席德·梅尔的文明VII

席德·梅尔的文明VII

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Gridlock - Unlock Pathways Redesign
   
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11 月 16 日 上午 5:56
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Gridlock - Unlock Pathways Redesign

描述
How it Works
Gridlock reimagines how you go about unlocking civs, with a focus on consistency. All Leaders and Civilisations have been assigned to Hexes in a geographically-arranged grid, aiming for a relatively even distribution of civs and leaders. The rules for how Hexes are unlocked are very simple:
  • Playing as a Leader or Civilisation unlocks all other Civilisations within the Hex, regardless of Age
  • Civilisations also unlock Civilisations in adjacent Hexes if they belong to the following Age
  • Gameplay Unlocks are determined by the Hex, where the quantities required depend on the Age: 3 for Exploration and 5 for Modern
  • Some Hexes have dashed line connections, ones with an asterisk do not apply during Antiquity!

This should make it more intuitive which Civilisations you will unlock by playing as other Civilisations. Plus, Leaders no longer have 'strategic unlocks', although I am planning to re-add them as suggested choices. The Hex to which a Civilisation or Leader belongs is displayed in the menu, next to their attributes, and also shows up in the loading screen. All Hexes also have brand new unlock narrative text!


See (and download) the Infographic in better detail here.[forums.civfanatics.com]



Unique Unlocks
Some Civilisations or Leaders interact with the unlocks system in new ways:
  • Ibn Battuta unlocks many, many additional Hexes as part of his Marvels of Traveling ability, selected from regions he visited on his travels, vastly broadening your options on Age Transition.
  • Lafayette, as Hero of Two Worlds, similarly unlocks an extra Hex, North America.
  • The Republic of Pirates is not unlocked by any adjacent Hexes. To unlock them, you must either play as Edward Teach or get plundering!



Leader Biases
The Civilisations which an AI Leader will try to pick are determined using a very similar logic.
  • Leaders have high biases towards 'true' pairings. E.g. Ada Lovelace will try to pick Great Britain before France.
  • Towards Civs in the same Hex, they get a medium bias.
  • To provide backup options, they get a low bias to adjacent Hexes, even if connections are age-specific.
This means that the selections the AI make should be more logical, although I can't solve the disparity between the number of Leaders and Civs from Europe - if there's too many European Leaders, the ones that can't get an appropriate Civ will still end up picking randomly!



Further Work
This mod will continue to be updated for every new DLC, adding new Hexes and expanding the grid over time. I plan to make a version of the mod that requires no DLC, using a base game layout which DLC content will optionally be added into.
This mod will likely cause issues when playing with modded Civilisations and Leaders. If you are a modder yourself, adding Gridlock compatibility to your mods will be fairly easy. All the code required for the mod is generated via an Excel spreadsheet, where you enter some basic details about what you've added and it figures out all the rest - who unlocks it, who it unlocks, etc. I have not yet added functionality to filter only code relevant to the mod, but am aiming to do so soon and will figure out how best to release the spreadsheet.

Also, thank you to everyone who helped me figure out how to make this work, tested it and provided feedback on how to improve the layout!
2 条留言
MarshmallowBear 8 小时以前 
Was wondering, I know of something that would really enhance this mod, and that's something akin to "Cultural Diversity" mod from 5 (and the one from 6 that adds bonuses based on "culture groups"), think i'd be neat to have something similiar but attached to hexes instead.
Exodus 11 月 16 日 下午 7:58 
I like it.