Open PLynx01 opened 3 months ago
This should all be done with uniques. AI priority for policies should be independent of the type of policy, and that can certainly be modified by personality
This should all be done with uniques. AI priority for policies should be independent of the type of policy, and that can certainly be modified by personality
What do you exactly have on your mind? Radio Button Policies can be done this way:
Remove [Government branch] Adopt [Universal Suffrage]
What about AI priorities? Can you write some pseudocode to explain me your idea?
I'm saying that "policy type" doesn't help us at all, and is unnecessary, and if we want special treatment it should be behind a unique
What's really needed is AI value judgement which is independent of "what type of unique"
I'm saying that "policy type" doesn't help us at all, and is unnecessary, and if we want special treatment it should be behind a unique
What's really needed is AI value judgement which is independent of "what type of unique"
The "Policy Type" attribute applies to policy branches, not individual policies.
So what? Policy branches also have uniques, same thing We need to think in terms of what functionality things have, not in terms of what game is this similar to Maybe Civ IV is comprised of several different things, and so is VI? Then we can mix and match elements
So what? Policy branches also have uniques, same thing
So, in that case, can I mark a policy branch as exclusive (or radio button), either using attribute or unique?
That would be useful for making Civ4-like civics, or a single government selection, like in Civ 1, 2 and 3
@yairm210 @SomeTroglodyte
Can I try to implement this by myself?
I need to alter Policy Manager and Next Turn automation.
How about this mod:
...what would that be missing to behave like you want? Then go step by step...
@SomeTroglodyte
These are my suggestions:
I think that's all I want to say for now.
3 sounds like "[-1 Gold]" unique on policy 4 sounds like "only available when" 2 sounds like a generally useful unique, "[relativeAmount] weight for AI, modified by [personality] personality" - @tuvus is the expert here
eliminate the need for writing the uniques removing other policies than the adopted one
Yes but as you say that's convenience and prettier, so optional and can come later.
That (actually playable) demo mod up there does show some more points, however:
<only available when>
is one thing, but culture cost another. That would need some override to behave like older Civs AFAIR - I think they were 0 culture cost and only tech prereqs?.So - again - go for it, small steps sticking as close as possible to the Uniques system. Once we see it works but could use prettifying/optimizing, that's later PR's.
3 sounds like "[-1 Gold]" unique on policy 4 sounds like "only available when" 2 sounds like a generally useful unique, "[relativeAmount] weight for AI, modified by [personality] personality" - @tuvus is the expert here
My remarks:
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Before creating
Problem Description
The Civ IV mod currently lacks the non-permanent civics present in the original Civ 4. Making the policy categories for non-permanent policies is a relatively easy task. It requires the cancellation of other policies from the same category after adopting one.
The biggest problem is the AI support for these mechanic.
Related Issue Links
No response
Desired Solution
I would like to add a new Policies.json attribute. The Policy Type.
The allowed values would be: "Civ5" (Default value) "Civ4" (Denotes Civ4-like non-permanent radio button policy branch) "Civ6" (Denotes the Civ6-like idea tree)
The Civ4 policies must be accompanied with upkeep costs and AI priorities.
The Civ6 idea tree must contain AI priorities for each element. The governments and policy cards can be implemented as buildings.
Alternative Approaches
Make a separate ruleset .json files for Civ4 and Civ6-like policies.
Additional Context
For mods based on classic Civilization games, which used the government systems, Civ4 system can be used.