the "Mods" folder. Version history 1.0 First version. 1.1 compatible with Warlords v2.08 pillage influence unit experience multiplier fort capture multiplier fixed divide by zero in neutral territory added a new option in XML: minimum city population to generate militia. 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 three 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: CultureTransferInPlot = BaseCombatInfluence * sqrt (LosersCultureInPlot * GameSpeedMultiplier) * UnitExperienceMultiplier * NoDefenderMultiplier WarlordMultiplier * PlotDistanceMultiplier where: BaseCombatInfluence: default value: 4 This value is a good way how you can increase/decrease overall effects of IDW It can be easily modified via GlobalDefinesAlt.xml. LosersCultureInPlot: currently accumulated 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% NoDefenderMultiplier: if last fort defender dies: +100%, if last city defender dies: +150%, UnitExperienceMultiplier: experience of victorious unit increases influence. Default value: +3% per experience point. WarlordMultiplier: if winner unit has attached warlord: +30%, 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(curr_plot, attacker_plot) - DistanceFactor * plot_distance(curr_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, 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. ------------------------------ 3. Pillage influence ------------------------------ When enemy unit pillages tile improvement, some amount of accumulated culture is transferred from improvement owner to unit owner. Only single square is affected. Note: This rule was added to provide incentive for defender to defend own territory and not only stay inside cities. It reflects situation where farmers, miners or villagers escape due to farm, mine or village is burned down by invader. This rule is optional and can be disabled via XML Rules: It works only in enemy territory (no influence in friendly or neutral territory) No influence form route pillage (roads, railroads) Works also for sea improvements (e.g. fishing boats) For improvements like towns, each downgrade influences given square CultureTransferInPlot = BasePillageInfluence * sqrt (LosersCultureInPlot * GameSpeedMultiplier) where: BaseCombatInfluence: default value: 2.0 It can be easily modified via GlobalDefinesAlt.xml. LosersCultureInPlot: currently accumulated culture in given plot for owner of pillaged improvement. Note: Result culture transfer cannot be higher that this value. GameSpeedMultiplier: quick: 66%, normal: 100%, epic: 150%, marathon: 300% 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 cultural 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 cultural flipping 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: Veteran unit makes more influence (see UnitExperienceMultiplier) 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", Thanks to: Newbert (pillage influence idea) Dom Pedro II (fort capture influence idea) and other CFC members for comments and suggestions for this mod:
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