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Boogie's Moding Class #3: United Planets Issues
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// ********************************************
// CUSTOM UNITED PLANETS ISSUES
// ********************************************
Ok friends, it’s time to kick back, relax, and learn all there is to know about making Issues for the United Planets Council. Files of this type are of the *.UPISSUE extension and will need to be located in the /GalCiv/Data/UP_Issues/ directory. As you make new issues, it’s a good idea to save you game right before a UP Meeting and reload after clearing your “UP_Issues” directory of all issues except the one you’re working on. Just make sure to store of extra files in a “backup” directory for safe keeping 
The UPIssue file will need to look like this…
//------------------------------------------------------------------------
UPISSUE UniqueIssueNameHere
//------------------------------------------------------------------------
Question “This is where a nice long question goes dealing with the issue. Use %s along with the QuestionStr values at the end of the file to fill the text with player specific data.”
SubQuestion “This is not yet used. Just Leave Blank.”
Option01 to 05 “Text to be displayed for each option. Only necessary for certain types of Issues, other issues will Automatically List the major races..”
OptionVal01 to 06 x
(Where x == a numeric value to be used if the player selects that option. Only necessary for certain types of Issues.)
Attribute x
(Where x == a numeric value stating what the in game effect of the selected option will be. Valid attributes are listed under “UP Attribute List”)
AppliesTo x
(Not Used, just put 0)
Prereq x
(Not Used, just put 0)
Probability x
(Not Used, just put 0)
YearsInEffect x
(number of years the proposal will last. 0 means it is limitless unless a similar Issue comes up)
Value01 to 04 x
(the x depends on the Attribute of the issue. If not necessary just put 0.)
QuestionStr01 to 04 x
(Use %s in the Question string to add player specific data to the text. See “Question String List” for more info.)
HowAIWouldVote x
(the x = numeric corresponding with how the AI players will vote on the item. See “AI Voting List” for all the values. )
ENDUPISSUE
(Indicates the end of the file.)
** UP Attribute List **
1 // change the number of trade routes
>>> value01 = # of trade routes to alter
>>> years in effect not applied
2 // anomalies in an owned sector can only be searched by sector owner
>>> yes or no question
3 // tax on those engaging in warfare:
>>> BC per month value taken from winning option
4 // bonus income for civilizations with other races existing in their sector
>>> BC per month value taken from winning option
5 // transports can now be armed
>>> new base attack taken from options
6 // player holds the galactic olympics, get increased revenue for a number of years
>>> auto-lists major races
7 // freighters are protected from attacks, at the cost of a certain % of trade revenue
>>> options are YES and NO
>>> value01 = % of trade revenue to federation
8 // something to up an ability has been found...which race gets it?
>>> value01 = AbilityType
>>> value02 = strength of new ability
11 // a once uninhabitable star has reciently become inhabitable...who gets the star?
>>> auto-lists major races
12 // all major races at war have to make peace
>>> Yes or No question
13 // a theme park holding space creatures is constructed on a planet, with a risk of beasts escaping
>>> auto-lists major races
14 // evil civs are forced to suspend trade for x years
>>> route limit taken from winning option
16 // number of modules allowed on a starbase is restriced
>>> module limit value taken from winning option
17 // starbases with assist upgrades will help allied ships/planets in the sector
// yes or no question
18 // all players must conform to a certain government
>>> new government taken from option value (0 = none, 1 = imperial, 2 = republic, 3 = democracy, 4 = star federation)
20 // a random planet is converted to a prison world...production is doubled, but risk pirate breakout
>>> auto-lists major races
21 // a planet is chosen as the up headquarters, increasing influence of that planet
>>> auto-lists major races
22 // each player has to exchange technology secrets...leveling technology playing field
>>> number of techs to trade taken from winning option
25 // vote on whether or not terror stars are allowed in the galaxy for a # of years
>> yes or no
26 // each race puts money (x bc) towards event, morale is increased for to set number of years
>>> value taken from winning option
28 // costs money to have a starbase in someone else's sector
>>> BC per month (per starbase) value taken from winning option
30 // raise the base speed of constructors so they aren't sitting ducks
>>> new base speed taken from winning option
31 // whoever is winning has to pay everyone else a % of their revenue
>>> value taken from winning option
** AI Voting List **
0 // randomly vote, no logic involved
1 // vote on the higher number if winning the game
2 // vote on higher number if losing the game
3 // vote higher value if evil
4 // vote higher value if good
5 // vote for your enemy, or random person
6 // vote for you friend or yourself
7 // vote for yourself if losing, otherwise for a friend
** Question String List **
1 - Player's Name
2 - Player's Empire Name
5 - Selected Race (only for certain issues)
7 - Name of Planet being voted on (only for certain issues)
Looking back, I'm a bit disappointed in the modability of the UP Issues. Each possible issue is fairly unique, but at the same time, that uniqueness also makes them not as expandable. Hopefully this little tutorial will allow you guys to create some interesting offshoots to the issues available, but unfortunately, everything ends up doing pretty much the same thing Two fields that I could add that may spice things up a bit are a "TechPreReq" field, where tech related issues won't come up until someone's discovered the necessary technology, and a "YearLimit" field, where the issue wont occur till a certain year is reached. I'm sure you can come up with some ideas that could spice up the ol' UP Issues, and as long as they're easy to get going, I'll be happy to get them in (It'll just be harder once I get working on Political Machine). Thanks again for reading through my notes, and hopefully they'll prove useful in expanding GalCiv into something truly phenomenal!
Stay tuned for my next tutorial, "Political Parties and Invasion Tactics"!
ScottT
GC Development Team
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YOU DA MAN!
Thanks!
One question (I always seem to have one question don't I?). For number 8, the AbilityType upping event. Does this correlate to the same constants used for Random Events?
// Random Event Options – these up the players ability
100 – economic
101 – ship weapons
102 - ship defense
103 – ship speed
104 - morale
105 – population growth
106 – social production
107 – military production
108 - research
109 - incluence
110 – trace
111 - diplomacy
112 – ship hit points
113 – ship repair
114 - sensors
115 - espionage
116 - soldiering
117 – interest rates
118 – planet quality
119 – number of trade routes
122 – ship range
123 – luck
124 - courage
125 - creativity
126 - government
127 – loyalty
Thanks again!
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Ooops...ment to post that. Subtract 100 from all the above values to get the correct player ability value.
Economic = 0
ship weapons = 1
ship defense = 2
ect...
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Thanks again.
You are right that the specificity of the available issues does not lend itself to new issues.
#8, the Ability affector is about the only fertile ground I see at first pass. The existing AbilityBonus01.UPISSUE file is bugged, it's a copy of the UPHeadquarters01 file. So while you can make a bunch of new issues off #8, they are all variations on the same theme. Still worthwhile though.
Anything beyond this would require coding to be done. So creating, say, a UP issue that caused an existing colony of the targeted civilization to split off and join the I-League ("Due to continued repression of the citizens of Arcturus IV, we are here today to decide if the Drengin Empire should continue to rule this world."), is just not possible at this juncture.
Thanks for the info!
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There was a thread earlier about mod ideas, and I posted some UP issues I thought would be interesting. I tried working a bit on them myself, but I had no luck. Looking at this it seems .upissues are a lot more hardcoded than I first thought, though it isn't that bad.
Anyway if you have time to be able to add more options to be added in, here were a few ideas that I've really liked:
_Freezing Diplomacy with the I-League_: If passed, the UP council would refuse to recogonize the I-League's claim on any system. No empire could trade with them, or even enter diplomacy with them(no trading or giving techs, money, etc.) The only thing you could do diplomacy-wise is declare war on them or offer a peace treaty, which would revert you to a neutral status.
_Temporary ban on Un-Ethical Forms of Invasion_: 3 or 5 year ban on any invasion tactic other than standard warfare if voted on.
_Interstellar Naval Treaty_: A short or long term agreement to limit the amount of Capital Ships(battleship and above) to a certain number that can not be exceeded. Perhaps have a different UP event for a similar edict on the amount of missiles an empire can have.
_Banning a Ship Class_: The ability for the UP to ban a class of ships altogheter, and the chance to repeal it later.
_Vote someone out of the UP_: Possible if a race hits rock bottom on the ethical scale(Demonic-0) to kick them out of the UP completely.
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Thanks for the essay on what we can do with the issues, by the way!
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Thanx for the info. Im Attempting to make one!
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I seem to have missed Class #1? I am enjoying your classes they are helping me get started understanding how everything is done. I am now beta testing a writer though. I still hope you keep up with your classes you are doing a great job and a good service to for the community.
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FOR FRENCH VERSION IT S GOOD??
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POUVEZ VOUS DONNER UN EXEMPLE PAR EXEMPLE INTERDIRE A UNE RACE D ATTAQUER LES AUTRES PENDANT UN CERTAIN TEMPS
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#13
by Citizen yifan - 2/1/2004 2:54:46 PM
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you may find this useful
0=Economy
1=Weapons
2=Defence
3=Speed
4=Moral
5=Pop. Growth
6=Soc. Production
7=Mil. Production
8=Research
9=Influence
10=Trade
11=Diplomacy
12=Hit Points
13=Repair
14=Sensors
15=Espionage
16=Soildering
17=Interest Rates
18=Planet Quality
19=Trade Routes
20=Crime
21=Cabinet
22=Range
23=Luck
24=Courage
25=Creativity
26=Goverment
27=Loyalty
28=Logistics
Federalists
0=Economy +20
Industrialists
6=Soc. Production +20
7=Mil. Production +20
Mercintile
10=Trade +20
15=Espionage +20
Pacifists
11=Diplomacy +20
4=Moral +20
Technoligists
8=Research +20
14=Sensors +1
Universatilists
0=Economy +5
2=Defence +10
5=Pop. Growth +10
23=Luck +25
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