Immigration Mod v0.5w

Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several condi...

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Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several conditions that can cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. All of these can cause a group of immigrants to leave from one of your cities to another city that may not necesarly be yours.

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Immigration Mod v0.5w
By: TheLopez

Patch Compatibility: Warlords v2.0.8.0
MP Compatible: ?

Description:
Immigration has always been a part of the history of the world and now it can 
be part of the history of your game. There are several conditions that can 
cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. 
All of these can cause a group of immigrants to leave from one of your cities 
to another city that may not necesarly be yours.


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\Immigration Mod
4) Load the game. 
5) Then play as normal. 


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

- Immigrants cannot be controlled by any players, though immigrants from other 
  civilizations can be attacked and killed off.

- Newly conquered cities have a much higher chance of generating immigrants 
  that will return to their home civilization.

- 25+ configurable options provided to allow the fine tuning of the mod.

- Unhappiness, unhealthiness, lack of food, etc. can cause immigration from 
  one city to another city.

- Depending on the configuration of the mod it is possible for immigrants to 
  carry some of the culture from the city that created them to the city they 
  are traveling to.

- Depending on the configuration of the mod it is possible for immigrants to 
  carry the religion from the city that created them to the city they are 
  traveling to.

- Certain civics will prevent immigrants from immigrating from cities


-----Units-----

- Immigrant:
	- Cannot be built
	- Movement: 3
	- Combat: 0
	- Can only defend
	

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

If you want to use the Immigration 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:
<!--                       -->
<!-- Immigration Mod Start -->
<!--                       -->
and
<!--                       -->
<!-- Immigration Mod End   -->
<!--                       -->

In the Python files I have added # < Immigration Mod Start > and 
# < Immigration 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.


-----Future Features-----

- Allow immigrants heading to a ruined city to rebuild the city

- Allow immigrants to cross oceans

- Allow immigrants heading to newly found land to build colonies that can turn
  into new cities after several turns.
  
- If an Immigrant leaves my city for an enemy city, I want to kill him. It 
  would be nice if you could have an option that let's the human player know 
  where that immigrant is headed. If a player moved a military unit of theirs 
  onto an Immigrant, you could display a popup that says &quot;This immigrant is 
  headed towards [ImmigrantTargetCity].&quot; Then you could have two options:
	[Carry on] (Leave the immigrant alone)
	[Slaughter them all!] (Kill the immigrant)
  Requested by Shqype.

- Add an option setting a range of turns that an immigrant must be &quot;unhappy&quot; 
  before they leave their city. Requested by Shqype.

- Add an option allowing people to display the reason why an immigrant was 
  generated by one of their cities. Maybe using the happy/angry/sick/etc icons.
  Requested by Jeckel.
  
- Add an option allowing players to have a tag added to the immigrants name
  letting players know why the immigrant unit was generated. Requested by 
  Jeckel.  

- Cut the immigrant unit movement to 1. Requested by Fatchy


-----Version Information-----
  
-----v0.5w------

- Updated to be compatible with Warlords v2.0.8.0 patch.


-----v0.4.5------

- Changed the immigrant AI from UNITAI_SETTLE to UNITAI_SPY and 
  UNITAI_MISSIONARY which fixed the issue where immigrant units do not move 
  away from cities. Reported by Komori.

- Fixed the issue where culture was being taken to negative numbers. Reported
  by Dom Pedro III and Komori.
  
  
-----v0.4.x------

- Fixed the issue where immigrants would stop working when the city they 
  targetted was razed and they reached the plot where the razed city was 
  located. Reported by Shqype

- Fixed an issue causing immigrants to stop working after a barbarian city was 
  conquered and when a generated immigrant unit tried to pick a target city. 
  This issue made the immigrant unit flicker and become selectible. Reported by 
  White Rabbit.

- Fixed the issue where players could change the misson for the immigrants by
  using the right-mouse button menu. Now at the begining of every turn 
  immigrant missions are checked and if they are not moving towards their 
  intended city target they will be retargetted. Reported by Jeckel.

- Fixed the issue where immigrants target unreachable cities. Reported by
  Shqype.
  

-----v0.4------

- Added the configurable option allowing players to change the maximum chance 
  that any city will spawn an immigrant in the game.

- Fixed an issue causing immigrants to stop working when trying to pick a 
  religion from a city. This issue made the immigrant unit flicker and become
  selectible. Reported by Civmansam.

- Fixed the issue that caused immigrants to lose their mission when coming into 
  contact with an enemy like barbarians.


-----v0.3------

- Commented all of the code

- Fixed the code that applies the culture carried by immigrants to a city

- Changed the default value for the &quot;Immigrants Decrease Culture&quot; configurable
  option from False to True

- Reorganized the code so all of the event manager specific code is in its own
  file and everything else immigration related is in its own file

- Fixed the exploit found by Shqype allowing players to redirect immigrant 
  units from their intended target to somewhere else.
  
- Added the configurable option allowing players to specify if immigrant units 
  should not carry a religion from the city they were created from.

- Added the configurable option allowing players to specify the chance that an 
  immigrant unit will carry a religion from the city they were created from. 
  Valid values are from 1 to 100.

- Added the configurable option allowing players to specify if immigrant units 
  should carry a mix of the religion from the city where they were spawned. 


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

- Implemented the code needed to hide all action buttons from use when players
  select a immigrant unit.
  
- Implemented the code that makes an immigrant unit join a city when they reach
  their targetted city.  

- Implemented the code needed by immigrants to select the best city possible 
  for resettlement
  
- Implemented the code used to determine the culture carried by immigrants
  

-----v0.1------

- Setup Immigration Mod infrastructure

- Added the configurable option allowing players to specify if civilization 
  capital cities should be allowed to spawn immigrant units.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities with an unhappy population.

- Added the configurable option allowing players to specify how much the 
  unhappy population value will influence the calculations for spawning an 
  immigration unit.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities with an unhealthy population.

- Added the configurable option allowing players to specify how much the 
  unhealthy population value will influence the calculations for spawning an 
  immigration unit.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities with a starving population.

- Added the configurable option allowing players to specify how much the 
  starving population value will influence the calculations for spawning an 
  immigration unit.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities with an unpacified population. Cities with 
  an unpacified population are cities that have been recently conquered but 
  continue to have an active resistance.

- Added the configurable option allowing players to specify how much the 
  unpacified population value will influence the calculations for spawning an 
  immigration unit.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities with a pacified population. Cities with a 
  pacified population are cities that have been conquered and all active 
  resistance has been removed and quashed. Also, part of the pacified 
  population continues to be influenced by and identifies with other cultures 
  found in the city.

- Added the configurable option allowing players to specify how much the 
  pacified population value will influence the calculations for spawning an 
  immigration unit.

- Added the configurable option allowing players to specify if there should be 
  a limit to the number of active immigrant units per city.

- Added the configurable option allowing players to specify how many units 
  should be allowed per city.

- Added the configurable option allowing players to specify if there should be 
  a limit to the number of active immigrant units per civilization.

- Added the configurable option allowing players to specify how many immigrant 
  units should be allowed per civilization.

- Added the configurable option allowing players to specify if immigrants 
  should be allowed to ignore closed borders between two civilizations.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned in cities where a part of the population identifies the 
  culture the current owner of the city is at war with.

- Added the configurable option allowing players to specify if immigrants 
  should not be spawned when a city is lost by a civilization. When set to true 
  this option enables the simulation of part of the population of a city 
  fleeing.

- Added the configurable option allowing players to specify if immigrant units 
  should not carry any culture from the city they were created from. The 
  culture immigrants carry depends on the reason for their creation. For 
  instance if an immigrant unit is created due to a city being captured by 
  civilization x from civilization y then the immigrant unit would carry 
  culture belonging to civilization y. The amount of culture an immigrant unit 
  carries is proportional to the population and culture of the city that 
  created them. So if city A with a population of 10 and 12000 culture creates 
  an immigrant unit then the immigrant unit would carry 1/10th of the cities 
  culture. 

- Added the configurable option allowing players to specify if immigrant units 
  should carry a mix of the culture from the city where they were spawned. The 
  culture they carry will be the same ratio of culture from the city they were 
  spawned from. For example if an immigrant unit is spawned from city A with 
  10% culture from civilization X and 90% culture from civilization Y then the 
  immigration unit will carry 10% culture from civilization X and 90% culture 
  from civilization Y.

- Added the configurable option allowing players to specify if when an 
  immigrant unit is spawned in a city they should take/decrease the appropriate 
  amount of culture from the city that spawns them. 

- Added the configurable option allowing players to specify if inner 
  civilization immigration should be allowed even if Serfdom has been selected 
  for the labor civic.

- Added the configurable option allowing players to specify if immigration 
  should not be allowed to cause a to be abandoned if a city has a population 
  of one and an immigrant is generated.

- Implemented the code needed to determine if an immigrant should be generated
  by a city or not depending on the configuration of the mod.


-----===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!!!

- Sevo
	For the new settler unit and the different models used within it. 

- Wikipedia 
	immigrant entry	

- Testers
	Dom Pedro II, Shqype, White Rabbit, Civmansam, woodelf, Kael, Jeckel

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TheLopez


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Registered 6th March 2006

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