Sevo Mod 3.0 Tech Leak Addon

Here is a cool addon for Sevo Mod 3.0 a tech leak mod. The mod causes "tech leak" to occur over city trade routes. Basically, for...

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Here is a cool addon for Sevo Mod 3.0 a tech leak mod.

The mod causes "tech leak" to occur over city trade routes. Basically, for each trade route a player has, there is a small leak of points for ALL techs from the player to the player at the other end of the trade route, so long as the receiving player has the capability of researching that tech. So, the bigger the tech gap, the more techs the receiving player gets points for.

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Trade Route/Tech Leak Mod for SevoMod Version 3.0

MP Compatible: Yes!
Release Date: 7/11/06
Civ4 Version Compatibilty: 1.61


For the latest information please see the forum thread at forums.civfanatics.com

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IMPORTANT!!!!!
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This mod REQUIRES SevoMod 3.0 to be installed on your machine! It will NOT work with any other mods!!!

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Installation
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Extract all files from the .zip file to directory "Sid Meier's Civilization 4", usually found under
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4

Also, make sure you are running the SevoMod!!!

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The Details
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This mod aims to correct the often glaring tech gap between AI civs and the human player as a Civ 4 campaign
progresses, while maintaining balanced gameplay and keeping the game fun.

The mod causes "tech leak" to occur over city trade routes. Basically, for each trade route a player has,
there is a small leak of points for ALL techs from the player to the player at the other end of the trade 
route, so long as the receiving player has the capability of researching that tech. So, the bigger the tech 
gap, the more techs the receiving player gets points for.

The amount of tech leak per trade route is calculated as 0.003 (0.3%) of the points needed to complete the 
tech, multiplied by (1200 / MAX_NUMBER_OF_TURNS), rounded up to the nearest whole number. I used Marathon speed 
to test the 0.3% leak, and that seemed to be a good number. The (1200 / MAX_NUMBER_OF_TURNS) factor will scale the 
amount for shorter or longer max turns to mirror the same process.

This tech leak can never auto-grant a tech. It always stops short of 1 point from the max needed to get the 
tech. This is to ensure that some effort is spent to get the tech, and to avoid any potential scripting conflicts 
for techs that grant benefits upon completion.

The tech leak works for the human player's benefit as well, should he/she fall behind in tech progress. All 
players are treated equally by the script, and it will work in multiplayer as well.

Below is an example to illustrate how this mod works in game (this example is assuming a 1200 turn Marathon speed):

>>Player A has 4 trade routes with Player B, and Player B has 3 trade routes with Player A. Player A has 5 
>>techs that Player B does not (Fishing, Agriculture, Mysticism, Polytheism, and Sailing), and Player B has 
>>2 techs that Player A does not (Mining, Masonry) 

>>Player B will receive 1.2% (0.3% X 4 Trade Routes) of the points needed to obtain Fishing, Agriculture, and Mysticism
>>each turn from trade with Player A. Player B will not receive any points for Polytheism, as it requires knowledge of Mysticism 
>>first, nor will Player B receive points for Sailing, as it requires Fishing first.

>>Player A will receive 0.9% (0.3% X 3 Trade Routes) of the points needed to obtain Mining. Player A will not receive any points
>>for Masonry, as it requires knowledge of Mining first.

So, you can see that Player B is benefitting far more greatly from the tech leak than Player A. Over time, Player B will 
close some of the gap, but as he/she does, the benefit of the tech leak will slowly diminish as the gap shortens.

Having played through a test game with this mod, I found it to be much more enjoyable and closer to a real world situation. 
By the modern era, I did out-tech about half the civilizations by a vast margin, but the top 5 civs were all within 4-5 techs 
of one another. As time goes by, and more trade routes open up, it becomes more difficult for any one civ to gain a vast 
advantage over another.

This mod also gives reason from time to time to cancel Open Borders. If another Civ is gaining a tech advantage through trade, 
it might behoove the player to close those trade routes for a while to keep the other civ from becoming too advanced.

The section below lists some modifications to the tech leak script if you feel like playing around with the numbers any.

Happy Civ'ing!


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Script Modifications
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There are a few modifications you can make to the script, if you so desire. To make these changes, open the the following file 
with Notepad or Wordpad under your Civ 4 directory:

\Mods\Sevomod\Assets\python\BTM_Addon.py

1) Tech Modifier - This is the base percentage of tech spread, defaulted to 0.003 (0.3%). Search for the text 
"iTechPercentModifier = 0.003" (without the quotes) and replace the 0.003 with whatever number suits you. 
I'd recommend keeping this number fairly low though, with 0.005 being a fairly high number.

2) Messages to Player - At the beginning of each turn, you will receive messages specifying how many points you've received 
in techs from other players. There is also an option to turn on messages specifying how many points other players are gaining 
from you, but this is turned off by default, as large #'s of civs can make these messages quite numerous and cause other 
important messages to be missed. Below are the values that can be changed:

bFlagTechLeakShowReceiverMessages = true
bFlagTechLeakShowSenderMessages = false

The first indicates whether the player receives messages upon receiving points (this defaults to "true", set to "false" if 
you don't want to receive messages)
The second indicates whether the player receives messages upon sending points to others (this defaults to "false", but it 
can be useful to set it to "true") BE FOREWARNED!! Setting this option to "true" can cause a vast number of messages to come up
each turn!

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AltarisGreyhawk


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Registered 12th July 2006

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