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[Mod] Rebellion (Civil War) Mod

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  • [Mod] Rebellion (Civil War) Mod

    Surprised nobody started this one sooner.

    In my work on the main game scenarios I created some systems which are designed to mimic rebellions and civil wars, spawning barbarian units around cities to stir up trouble.

    This code can be modified and applied to the main game with some modification. I already have the spawning of units algorithms completed - what remains is triggers (and something to make sure you don't always get the same type of rebel unit throughout the whole game, but that's easy).

    My question for you guys is what should these triggers be? What is balanced? I was thinking there would be essentially two levels - 'rebellion' which spawns barb units around cities rarely to stir up trouble, and full-scale civil war when things get bad enough and would be more difficult to beat off, like fighting a whole other civ.

    And before someone brings it up... actually splitting off of cities to other nations, new or otherwise, won't be covered in my first iteration. Sorry. You guys can run with what I've made after I finish it and add whatever you want. For now I just want to get something fairly simple up since I know people would like to see this sort of thing.

    Anyways, feedback, questions, suggestions, etc. always welcome.

  • #2
    i was thinking about rebellion events based off of checking civ stats (along with the other list of usual triggers). stats such as happy/unhappy healthy/unhealthy cities, approval rating, how civ a rates vs civ b. religion also, minority religions, or non state religion already in cities, especially if there are religious blocks and wars going on

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    • #3
      Hi, nice to see you working at firaxis trip, I remember you from the Lux Invicta, civ3 multiplayer mass game.
      Perhaps not having units defending a city or unit amount affects how much rebellion there is. Democracy could affect it, in this government more rebellions could occur, producing peace protesters perhaps.
      Maybe having more culture could make more rebellions, as the city has more of a differing culture to the main civilisation.
      Being a conquered city or having other national laborers from your civ living in it would make for rebellions, making nationalist terrorists.

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      • #4
        If there were 'bad' civics, they could help lead to such rebellions

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        • #5
          Good ideas everyone, I'm compiling a list of things and plan on getting something WORKING at least today.

          I should add this as well - are there people who are willing to test this mod out as it goes through its various iterations? I don't really have time to keep a hawk's eye on the results and make sure that nothing is too imbalanced or unfun, so if people would actually play it and make sure the results are good that would be great.

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          • #6
            I think when you have unhappy people above happy people and the longer you have them the more likely you get a war- also the MORE you have obviously. But it should not be a totally predicatble thing and something that you can led slide for awhile.

            please COMMENT a lot in your code so I can learn from ya.

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            • #7
              well if you can get the happy/unhappy ratio, you could use that to determine how big the rebels will be

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              • #8
                Could rebel units join neighboring civs? If you have a reason why the rebels are , well, rebelling... if a neighboring civ is more inline with what they want, maybe they mosey on over and gift themselves.

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                • #9
                  You know, just for balance reasons, I'd kind of suggest making the risk higher for the more democratic civic choices. Other than the fact that most democracies in the world today tend to be unstable, it gives a sort of balancing edge so that those governments arn't the end-all-be-all as they can be sometimes.
                  "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
                  "Bill3000: The United Demesos? Boy, I was young and stupid back then.
                  Jasonian22: Bill, you are STILL young and stupid."

                  "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

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                  • #10
                    The first version of the mod is finished. It's very rough and needs quite a bit of balancing but it works. To install simply extract the .ZIP file into your Civ 4 root directory (or "My Documents\My Games\Civilization 4\").

                    To play select it from the Menu through Advanced->Load Mod. Or you can set it in your Civ 4 .INI, but that's only if you want to play with this mod all the time. And since it really isn't finished yet I wouldn't recommend it.

                    The mod takes into account a civ's state religion vs. each city's (which matters less as the game goes on), a civ's civics, a city's nationality, a civ's total land (larger more likely to get rebels), and a city's happiness and health.

                    I will later make the nationality difference much greater if you're at war with that civ.

                    If anyone is interested in the specifics check out the Python file. You can also check out the exact effects during the game by setting LoggingEnabled=0 to 1 in the .INI and then opening up PythonDbg.log in your logs folder. The output shows the factors in how likely a rebellion is for each city and if a rebel is spawned the actual roll (out of a total of 10 000).
                    Attached Files

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                    • #11
                      Great work so far guys
                      I would test it out for you but I have yet to play a single game of Civ4
                      Getting my computer fixed soon though

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                      • #12
                        I'd love to see cities rebel and start their own nation. If it doesn't get quashed and conquered, then you have cities with a decent amount of culture fighting against you.

                        All of the more reason to keep happiness under control! However, I'd like to be able to see food more plentiful so that it would make for scenarios where half of the population is angry and the city isn't starving down to a more managable size. Because that would be a perfect way of making a city qualify for succession from the empire.
                        Mylon Mod - Adressing game pace and making big cities bigger.
                        Inquisition Mod - Exterminating heretic religions since 1200 AD

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                        • #13
                          Originally posted by Trip
                          The first version of the mod is finished. It's very rough and needs quite a bit of balancing but it works. To install simply extract the .ZIP file into your Civ 4 root directory (or "My Documents\My Games\Civilization 4\").

                          To play select it from the Menu through Advanced->Load Mod. Or you can set it in your Civ 4 .INI, but that's only if you want to play with this mod all the time. And since it really isn't finished yet I wouldn't recommend it.

                          The mod takes into account a civ's state religion vs. each city's (which matters less as the game goes on), a civ's civics, a city's nationality, a civ's total land (larger more likely to get rebels), and a city's happiness and health.

                          I will later make the nationality difference much greater if you're at war with that civ.

                          If anyone is interested in the specifics check out the Python file. You can also check out the exact effects during the game by setting LoggingEnabled=0 to 1 in the .INI and then opening up PythonDbg.log in your logs folder. The output shows the factors in how likely a rebellion is for each city and if a rebel is spawned the actual roll (out of a total of 10 000).
                          The rebellion during war idea- might that not be covered by the fact that the city's populace will be unhappier (one of the factors you have already) anyway since that is in the game? I'm concerned the AI might get hobbled even more than it is in war when it comes to taking over a city.

                          I can just edit down that value, though I suppose. And THANKS for commenting a reasonable amount in the script to make it readable.

                          Otherwise, wonderful mod. Keep it up.

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                          • #14
                            Sorry to go off-topic, but Dearmad, are you going to incorporate this into your mod? I was planning on giving that a try in the very near future, so it would be very cool of you to do so.

                            BTW, isn't it illegal for a Firaxian to release a mod to a game he's worked on?... or something?

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                            • #15
                              Sh! Don't say that!

                              And yes, if Trip will allow me, I'll pack up his mod as he works on it and have it install right so it'll work with my mod too.

                              I've already done so for my own enjoyment and testing on the next version.

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