Having considered the current state of modding for CtP2, I've come up with some concepts that I want to see in a mod... one I intended for CtP1... but will work so much better in CtP2.
The basis for the mod is the colonization idea of Dale's Ages of Man mod... although the code is (mostly) being rewritten from scratch.
For those who haven't seen it, the colonization idea removes the building of settlers for a long period of the game (for both the human and AI). New cities are founded automatically, when cities reach certain sizes, and priority can be given to inland or coastal cities.
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A concept that i've been giving a hell of a lot of thought to, is continental awareness... that is... that the AI can figure out.
a) how big the continent that its settling on is
b) whether it is alone on the continent
c) when its attacked, if...
i) the city is on its home continent
ii) whether the attacker is on the same continent as its home continent
I figure if this is possible then a few 'clever tricks' should be possible...
a) favoring enough coastal cities if its a small enough island, to promote a strong navy
b) moving its capital to another continent if and when it has a higher population on a new continent it colonizes
c) being more friendly with 'foreign' AI's. More wary with AI's on the same continent... (thoughts?)
d) theoretically getting the AI to act appropriately in war time, as it regards to the navy (not sure about this)
I tested IsContinentBiggerThan to see it it would be viable, but as far as I can tell, it always returns 1, whether you pass it 1, 500 or 4000000000.
I've got some ideas and concerns with implementation... my thought is to use a map in a very long array. I was a little sceptical about the viability, due to limits on sizes of arrays... but I created a 400000 int array (and the values were saved and reloaded perfectly...)
the searching of the continent... I imagine, could be done with a recursive function, that starts at the capitol of each civ, and recursively moves in all directions, stopping at the sea and in directions that have already been 'discovered'. The function would mark the 'map' in the array.
There are a couple concerns with the viability of the approach; that it will be slow... that recursion won't work... but the upside is simply too big to avoid trying.
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I see demographics... particularly trends of demographics, as critically useful in terms of AI diplomatic stance... to make for a more fulfilling game. Trends more than individual stats make for more accurate pictures of threats. A human who is on the same continent, growing 30% faster, and producing military units 42% faster (over 50 turns) is clearly a threat and diplomacy should reflect that negatively versus a human who is growing slower (over 50 turns), and is not on the same continent.
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I see making early (prior to modern) conquest far, far more difficult is very important. A few very good ideas regarding this have already been bandied about, but I do see giving bigger city wall bonuses and so on, as (probably) important.
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To counter the 'bigger is better' theme, Wes has been talking for some time, about reviewing the support cost ideas... and mentioned something about needing to increase the scale of gold across the board, by 10.
I'm not 100% sure about this... I'm not clear on the exact reasoning... but I do agree with the idea.
I did a little testing and found that you can have negative values for goldperpop, in city improvements... as opposed to a positive value, like... say... the city clock, or TV.
This whole aspect, I see, needs balancing... to make bigger cities not necessarily massively better in all ways.( yes I know pollution through population is a balance, but entertainers can easily counter this unhappiness.)
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Also in my mind is knowledge disemination; that is... when a civilization gets a particular tech, subsequent civs that develop that tech get bonuses.
The basic implementation fundementals have been worked out. The actual values will need thought and play testing.
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I'll be implementing limited wonders as a part of the mod... as and when I get to them, however.. there is a lot of work to get to them.
For the tech tree... I would like to borrow from Cradle... although I'm looking at Age Of Man and MedMod in addition.
Well... Thats pretty much it.
MrBaggins
The basis for the mod is the colonization idea of Dale's Ages of Man mod... although the code is (mostly) being rewritten from scratch.
For those who haven't seen it, the colonization idea removes the building of settlers for a long period of the game (for both the human and AI). New cities are founded automatically, when cities reach certain sizes, and priority can be given to inland or coastal cities.
===
A concept that i've been giving a hell of a lot of thought to, is continental awareness... that is... that the AI can figure out.
a) how big the continent that its settling on is
b) whether it is alone on the continent
c) when its attacked, if...
i) the city is on its home continent
ii) whether the attacker is on the same continent as its home continent
I figure if this is possible then a few 'clever tricks' should be possible...
a) favoring enough coastal cities if its a small enough island, to promote a strong navy
b) moving its capital to another continent if and when it has a higher population on a new continent it colonizes
c) being more friendly with 'foreign' AI's. More wary with AI's on the same continent... (thoughts?)
d) theoretically getting the AI to act appropriately in war time, as it regards to the navy (not sure about this)
I tested IsContinentBiggerThan to see it it would be viable, but as far as I can tell, it always returns 1, whether you pass it 1, 500 or 4000000000.
I've got some ideas and concerns with implementation... my thought is to use a map in a very long array. I was a little sceptical about the viability, due to limits on sizes of arrays... but I created a 400000 int array (and the values were saved and reloaded perfectly...)
the searching of the continent... I imagine, could be done with a recursive function, that starts at the capitol of each civ, and recursively moves in all directions, stopping at the sea and in directions that have already been 'discovered'. The function would mark the 'map' in the array.
There are a couple concerns with the viability of the approach; that it will be slow... that recursion won't work... but the upside is simply too big to avoid trying.
===
I see demographics... particularly trends of demographics, as critically useful in terms of AI diplomatic stance... to make for a more fulfilling game. Trends more than individual stats make for more accurate pictures of threats. A human who is on the same continent, growing 30% faster, and producing military units 42% faster (over 50 turns) is clearly a threat and diplomacy should reflect that negatively versus a human who is growing slower (over 50 turns), and is not on the same continent.
===
I see making early (prior to modern) conquest far, far more difficult is very important. A few very good ideas regarding this have already been bandied about, but I do see giving bigger city wall bonuses and so on, as (probably) important.
===
To counter the 'bigger is better' theme, Wes has been talking for some time, about reviewing the support cost ideas... and mentioned something about needing to increase the scale of gold across the board, by 10.
I'm not 100% sure about this... I'm not clear on the exact reasoning... but I do agree with the idea.
I did a little testing and found that you can have negative values for goldperpop, in city improvements... as opposed to a positive value, like... say... the city clock, or TV.
This whole aspect, I see, needs balancing... to make bigger cities not necessarily massively better in all ways.( yes I know pollution through population is a balance, but entertainers can easily counter this unhappiness.)
===
Also in my mind is knowledge disemination; that is... when a civilization gets a particular tech, subsequent civs that develop that tech get bonuses.
The basic implementation fundementals have been worked out. The actual values will need thought and play testing.
===
I'll be implementing limited wonders as a part of the mod... as and when I get to them, however.. there is a lot of work to get to them.
For the tech tree... I would like to borrow from Cradle... although I'm looking at Age Of Man and MedMod in addition.
Well... Thats pretty much it.
MrBaggins
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