I've been itching to do some modding lately, and I've finally had enough free time to tackle something new. Spurred by discussions here about alcohol resources (agave, etc.), and other talks about illicit substances as resources, I got to thinking about the production of socially sanctioned substances. Namely, distilling.
This is just a small mod, adding DISTILLERY as a building in Civ 1.61. Before I list the details, here's a link to version 1.0:
Since I use my mods during every game and build on top of them, this mod has files which reference my resource mod (salt, tobacco, coffee, and pearl). Notice the italics please: this mod does not require the files from my other mod. It works fine on its own (hence the new MOD thread). There will be references in the 'pedia to resources without art files--that's it. And of course the referenced resources won't be active (that's a different mod, after all).
Those who wish to have both (including version 2.5 of my resource mod) in one convenient mod may alternately download this optional version:
DISTILLERY BUILDING
< VERSION 1.0 >
GENERAL:
New building: Distillery
Free with Classical era (or later) starts
Requires/Enabled by: Tech POTTERY/AGRICULTURE
Cost: 50 (this represents a seed which the game adjusts depending on game speed. To give you an idea, a granary is defined as "60")
iAsset: 3 (to the best of my understanding, this is the value of the building to a city, and is used by the AI to advise a player and also to make decisions for computer controlled civs. I've seen values from 1 to 12--the latter for wonders)
EFFECTS:
Please note: All effects are for the city in which the building resides.
Happiness: +1
War Weariness: -10% (speaking from personal experience.)
Commerce modifier: +5%
Bonus Yield Modifier: Corn, Wheat, Rice +5% (each, for a potential commerce increase of 15% plus the core 5%.)
ART/SOUNDS:
No cheezy handmade art.
The winery button is used for distillery button. (Does not effect winery.)
The market 3D graphic is used for artwork in 'pedia. (Does not effect market.)
The grocer sound file is used upon construction of distillery. (Does not effect grocer.)
TEXT:
Civilopedia is updated.
Strategy text is updated ("Sid's Tips" in-game).
I have included a XML_Log file which lists the fields added and/or changes made, and to which XML files, as a handy reference.
NOTES:
I have played several games with DISTILLERY at different difficulty levels and speeds. The testing helped me adjust the values to a point where I believe they are balanced.
The AI treats the building in a balanced manner as far as I can tell.
I have included the Python/Screens directory to ensure the tech quote screens appear (some mods haven't worked properly in 1.61 without this directory). The directory and all its files are stock 1.61 material, copied and pasted.
The mod is pluggable. Put it in your Mods directory and load it via the main menu as you would any other mod.
I have found that feedback often guides me as I refine a modification, so please feel free to share yours. I will also elaborate on and respond to specific issues as they are inevitably brought up.
Hoping You Enjoy,
-Rob
[Edit: submitted to directory on 6/20]
This is just a small mod, adding DISTILLERY as a building in Civ 1.61. Before I list the details, here's a link to version 1.0:
Since I use my mods during every game and build on top of them, this mod has files which reference my resource mod (salt, tobacco, coffee, and pearl). Notice the italics please: this mod does not require the files from my other mod. It works fine on its own (hence the new MOD thread). There will be references in the 'pedia to resources without art files--that's it. And of course the referenced resources won't be active (that's a different mod, after all).
Those who wish to have both (including version 2.5 of my resource mod) in one convenient mod may alternately download this optional version:
DISTILLERY BUILDING
< VERSION 1.0 >
GENERAL:
New building: Distillery
Free with Classical era (or later) starts
Requires/Enabled by: Tech POTTERY/AGRICULTURE
Cost: 50 (this represents a seed which the game adjusts depending on game speed. To give you an idea, a granary is defined as "60")
iAsset: 3 (to the best of my understanding, this is the value of the building to a city, and is used by the AI to advise a player and also to make decisions for computer controlled civs. I've seen values from 1 to 12--the latter for wonders)
EFFECTS:
Please note: All effects are for the city in which the building resides.
Happiness: +1
War Weariness: -10% (speaking from personal experience.)
Commerce modifier: +5%
Bonus Yield Modifier: Corn, Wheat, Rice +5% (each, for a potential commerce increase of 15% plus the core 5%.)
ART/SOUNDS:
No cheezy handmade art.
The winery button is used for distillery button. (Does not effect winery.)
The market 3D graphic is used for artwork in 'pedia. (Does not effect market.)
The grocer sound file is used upon construction of distillery. (Does not effect grocer.)
TEXT:
Civilopedia is updated.
Strategy text is updated ("Sid's Tips" in-game).
I have included a XML_Log file which lists the fields added and/or changes made, and to which XML files, as a handy reference.
NOTES:
I have played several games with DISTILLERY at different difficulty levels and speeds. The testing helped me adjust the values to a point where I believe they are balanced.
The AI treats the building in a balanced manner as far as I can tell.
I have included the Python/Screens directory to ensure the tech quote screens appear (some mods haven't worked properly in 1.61 without this directory). The directory and all its files are stock 1.61 material, copied and pasted.
The mod is pluggable. Put it in your Mods directory and load it via the main menu as you would any other mod.
I have found that feedback often guides me as I refine a modification, so please feel free to share yours. I will also elaborate on and respond to specific issues as they are inevitably brought up.
Hoping You Enjoy,
-Rob
[Edit: submitted to directory on 6/20]
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