Localized Starting Techs Mod

This mod changes the starting technologies of all civilizations depending on their starting location and the immediate surrounding locatio...

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This mod changes the starting technologies of all civilizations depending on their starting location and the immediate surrounding location. For instance if the starting plot for a civilization is immediately next to coastal and grassland plot, plus near ocean plots and maybe some plains then their starting technologies could be fishing and hunting. Six vectors are used to calculate the starting technologies: - Plot Types - Terrain Types - Feature Types - Bonus Types - River plots - Leader traits

Each vector has a configurable weight value as well.

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Download 'localizedstartingtechsmodv0.3.zip' (1.15MB)

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Localized Starting Techs Mod v0.3
By: TheLopez

Patch Compatibility: v1.61
MP Compatible: ?

Description:
This mod changes the starting technologies of all civilizations depending on 
their starting location and the immediate surrounding location. For instance 
if the starting plot for a civilization is immediately next to coastal and 
grassland plot, plus near ocean plots and maybe some plains then their starting 
technologies could be fishing and hunting. Six vectors are used to calculate 
the starting technologies:
- Plot Types
- Terrain Types
- Feature Types
- Bonus Types
- River plots
- Leader traits

Each vector has a configurable weight value as well.

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\Localized Starting Techs Mod
4) Load the game. 
5) Then play as normal. 

-----Game Play-----

- Starting technologies for all civilizations based on their starting location, 
  the immediate surrounding location and the civilization leader's traits.
  
- Configuration options available through INI file to completely customize the
  rules used to calculate the starting technologies for civilizations.  


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

If you want to use the Localized Starting Techs Mod in your mod I have tried to 
make things as easy as possible for you. In the XML files modified sections are 
enclosed by:
<!--                                    -->
<!-- Localized Starting Techs Mod Start -->
<!--                                    -->
and
<!--                                    -->
<!-- Localized Starting Techs Mod End   -->
<!--                                    -->

In the Python files I have added # < Localized Starting Techs Mod Start > and 
# < Localized Starting Techs Mod End  > in all of the places that I have made 
changes to the original files. 

All I ask is that you give me credit.


  
-----Version Information-----
  
-----v0.3------

- Added the configurable options allowing players to exclude leader traits when 
  calculating the localized starting technologies for a civilization.

- Added the configurable options allowing players to increase or decrease the 
  impact that the leader trait should have when calculating the localized 
  starting technologies for a civilization.

- Updated the codebase to allow leader traits to influence the starting 
  technologies for the players in the game.


-----v0.2------

- Found out that the &quot;Technology Advisor&quot; caches the technology information
  resulting in the wrong information being displayed once the starting 
  technologies had been assigned. Reported by Civmansam.

- Added the configurable options allowing players to define the plot with river 
  to technology mappings that are used to determine the starting technologies 
  for civilizations.

- Tweaked the default starting values and mappings.
  
  
-----v0.1.x------

- Setup Localized Starting Techs Mod infrastructure 
  
- Added the configurable option allowing players to increase or decrease the 
  number of starting technologies each civilization will have each time a new 
  game is started.

- Added the configurable option allowing players to increase or decrease the 
  range of plots that influence the starting technologies for each civilization

- Added the configurable option allowing players to exclude the plot type when 
  calculating the localized starting technologies for a civilization.

- Added the configurable option allowing players to increase or decrease the 
  impact that the plot type of a plot should have when calculating the 
  localized starting technologies for a civilization.

- Added the configurable option allowing players to exclude the terrain type 
  when calculating the localized starting technologies for a civilization.

- Added the configurable option allowing players to increase or decrease the 
  impact that the terrain type of a plot should have when calculating the 
  localized starting technologies for a civilization.

- Added the configurable option allowing players to exclude the feature type 
  when calculating the localized starting technologies for a civilization.

- Added the configurable option allowing players to increase or decrease the 
  impact that the feature type of a plot should have when calculating the 
  localized starting technologies for a civilization.

- Added the configurable option allowing players to exclude the bonus type 
  when calculating the localized starting technologies for a civilization.

- Added the configurable option allowing players to increase or decrease the 
  impact that the bonus type of a plot should have when calculating the 
  localized starting technologies for a civilization.

- Added the configurable option allowing players to add or remove technologies 
  that should be considered as starting technologies for the civilizations in 
  the game. These same technologies must be also be included in one of the 
  lists for plots types, terrain types, feature types and bonus types.

- Added the configurable options allowing players to define the plot type to 
  technology mappings that are used to determine the starting technologies for 
  civilizations.

- Added the configurable options allowing players to define the terrain type to 
  technology mappings that are used to determine the starting technologies for 
  civilizations.

- Added the configurable options allowing players to define the feature type to 
  technology mappings that are used to determine the starting technologies for 
  civilizations.

- Added the configurable options allowing players to define the bonus type to 
  technology mappings that are used to determine the starting technologies for 
  civilizations.

- Fixed a typo when trying to check for None values in variables, note
  the list type does NOT have a method called isNone... whooops. Reported by
  Civmansam

-----===Credits & Thanks===-----

- Exavier 
	Composite Mod - readme.txt format

- Stone-D
	SD-Toolkit
		
- Dr Elmer Jiggle 
	For providing the INI file parser code allowing for players to 
	customize this mod without having to touch the python code!!!

- Bisonbison
	
	For proposing the idea for this mod

- Ornen
	For proposing the idea that leader traits should influence starting 
	technologies

- Testers
	Shqype, White Rabbit, woodelf and Civmansam

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TheLopez


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Registered 6th March 2006

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