It's not letting me download the file--I get a "your download key is not valid" error.

Three Square Radius Cities Mod
by
Roger Bacon
Version 1.0 (5/04/2006)
Designed to work with Civ4 version 1.61
File is located here
What it does:
--------------
This mod makes it so that cities can work squares as shown below:
I've also added in my "Borders over Ocean" mod. It allwos cultural borders to extend over ocean. Previously they stopped at the first ocean square.Code:X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, C, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, C= city
How to Use
------------
Copy the CvGameCoreDLL.dll into your \Civ4\Assets folder, overwriting the existing dll. You should backup your original dll first in case you want to undo this mod.
The .cpp and .h files are included in case someone wants to compile their own dll or combine this mod with another mod.
Enjoy,
Roger Bacon
It's not letting me download the file--I get a "your download key is not valid" error.
Those who live by the sword...get shot by those who live by the gun.

What's the enabling tech? Surely you don't let players get this feature for two measley border expansions.
I used to be a builder. That was before I played Civ III
What's the nature of the modification? Do you have to play with the source code to get something like that, or is that buried in one of the xml files? On another note, what are the other mods that are seen in the screenshot?

Are those two different Christian Missionaries?
"Dumb people are always blissfully unaware of how dumb they really are."
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It looks like Filefront is having another one of its many databse maintanence periods. It says "To All FileFront Users: Hosted file services for some files posted by usernames M-S may be temporarily unavailable. " Try back later.Originally posted by Ijuin
It's not letting me download the file--I get a "your download key is not valid" error.
It's a modification to the game. There is no 'enabling tech'.Originally posted by roadcage
What's the enabling tech? Surely you don't let players get this feature for two measley border expansions.
The nature of the modification is that it lets cities work squares up to a distance of three squares instead of just two. It is a SDK mod so I had to build a new DLL. The source files are included if you want to build it yourself.Originally posted by Ari
What's the nature of the modification? Do you have to play with the source code to get something like that, or is that buried in one of the xml files? On another note, what are the other mods that are seen in the screenshot?
You can ignore any other mods seen in the screenshot. Those would be mods that I have incorproated into my game but they are not in the download. Only the 3-square distance cities and the borders over ocean are in the download.
Yeah, but they are not part of the mod. They are in another mod that has Christianity broken up into Catholic, Protistant, Reformed, and Orthodox.Originally posted by Smellycowsquid
Are those two different Christian Missionaries?
Roger Bacon
Wait, in the assets folder?
You mean /CustomAssets/, or /assets/ that is under /CustomAssets/?
And I don't see the .dll file...

Have you tried looking the the /Mods folder?
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"Just because I'm paranoid doesn't mean there's no conspiracy"

How is that city that produces no hammers in any tiles producing 27 hammers?
I am angry because someone in line in front of me at Subway ordered a sandwich that I do not like, even though it has no effect on me. This how arguments against equal marriage rights sound.

The city's GP heavy. Note all the great engineers and such.
This looks like an interesting mod, too. It would allow for truly impressive specialized cities, late in the game. It would also allow for one to be a bit less picky when it comes to critical city placement. I like the concept.
Edit: But alas, the link doesn't seem to work for me. Hmm...

would it be possible to expand the radius a city can work tiles but limit the number of tiles it can work to be still 20? Imagine, you could place city's one on another like on the american east-coast. They would have overlapping working areas but could work 20 tiles each in the land behind and grow big and strong (as they did in reality).

@MrFun: The Answer is liing in the people that had been settled there ;-)
Hey, is there a version of this mod which is compatible with Warlords?
Those who live by the sword...get shot by those who live by the gun.

Great Job rogerbacon!
Might you tell us what changings you did in what file.
I will try to do the same with the warlords sdk.
Last edited by Thror78; September 10, 2006 at 07:34.

Hmm ... i found the needed code and tried to modify it to make a 4 radius city. Everything works, but the problem is that the tiles at the border of the level 4 are under the buildingslist (left), under the specialistlist(right), under the Productionlist (bottom) and under the cityinformations (top).
Even the 3RadiusCity has it's top tiles under the cityinformations (food/health/production/happiness).
Any idea how to get all workable tiles in the middlearea?
There are two ways i think of:
- zoom out in cityscreen (but where code that)
- set a smaller Plot size
solved (in GlobalDefines.xml):
CAMERA_CITY_ZOOM_IN_DISTANCE
5000
Last edited by Thror78; September 11, 2006 at 06:00.
"Sympony" is spelled symphony.
Otherwise, this is pretty cool
So what do I need to do to implement this in Warlords?
Those who live by the sword...get shot by those who live by the gun.

CvDefines.h:
==========
...
#define NUM_CITY_PLOTS (37) // (57)4square // (21) // *TOM*
#define CITY_HOME_PLOT (0)
#define CITY_PLOTS_RADIUS (3) // (4) // (2) // *TOM*
...
CvGlobals.cpp:
============
...
int aiCityPlotX[NUM_CITY_PLOTS] =
{
0,
0, 1, 1, 1, 0,-1,-1,-1,
0, 1, 2, 2, 2, 1, 0,-1,-2,-2,-2,-1,
0, 1, 2, 3, 3, 3, 2, 1, 0,-1,-2,-3,-3,-3,-2,-1
// 0, 1, 2, 3, 4, 4, 4, 3, 2, 1, 0,-1,-2,-3,-4,-4,-4,-3,-2,-1
}; // first 3 lines original, further lines by *TOM*
int aiCityPlotY[NUM_CITY_PLOTS] =
{
0,
1, 1, 0,-1,-1,-1, 0, 1,
2, 2, 1, 0,-1,-2,-2,-2,-1, 0, 1, 2,
3, 3, 2, 1, 0,-1,-2,-3,-3,-3,-2,-1, 0, 1, 2, 3
// 4, 4, 3, 2, 1, 0,-1,-2,-3,-4,-4,-4,-3,-2,-1, 0, 1, 2, 3, 4
}; // first 3 lines original, further lines by *TOM*
int aiCityPlotPriority[NUM_CITY_PLOTS] =
{
0,
1, 2, 1, 2, 1, 2, 1, 2,
3, 4, 4, 3, 4, 4, 3, 4, 4, 3, 4, 4,
5, 6, 5, 6, 5, 6, 5, 6, 5, 6, 5, 6, 5, 6, 5, 6
// 7, 8, 7, 7, 8, 7, 8, 7, 7, 8, 7, 8, 7, 7, 8, 7, 8, 7, 7, 8
}; // first 3 lines original, further lines by *TOM*
int aaiXYCityPlot[CITY_PLOTS_DIAMETER][CITY_PLOTS_DIAMETER] =
/* { {-1, -1, -1, 51, 52, 53, -1, -1, -1,},
{-1, -1, 50, 32, 33, 34, 54, -1, -1,},
{-1, 49, 31, 17, 18, 19, 35, 55, -1,},
{48, 30, 16, 6, 7, 8, 20, 36, 56,},
{47, 29, 15, 5, 0, 1, 9, 21, 37,},
{46, 28, 14, 4, 3, 2, 10, 22, 38,},
{-1, 45, 27, 13, 12, 11, 23, 39, -1,},
{-1, -1, 44, 26, 25, 24, 40, -1, -1,},
{-1, -1, -1, 43, 42, 41, -1, -1, -1 }
}; // *TOM*
*/
{
{-1, -1, 32, 33, 34, -1, -1,},
{-1, 31, 17, 18, 19, 35, -1,},
{30, 16, 6, 7, 8, 20, 36,},
{29, 15, 5, 0, 1, 9, 21,},
{28, 14, 4, 3, 2, 10, 22,},
{-1, 27, 13, 12, 11, 23, -1,},
{-1, -1, 26, 25, 24, -1, -1}
}; // *TOM*
/* {
{-1, 17, 18, 19, -1,},
{16, 6, 7, 8, 20,},
{15, 5, 0, 1, 9,},
{14, 4, 3, 2, 10,},
{-1, 13, 12, 11,-1,}
}; // original
*/
...
and change CAMERA_CITY_ZOOM_IN_DISTANCE to 5000 the GlobalDefines.xml so you can see all plots in cityscreen. You might try 4squareCities and raise CAMERA_CITY_ZOOM_IN_DISTANCE but thats getting confusing because you see almost only clouds ;-) ... GL
Thanks for the code, but do I need any sort of utility to edit/compile the files?
(edit)
Crap, it's C++. Any options for us non-C-capable types?
Last edited by Ijuin; October 2, 2006 at 12:08.
Those who live by the sword...get shot by those who live by the gun.

The Source Code is in C++ so you'll need to set up the sdk:
http://apolyton.net/forums/showthrea...hreadid=151138
Make a backup before you change sth. GL & HF

Expanding to 3 squares is all well and good - but if you are playing single player won't this mess up the computer players since the A.I. is built around expecting a 2 tile radius? There are 3 potential points of conflict - terrain improvements, population unit assignment, and the distance the A.I. puts between its cities.

That's only the min distance! I don't actually know if the code recognizes how many squares a city has, but if you also increase the distance to 3 or 4 (XML) as well, there isn't any problem. ;-)

*deleted inane question*
I had the idea to put the restriction that tiles outside the 21 core tiles can only be worked if they have a road leading to the city. Exception: coast and ocean tiles. Do you think such a mod would be feasible? It would be the same check that is used for being able to use the special resource at all.
Last edited by dnewhous; November 10, 2006 at 21:32.

This looks like an interesting mod. I wonder what would happen if a the city radius was variable and depended on certain conditions. That is, a radius of 1 for brand new cities (sorta like how it is now), a radius of 2 after some milestone, a radius of 3 after some other event, plus a radius of 4 and 5 for really old or prosperous cities, with maybe even the possibilities of 6 and 7 cities for players that want to make an uber-city.
Now the question is really what conditions would be appropriate? I think hitting population such that 75% of the tiles can be worked is sufficient, but it can also be trigged by culture (making culture slightly more useful), having a certain number of buildings, having a certain building, or other means.
Mylon Mod - Adressing game pace and making big cities bigger.
Inquisition Mod - Exterminating heretic religions since 1200 AD

Only thing is you would have to completely alter the hapy and health caps to get the game to really have those uber cities.
You just wasted six ... no, seven ... seconds of your life reading this sentence.

Yes, it would certainly be interesting to play with, but would probably involve changing the rules, ie, tech rate, map size and all the caps and benefits buildings grant.
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

Hey, has there been a version made of this for Warlord 2.08...it would be interesting to have a play around with and adapt the rules as necessary to try and get it to work...
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

It would be good to have workable tile range perhaps tied in with cultural expansion, like it does in the early part of the game (from 9 to 21). But perhaps you need to expand TWO more cultural levels to reach the next range and so on and/or have to build certain improvements and/or build a wonder - the improvement/wonder having a tech pre-requisite for later in the game, in fact, being able to work with radius 3 maybe should be held to quite a bit late in the game.
Ok, having written that down, I would probably like to change how the radius thing works by slowing it down initially.
Perhaps to go from 9 to 21 workable squares you have to build (say) a granary. Also, your border still have to cover the squares as well.
Then, there could be another building further down the track to expand to radius 3.
On top of this, perhaps WAAAY down the track, you could discover a tech which lets two cities work on the same squares where there is an overlap!
Radius could also be affected by civics even.
Last edited by The Rusty Gamer; February 14, 2007 at 01:14.
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I once found the XML location to make 3 tile cities, but have long since lost it. Anyone know where it is for BTS?
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