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  • Kull
    replied
    Revised Grand Canyon: As discussed in Post #18, Cradle 5 includes the "Natural Wonders" mod, featuring a number of new code enhancements which improve positioning on the map and ensure that all of them appear in game. For the most part the graphics are pretty good, the exception being the "Grand Canyon". It's a single tile improvement, and the graphic quality is, well, poor (see inset on attachment). In addition, there isn't anything particularly "grand" about a single TIMP, so I took another look at the code and was able to modify it in order to generate a string of 3-to-4 "canyon tiles" in a sequence running SE-to-NW. The next step was to modify an existing graphic (found on the web), and line it up so the SE section merges seamlessly with the NW edge. The result, albeit a bit cartoonish, gives the appearance of a very long canyon with a river running through the middle of it (see attachment). In addition, the assigned attributes in "tileimp.txt" prevent the construction of any other improvements on these tiles, so roads and such will have to run around the Grand Canyon, rather than through it (which seems appropriate).

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  • Kull
    replied
    "War Discontent" Revisited: As reported in the previous post, a new Concept entry was added for "War Discontent", but I wasn't entirely happy with the result. Among other things, there are 8 variables associated with this, and they can be modified so as to be different for each of the 18 Government Types. But unlike the multiple values associated with "Martial Law", Cradle makes no distinction when it comes to War Discontent - every value is the same for every government. And - oddly enough - the same is largely true for most other mods and even the AE base game. Aside from "WarDiscontentPerUnit" and "WarDiscontentMaxUnits", 6 of the 8 variables are unchanged from the original CtP2. That led me to perform some detailed testing in order to figure out exactly what is going on. But rather than drag you through the various tests and all their iterations, we'll just look at the findings:

    - WarDiscontentMaxUnits: This is a value which provides the maximum number of units which can be positioned outside of a city or fortification before unhappiness begins to occur.
    - WarDiscontentPerUnit: This is another value, and is used in the formula which calculates the "War Discontent" unhappiness.

    Thanks to Peter Triggs (who posted the actual formula used in the exe), we know that both of these are factored by the number of cities in order to achieve a "per-city" happiness malus. To see how this plays out in-game, we'll look at "Tyranny" in Cradle 3, which sets "WarDiscontentPerUnit" at .5 and "WarDiscontentMaxUnits" at 25. Let's assume the player has 8 cities and 41 units outside a city or fort: ((41-25)*.5)/8 = 1.0 Thus a -1 "War Discontent" value is applied to each of the 8 cities. The real kicker is that you get this unhappiness even during peace time - it has NOTHING to do with War! On the plus side, testing shows that it does NOT apply to units which have the "Civilian" attribute, and thus affects military units only.

    That still leaves 6 other variables, and we'll start by looking at those which actually do have an effect:

    - AtHomeRadius: This is a value which refers to the radius of tiles around a city (in AE and all mods it is set to "2" for all gov types). This has no effect on the "WarDiscontent" variables discussed above, and in fact only seems to be used by the next variable:
    - OverseasCoef: Yet another value, it's a WarDiscontent penalty which is applied (additive) to the WarDiscontentMaxUnits number. The primary mitigating factor is the AtHomeRadius value, but Forts have an effect as well, in which the distance malus from the nearest city is maintained (i.e it does not increase) in the circle of hexes immediately around the fort (but not INSIDE the fort, lol).

    Here's an example of how these play out, using an OverseasCoef of "1" and an AtHomeRadius of "2" (and we'll also assume the total unit count is low enough to avoid the WarDiscontentMaxUnits penalty): A unit positioned 2-tiles or less away from any player city will incur no unhappiness. But if it moves one additional tile away (now at 3), the WarDiscontentMaxUnits number from that unit alone is now -1. Another tile and we're at -2. And each additional tile adds -1 to the total, with no upper limit! (see attachment) Just as sketchy, this formula makes no distinction between military and civilian units - both incur the malus. In my testing, it didn't take long before the AI started to see revolts, driven solely by the movement of units away from their core set of cities.

    That looks pretty bad, but realistically it could be offset by increasing the AtHomeRadius (say from 2 to 8) and reducing the coefficient to a fraction (f/e from "1" to ".1" or even lower). But why bother? It's simply a different way to obtain a WarDiscontent value. On the other hand, what if it has an effect on the remaining four variables? Well, that's definitely worth looking at, so here they are:

    - HomeDefeatCoef: A happiness penalty caused by units dying in combat near home.
    - HomeDefeatDecay: The rate at which the Home Defeat penalty decreases each turn.
    - OverseasDefeatCoef: Happiness penalty caused by units dying in combat away from home.
    - OverseasDefeatDecay: Amount Oversea Defeat penalty decreases each turn

    That certainly looks promising. Especially since previous testing proves that the game is able to distinguish between a unit located within the "home radius" and one that's outside it (i.e. "overseas"). Even more, these variables are talking about units that are being killed, so for once we have a happiness degrader that is actually tied to warfare, not just units positioned outside of cities. But unfortunately, none of these variables have an effect. No matter how many units you lose, and regardless of where they are located, there is NO EFFECT on "War Discontent". Disappointing to say the least.

    So where does that leave us? First of all, the last six variables will stay exactly as they are - unused and unusable. As for the remaining two, I'm going to make some changes so that we do have variation among the gov types. However, the changes have to be incremental, not radical. I simply don't have the time to perform extensive playtesting which involves ALL the different govs. Anyway, I'll look at how this was handled in AE, AOM, MoT and MedMod and will use those findings as something of a guide.

    Lastly, I'm going to change the name of this effect from "War Discontent" (which emphatically it is NOT) to "Military Unit Unhappiness" and will revise the various GL entries accordingly.

    Click image for larger version  Name:	Overseas Coefficient.jpg Views:	1 Size:	107.1 KB ID:	9463888 ​

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  • Kull
    replied
    Eight New Improvements: I've been working on a few large projects, but along the way have made a number of fixes and gameplay enhancements. Let's review:

    1) War Discontent:
    - There is nothing in-game (nor even in the Game Manual) which describes "War Discontent" and how it is calculated. The effects are visible as a reduction in "Happiness", but what causes that? Although you might think (based on other games) that the variables include things like "duration of war" or "battles lost" or even "military strength of enemies", in fact it is NONE of those. Instead there are 8 different variables, most of which involve count and location of your military units, and ALL of which vary from one Government to another. I'll spare you the details here, but it's all now itemized in a new GL "Concepts" entry.

    2) Martial Law:
    - Another important impact on "Happiness" is the "Martial Law" effect provided by military units garrisoned in your cities. As with "War Discontent", the effects vary by Government Type, and again there was no direct description provided in-game. This too is now discussed in a new GL "Concepts" entry.

    3) Great Library updates:
    - A number of units and one building require Goods in order to be built (Horse or Uranium), and this information has been added to their GL Entries.
    - Another new feature in Cradle 5 is that several TIMPS are immune from pillaging (Nets & Pastures), and this information is now included with their GL Entries.

    4) "Expel Unit" Reputation hit:
    - The ability to expel civilian units rather than kill them is an important feature in the game, but the player still gets a reputation hit. This is especially problematic in Cradle 5, because the AI is MUCH better at building and deploying civilian units against you. This setting (ExpelUnitsRegardCost) is located in "diplomacy.txt", and there is a different entry for every one of the "Diplomatic Stances", ranging from -10 ("Default") to -20 ("Provoke War"). Oddly enough, these are the same reputation hits incurred by pirating trade routes, which is just insane. Accordingly I'm going to drop the "Expel" hit down to -1 for "Default" and -5 for "Provoke War".

    5) "Lawsuit" Reputation hit:
    - Cradle uses the "Lawsuit" as a way to assassinate or "disappear" certain civilian units, the idea being that it's a "less visible" (and thus more diplomatically acceptable) method of removing them as opposed to just killing them outright with a military attack. As with "Expel", this setting (LawsuitRegardCost) is located in "diplomacy.txt", and there is a different entry for each of the "Diplomatic Stances". And once again we see a real disconnect between the reputation hits. For example, in "Default", a secret assassination of civilians costs 30 points whereas a standard "military attack" is only 20 points! The differential in "Provoke War" is similar; -60 for the assassination, -50 for a military kill. Accordingly the "Lawsuit" reputation hit has been reduced to -10 for "Default" and -20 for "Provoke War".

    6) Uniticons.txt Error Fixes:
    - While adding the new "Religious Victory" building entry to the uniticons.txt file, I saw that "Robotic Plant" had an incorrect link, specifically the building history was pointed toward the Advance instead of the Improvement itself. Looking further, four other IMPROVE categories had the same problem: Arcologies, Oil Refinery, Monument & Arch. Since the correct entries do exist in the GL, only the links had to be fixed.

    7) Rivers:
    As reported earlier (see Post #8), minor adjustments to the Rivers settings in const.tx caused an incremental improvement, but rivers were still far and few between. After examining the changes suggested by other players, I doubled the previous settings and the result was excellent. The Cradle 5 continents and islands are now well populated with rivers of every length, and even twin river systems (ala Tigris and Euphrates) are not uncommon (see attachment).

    8) Plunder Unit attributes:
    - While running some tests, I noticed that all four of these units have inappropriate attributes listed in units.txt:
    CanExpel
    CanPillage
    CanPirate
    ExertsMartialLaw
    OnlyBuildOne
    - The first four don't make sense for units that are either animals or captives, while the 5th is only applicable to units that can be constructed. For similar reasons, all have now been given the previously missing "CantCaptureCity" attribute.
    - In addition, Plunder IV (the truck) had "MovementType: Mountain" which means that it could traverse mountains in the absence of roads. That obviously doesn't make sense for a wheeled vehicle of this sort, so it has been removed from this unit (but not from the other three).

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  • Kull
    replied
    Originally posted by Cyberguy00 View Post

    Is it possible to add more buildings than the 66. These new buildings could be used if other existing buildings are removed from a city. This might then lead to cities that would specialize in one thing or another, eg, science, production, food, intelligence or culture etc. So there may be 3 or 4 extra science buildings one could build over what there is now & to decide to use them & therefore have that city specialize in science might mean that production is minimized, ie no factories etc so that there are building slots for the extra science type buildings available.

    My original response began with, "Oh yes, very possible", but that is INCORRECT. Here is the problem:

    The 64 buildings and 64 wonders limit is NOT based on how many can fit in a particular city, but rather on the COUNT and SEQUENCE of items in buildings.txt and Wonder.txt. Any structure which comes sequentially after # 64 on either list (regardless of when it is chronologically available) can be selected and added to the build queue, but after completion it does not appear in the list of city assets and is thus buildable again by the same city (and any other).

    That said, there is a mechanism by which additional Wonders can be created, but at least for now I haven't found a workaround for buildings (i.e. having more than 64)
    Last edited by Kull; February 3, 2024, 11:29.

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  • Cyberguy00
    replied
    Originally posted by Kull View Post
    [ Cradle 5 reached the hard code limit of 64 buildings. Or at least that was the limit as described by one of the CtP2 developers, but Martin Guhmann looked a little harder at the code, and added this caveat:

    "Actually there is no database limit for buildings or wonders, it looks like the problem is that there is a limit of buildings a city can own, you can build the additional buildings but the city won't get them."

    That's very interesting, because it suggests that additional buildings ARE possible. Specifically, in Cradle 5 two of the buildings ("Capital" and "Dynastic House") are restricted to just one city (the capital), so if there was a way to exclude two other buildings from that particular city, it would open additional building slots everywhere else! Fortunately the Source Code team added a new flag, "ExcludedByBuilding", which prevents a building from being constructed if another is present.

    ​
    Is it possible to add more buildings than the 66. These new buildings could be used if other existing buildings are removed from a city. This might then lead to cities that would specialize in one thing or another, eg, science, production, food, intelligence or culture etc. So there may be 3 or 4 extra science buildings one could build over what there is now & to decide to use them & therefore have that city specialize in science might mean that production is minimized, ie no factories etc so that there are building slots for the extra science type buildings available.


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  • Kull
    replied
    Originally posted by Maquiladora View Post
    The Nanite Defuser wonder apparently not only destroys all the nukes in the world, but also all the nuclear plants, and forbids you from building any in the future. This also has the knock-on effect that you can't build any fusion plants after the nanite defuser is built either, because they require nuclear plants first.

    I'm wondering is this really a good idea? A wonder destroying a bunch of buildings, and also banning another building for the rest of the game. It means nuclear plants are almost worthless, since the nanite defuser will always get built anyway.
    I came across the above quote the other day, and ran a test with Cradle 5 to see if that's still a problem. And it is - if you build the Nanite Defuser, it not only wipes out "Nuke" missiles, but destroys all Nuclear Plants as well. Even worse, since the Nuclear Plant is a pre-req for building a Fusion Plant, those can never be built from that point forward (although it has no effect on those which already exist). Interestingly, even if the Nanite Defuser is destroyed, you still cannot build Nukes or Nuclear Plants. Worth noting that nuclear subs are not effected (just be aware that in Cradle 5 you need the Uranium Good in order to build Nukes and Nuclear Subs)

    The biggest issue in all this is the inability to construct Fusion Plants, so I'm going to remove the Nuclear Plant requirement (deleting "PrerequisiteBuilding IMPROVE_NUCLEAR_PLANT" from the Fusion Plant in "buildings.txt"). That way, even though all things Nuclear are gone from the game, Fusion power is not effected. As to the comment that "Nuclear Plants are almost worthless", the solution is to add a pollution reduction factor, making them a valuable pollution reducer in the end game (radioactivity issues aside, their greenhouse gas emissions are effectively zero), and increasing that value for Fusion Plants to help make up for the loss once all the Nuclear Plants are destroyed.​

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  • Kull
    replied
    Religious Victory (continued): The first (and in many ways the most important) discovery was that a new Source Code flag which supposedly applies only to Wonders, ALSO works with Buildings! Testing showed that if you add the "PrerequisiteWonder WONDER_CHICHEN_ITZA" flag to ANY structure in buildings.txt, it cannot be built unless the Chichen Itza Wonder is located in the same city. No other city can ever build it.

    The second discovery was that cultures.slc (the file which contains most of the Religious Victory code) has two sections specifically pointing at the "Gutenberg Bible" wonder. The first section keeps track of the points and triggers the ability to construct the Wonder after 5000 points are reached. The second section awards the victory (to include playing a movie and ending the game) once the Wonder has been finished. I was able to alter that portion of the code so that now the victory is triggered when a specific building is finished, one that can ONLY be built in the city containing the Wonder.

    So how does this play out in game? First of all I changed the Wonder from Gutenberg to "Hagia Sophia", which is a building held sacred by both Christianity and Islam. As was true with the original system, this Wonder is buildable only by civs with 5000+ religious points (see attachment). However, the game does not end when it is finished. The Wonder-owner now has to construct the "Religious Victory" building, which requires 20000 build points, making it by far the most expensive structure of this era. That means it's going to take a while to finish, so the human player now has the option (and the time) to intervene and prevent it's completion. Conversely, if the human player is the one who built the Wonder (or captured it from an AI civ), you have the choice of pursuing the Religious Victory or placing it "on-hold" as you pursue other paths to victory. All while knowing that this particular option is now "off the table" for all other civs in the game.

    In closing I will just note - for those who have been paying attention - that, yes this new building takes us past the hard code building limit (64) once again, but this time without a corresponding offset. So why is that not a problem? Well, the Religious Victory building never actually appears in a city, since the instant it is finished, the game ends. Also, this victory invariably take place in the Middle Ages or soon thereafter, meaning there are MANY future era structures that haven't been built, so there's effectively no way this solution will ever cause a problem.

    Click image for larger version  Name:	Religious Victory 1st message.jpg Views:	2 Size:	55.2 KB ID:	9461763 ​
    Last edited by Kull; August 16, 2023, 11:56.

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  • Kull
    replied
    Religious Victory: One of the neat features included with Cradle 3 are several SLIC files which look at all civs (human and AI) and award points based on the existence of Religious Buildings and Wonders. Any civ which accumulates 5000 "points" can start work on the Wonder called "Gutenberg's Bible", and the first to complete it wins the game.

    Unlike the Scientific & Diplomatic victories that are part of baseline CtP2, this is a new feature and is controlled entirely by SLIC. I like the feature a LOT, since the coding is crisp and bug-free and even includes an in-game "chart" which is easily consulted (it displays when you click the "Happiness" status window at top right of the game screen) in order to determine how many points every civ has accumulated toward the goal (see attachment).

    The problem is, you cannot "shut it off". For example, the "Birth of an Empire" victory (the reconfigured CtP2 "Science Victory", described in some detail in Post #155) requires not just the Wonder, but a number of additional buildings and TIMPs before it actually takes effect. So if the player completes the Wonder, they have the choice of building the remaining structures and winning the game this way OR they can choose not build the other structures and instead pursue a Conquest or some other Victory option. Conversely, if the Wonder is built by an AI civ, the player has time to try and conquer the "Wonder City" and thus stop the AI in its tracks. But there is no "pause button" effect with the Religious Victory. Even if the human player is the first to 5000 points, should you choose not to build the Wonder, eventually many of the AI civs will also surpass the "point" count and can then build the Wonder themselves. Which means this "Victory" option essentially guarantees that EVERY Cradle game will end at some point in the Middle Ages. That is simply not acceptable in Cradle 5, especially with all the attention paid to improving the middle and late game periods.

    Accordingly I dug into the problem and eventually identified a way to incorporate a "pause button" effect which will allow this Victory option to remain in Cradle 5. More to follow...

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    Last edited by Kull; August 16, 2023, 11:49.

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  • Kull
    replied
    Two New Buildings: With the addition of the "Dynastic House" (see Post #3), Cradle 5 reached the hard code limit of 64 buildings. Or at least that was the limit as described by one of the CtP2 developers, but Martin Guhmann looked a little harder at the code, and added this caveat:

    "Actually there is no database limit for buildings or wonders, it looks like the problem is that there is a limit of buildings a city can own, you can build the additional buildings but the city won't get them."

    That's very interesting, because it suggests that additional buildings ARE possible. Specifically, in Cradle 5 two of the buildings ("Capital" and "Dynastic House") are restricted to just one city (the capital), so if there was a way to exclude two other buildings from that particular city, it would open additional building slots everywhere else! Fortunately the Source Code team added a new flag, "ExcludedByBuilding", which prevents a building from being constructed if another is present.

    The most obvious candidates for exclusion are the "Arch" and "Monument", which are of limited use anyway, since they can only be constructed by the civ which builds the "Pax Romana" wonder (as described in Post #155). So in "buildings.txt", both structures now contain this flag: ExcludedByBuilding IMPROVE_CAPITOL. That means we now have 66 building slots, and after due consideration, the extra ones have been assigned to a pair of late-game structures that were part of the baseline CtP2, but excluded from Cradle 3 & 4:

    1) Matter Decompiler: A very desirable addition, given that Cradle still had the "Central Matter Decompiler" Wonder, which grants this building to each city owned by the wonder-building-civ. Thus kind of odd that (until now) no other civs would be able to build the individual structure. Also, it seems likely that we'd see errors of some sort from a Wonder which tries to replicate the effect of a building which is NOT in the game, possibly even a CTD. Anyway, the CtP2 base game makes this available with "Ecotopia", but in Cradle 5 we'll change the pre-req to "Nano-Assembly".

    2) Micro Defense: Previously there wasn't any defense against bio or nano agents, so this brings that back. CtP2 has it appear with "Nano Warfare", and that still works (especially because that Advance had no associated benefits after the "Infector" unit was moved to "Bio Warfare").

    Click image for larger version  Name:	New Buildings.jpg Views:	115 Size:	12.8 KB ID:	9461573 ​

    EDIT: My interpretation of Martin's comment was incorrect. Here's the real issue:

    The 64 buildings and 64 wonders limit is NOT based on how many can fit in a particular city, but rather on the COUNT and SEQUENCE of items in buildings.txt and Wonder.txt. Any structure which comes sequentially after # 64 on either list (regardless of when it is chronologically available) can be selected and added to the build queue, but after completion it does not appear in the list of city assets and is thus buildable again by the same city (and any other).

    That said, there is a mechanism by which additional Wonders can be created, but at least for now I haven't found a workaround for buildings (i.e. having more than 64)​
    Last edited by Kull; February 3, 2024, 11:34. Reason: Making it clear that additional Buildings are not possible

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  • Kull
    replied
    Revised Crossbowman: Cradle 3 (along with most other mods) uses the sprite created by Immortal Wombat for the medieval era crossbowman. It's pretty well made, and has the vibrant colors one would expect to see from an Italian mercenary crossbowman of this era. Unfortunately it's about the half the size of most other infantry units (see inset, upper right of attachment) and has a strange walking motion where the crossbow is held up in the air and waves from side to side (the latter problem was actually invisible until I added the missing Idle animation, LOL!)

    Fortunately the CtP1 "Forever Future" mod has an interesting Crossbowman which is the correct size. It appears to be a modified WW1 British infantryman (so the colors are a bit too drab for this era), but the crossbow animation works perfectly during battle sequences (see lower portion of attachment), and the helmet is exactly correct for a medieval-era English crossbowman (see circled 2D unit pic).

    This sprite was also missing an Idle animation, but it was easy enough to add (giving the unit full motion in all directions). The new unit is now in-game, but for those who might wish to use the original IW sprite, it's an easy fix:

    1) newsprite.txt: Delete the entry which reads "SPRITE_CROSSBOWMAN 187" and then remove the ## from the "SPRITE_CROSSBOWMAN 188" entry

    2) uniticon.txt: Find the "UNIT_CROSSBOWMAN" entry, which has four references to upup187*, all of which will change to upup188*

    To clarify, the new FF Crossbowman is already activated, so the above instructions are only needed if you wish to replace it with the original.​

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  • Kull
    replied
    Wonders - Continuing our review of the many changes to the Cradle 5 wonders:

    6) Great Wall: A few issues here. As noted in item 19 of post #89, even though this was not a Visible Wonder in Cradle 3, it still had a large coding section in mapwonders.slc, and that was generating EVENT errors. I recently identified and removed the offending sections of code (no more errors), and was still able to have it appear on-map as a Visible Wonder. The existing art in the til file was poor (a mirror image of the incorrect Hadrian's Wall), so I created a new piece of 3D art, again based on images of the actual structure.

    ​7) New art for Mecca: The art for this visible wonder is a weird mix of Dome of the Rock and an Egyptian temple, but the 2D art and text descriptions refer to the structure at the center of the mosque complex, the building known as the Kaaba. Accordingly, I was able to create a new set of art, which looks a lot more accurate (see attached).

    8) Great House Wonders: None of the eight "Great House" Wonders were linked in the Great Library to the Advance which makes them available, nor were they listed on the Tech Tree. The links have all been added to the GL, but rather than using text descriptions on the Tech Tree, I've added a "pyramid-like" icon to every enabling Advance, so all 8 are easy to spot (see inset on the attachment).

    9) Taj Mahal: The number of "mid-game" wonders was lacking in Cradle 3, so adding the Taj Mahal was kind of a no-brainer (especially since the 3D art already existing in the til file). Cradle 4 included it too, but made it available with "Gothic Architecture", which just sounds strange. Instead, it's now available with "Perspective", which is only one step down the line and doesn't have any associated benefits. This is another new visible wonder, and features new 2D art, text, and a new movie. For the record, adding a new Visible Wonder requires changes to these files:
    * tileimp.txt
    * mapwonders.slc
    * gl_str.txt
    * great_library.txt
    * Wonder.txt
    * uniticon.txt

    10) Eiffel Tower: I liked the idea of a new "Industrial Era" wonder (there aren't many), and again the 3D art was already present in the til fil. The enabling advance in AOM (this wonder is not present in Cradle 4) was "Electricity", and that will stay (although the cost and benefits have been reduced so they are more in line with other wonders of this era). This too is a visible wonder, and features new 2D art, text, and a new movie.

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  • Kull
    replied
    Wonders - In addition to the four new Ancient Wonders discussed above, quite a few other changes were made in this area:

    1) Temple of Zeus to Philosophy:
    - "Masonry" has two Wonders, two Buildings, and a TIMP, which is a lot to get from a single Advance. Of these, the Temple of Zeus Wonder doesn't have anything to do with Masonry (its fame came from the golden Statue within, not the building which housed it), so it has been moved to "Philosophy", which only had one associated benefit (the Cyrus Cylinder wonder)

    2) New art for Lighthouse of Alexandria: The Cradle 3 Lighthouse is a Visible wonder showing the correct building sitting in what appears to be a small lake. The Cradle 4 image is superior, but can't be pulled from the til file. Despite that limitation, editing the on-map image from a Cradle 4 game provided the improved image I was looking for, and it's now part of Cradle 5.

    3) Olympics to Bronze Working: This wonder was originally associated with "Drama" (which already has the Ramayana Wonder), and although there is a certain degree of historical linkage to that Advance, "Bronze Working" is a better fit (where it appears along with the "Hoplite", which seems more appropriate).

    4) New art for Hagia Sophia: I previewed a new piece of art back in Post #78), but it was still based on the look of the structure after it had been converted to a mosque. The new image is based on descriptions of the original Christian church (see upper right of the attachment).

    5) New art for Hadrian's Wall: The current image is a generic wall, whereas the new one is based on a reconstruction of a section of the actual Hadrian's wall (see lower left of the attachment).

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  • Kull
    replied
    Revised "Physical Sciences" Advance: Although not an official "Wonder of the World", it seemed appropriate that in a game whose help file is called the "Great Library", that the real Great Library of Alexandria deserved a place of its own. As with the others, this required the development of a 3D on-map graphic (since it is a Visible Wonder) along with 2D art, text and a new movie. The enabling Advance in Cradle 4 was Geometry, and that has been retained.

    However, that caused me to take another look at the Tech Tree, specifically the "Physical Science" series of Advances, and in particular the sequence of "Alchemy first, Geometry second". By any measure, that is a strange choice for the Ancient era since Alchemy is usually associated with the Medieval-era pursuit of the "Philosopher's Stone" (i.e. the failed attempts at turning base metals into Gold). Accordingly it has been replaced with Mathematical Modeling, which reflects the Ptolemaic developments in 100-200 AD. This also requires moving Geometry back one space, as it was discovered and refined during the earlier classical Greek era and was a precursor to Ptolemy's efforts. With that, several changes are needed to other Advances:
    - Iron Working currently requires Alchemy. Change this to Geometry.
    - Siege Weapons currently require Geometry. Change this to Iron Working (since the Onager was an Iron Age siege engine)
    - Hullmaking currently require Geometry. Change this to Iron Working (the Quinquireme was an Iron Age vessel, so this also makes sense)
    - Classical Education currently requires Geometry. Change this to Mathematical Modeling.
    - Civic Engineering currently requires Geometry. Change this to Mathematical Modeling.
    - Chemistry currently requires Alchemy, which was completely redundant since Alchemy was 4 Advances earlier in the same "Physical Science" chain. Anyway, Gunpowder is a better pre-req.

    Click image for larger version

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  • Kull
    replied
    Seven Ancient Wonders of the World: As I indicated during the earlier discussion with Hexagonian, the next big project involved adding a number of new Visible Wonders. Since Cradle is an "ancient era" mod, the primary impetus was the desire to have a complete set of on-map graphics for all of the "Seven Ancient Wonders of the World". Cradle 3 already had four of them:
    - Pyramids of Giza
    - Hanging Gardens of Babylon
    - Lighthouse of Alexandria
    - Statue of Zeus at Olympia
    (in game terms this is represented by the Temple containing the statue)

    The three missing Wonders are (or were):
    - Temple of Artemis at Ephesus (see attachment, center left)
    - Colossus of Rhodes
    - Mausoleum of Halicarnassus (see attachment, bottom right)

    Although two of those exist in Cradle 4, the til file for that mod is not editable so I had to re-create the 3D graphics, but at least the 2D art and the text descriptions were available (some of it borrowed from AoM). As for the Mausoleum, it wasn't present in any other mod, so everything for that had to be researched and created from scratch. Included in this exercise was the development of three new movies and updates to the new Tech Tree. Also worth noting that - as with the "Lighthouse" - the Colossus can only be built in seaside cities.

    As for pre-reqs, the enabling Advance for Colossus is Iron Working, that same as it was in Cradle 4. Artemis however was linked to "Architecture", which is a problem because that Advance already grants four other benefits, so in Cradle 5 the Advance has been changed to City State (it was, after all, built in one). Mausoleum has been assigned to Oligarchy, since in many ways this structure represents the sort of personal glorification that was (and is) the hallmark of Elite governance. Click image for larger version

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  • Kull
    replied
    Administrative Note: Given the lack of objections from the mod creator, and in recognition of the fact that this mod has long surpassed anything that could be considered an "incremental" upgrade to Cradle 3 (not to mention that "Crade 3+" is the name BureauBert assigned to his "Source Code compliant" version of Cradle), then it's clearly time to start referring to this mod as "Cradle 5".

    That's going to require a few file changes in the mod (not a big deal), but the documentation (mostly a cleaned up and reorganized version of this thread) is going to need a lot more, lol!

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