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AdvCiv-SAS (Simple Advanced Strategy)

This mod (AdvCiv-SAS (Simple Advanced Strategy) is based on AdvCiv 1.12 as it is the latest AdvCiv (the CFC forum/post link) version as of now), and will/may update whenever there are new changes that are stable.

Currently, it is still a work in progress so all the changes described below are not yet if not at least not anyways etc playable yet as explained below, but these are the (main) goals/purposes/features, and game should be quite functional otherwise (not guaranteed though but shoud be maybe yes anyways etc, try to know to be sure as it is not guaranteed, may or not be, anyways etc)

Tech Tree

Before going more in depth about/in the changes and how to play and/or such documentation or other topics, here is a view of the reworked tech tree in AdvCiv-SAS (currently unfinished) (click on the images to view them in full screen or/and bigger size)

0.34_Techtree_ingame (1).JPG 0.34_Techtree_ingame (2).JPG 0.34_Techtree_ingame (3).JPG 0.34_Techtree_ingame (4).JPG

For more details on how the tech tree was made, which historical timeline it follows, sources, more screenshots and such, upcoming changes if any more, or/and other information or not or etc, please visit README_Tech_Tree.md

Military Tree and changes

As of now the military tree is as such in AdvCiv-SAS (please view ingame or/and in XML for updated version if any changes have been made since then anyways etc)

0.60_military_tree_ingame (1).JPG 0.60_military_tree_ingame (2).JPG

See README_More_Exhaustive_Military_Tree.md for details

Docs

About the mod AdvCiv-SAS in general, i added quite a bit of documentation, pictures, and other elements about this AdvCiv-SAS mod in /_1_AdvCiv-SAS/

Additionally, A preview of the changes (screenshots), can be found on this google drive: full AdvCiv-SAS google drive folder link.

If you want to know more about the project, how i ordered the tree tech historically, why i decided on balance changes and such, please visit these pages (as well).

How to play?

If you are a new player and/or want to play this mod and would like a few instructions on how to install it and play it, i have provided a few instructions in the README_Quick_Install_Setup_Guide.md

Full exhaustive very long and exhaustive changes

If you want to see the full very exhaustive code changes between AdvCiv current latest stable, for example 1.12 here, and AdvCiv-SAS, please visit this pull request compare (Note: you may also want to use a tool like VS Code or some other diff compare tool rather maybe and compare the folders entirely for example (between latest base AdvCiv and our mod AdvCiv-SAS which is based on it (i.e. based on latest base AdvCiv we (i.e. i but anyways etc) found at the time of developing this mod and updated to it) (anyways etc) for full comparison anyways etc)) for an easier comparison (as it is unlikely the GitHub PR link above can render such a diff in website, but added info for exhaustiveness or in case it helps, me too (i.e. for myself too if not at least for me, but anyways etc), anyways etc).

Be warned though it can be very lengthy, so read below if you want (some of the) main quick pointers rather.

Quick Start Guide

If you just want to play and do not need all the project bigger details, i added a quick guide of the main changes from Civ4 and base AdvCiv for players: README_Quick_Get_Started_Guide.md

note: it is recommended to read this (quick get started guide) part even if you want to know the deeper changes. There are stuff and things/information i added only recently in it, which may not be available in the longer docs.

I may also update it after releasing the AdvCiv-SAS mod (and its new or/and future version(s) if there are after initial release ideally but if not and in all cases anyways etc), maybe, but not guaranteed, if there are significant changes i would like to add or mention/talk about there. But i would move them to the bottom so you don't have to reread all ideally but not sure i would do that though so and anyways as is or not anyways etc anyways etc hopefully helpful enough this way if this way is the way maybe (or not but in all cases anyways etc anyways etc) but anyways etc...

Important Sevopedia reworks (click on the images below to view them full size)

Sevopedia reworks (AI Personality Panel and other sevopedia reworks)

One of the main and most significant sevopedia changes in AdvCiv-SAS among others as well anyways etc is the new AI Personality panel new feature, i have written quite the extensive documentation, even though it is quite broad, hopefully if you want to know more about the AI Personality Panel in AdvCiv-SAS (or/and other mods if they were to implement it (or/and in a similar way or not anyways)), you may find an hopefully or not etc anyways read here in the README_AI_Personality_Panel.md

Not a (strictly) new feature per se as the xml fields and their values per leader already existed, but now displaying most of them at each sevopedia leader (and also the ranking of leaders for each of these displayed fields's values anyways etc) is indeed new (as well as the new aggregated attributes such as contact probs, positive/negative memory affections/resentments being implemented and some optionally displayable or not shown for concision as table is full with a lot of data anyways etc).

As always, ChatGPT (see Authors for details) is a key co-author and main code contributor. Created by the power of love and friendship between me and ChatGPT etc anyways. About the other (and sometimes quite if not very important sevopedia reworks mentionned below too and linked), Claude AI (see Claude AI's authors section too for details) participated in some of them too.

Here is below a very small sample of the example screenshots of how the AI Personality panel feature in sevopedialeader works/functions/looks like ingame anyways etc, as well as a very small sample of all sevopedia reworks that are part of AdvCiv-SAS.

0.620_sevopedia_AI_Personality_sample (2).JPG 0.630_sevopedia_units_chart_sample (1).JPG 0.700_sevopedia_terrains_sample (1).JPG 0.640_sevopedia_features_sample (1).JPG 0.720_sevopedia_improvements_sample (1).JPG 0.650_sevopedia_bonuses_sample (1).JPG 0.660_sevopedia_religions_sample (1).JPG 0.670_sevopedia_civilizations_sample (1).JPG 0.680_sevopedia_units_sample (1).JPG 0.690_sevopedia_buildings_sample (1).JPG 0.710_sevopedia_techs_sample (1).JPG

For the full more extensive screenshot of main new sevopedia reworks, i highly highly recommend but anyways etc as you prefer or not or yes or etc or and other or and not anyways etc to look at and read the full README_Sevopedia_Reworks.md

Extra notes specifically about the sevopedia leader's AI Personality Panel feature

note 1: its performance should be very very efficient and optimized, see for details README_AI_Personality_Panel.md#notes-about-performance-optimization-of-the-ai-personality-panel-caching

note 2: you can enable/disable the emoji display as you prefer by changing IS_DISPLAY_AI_CATEGORY_HEADER_EMOJI_BUTTONS = False to/from IS_DISPLAY_AI_CATEGORY_HEADER_EMOJI_BUTTONS = True, see README_AI_Personality_Panel.md#how-to-enabledisable-emoji-buttons-in-sevopedia-leader for details and instructions on how to do it step by step with VS Code for example, anyways etc

note 3: similarly you can set IS_LABELS_ARE_KEYS_OR_SUFFIXES_INSTEAD to True if you want to display key names instead of abbreviated custom labels in the AI Personality Panel (or to False if not and you'd prefer the as of now default of using abbreviated custom labels anyways etc), see README_AI_Personality_Panel.md#how-to-show-keys-or-suffixes-instead-of-abbreviated-custom-labels for details anyways etc anyways etc anyways etc hopefully helpful or not or yes or other or etc anyways etc

Other advciv-sas changes example(s)

For example we added the new this technology "Cannot be traded" and "Can be researched multiple times" info (displayed if still enabled in our mod after this screenshot was made, but the option is there to accomodate any XML that has this option enabled for a tech as in the screenshot) in AdvCiv-SAS as show below:

0.500_bTrade_bRepeat_example.JPG 0.710_sevopedia_techs_sample (1).JPG

See also for details:

Mods Info

The sevopedia "Mods Info" (reusing the old civ4 concepts category or similar if i am not mistaken anyways etc, thanks to @f1rpo's help too anyways etc) category adds info about mods and such, including but not only AdvCiv-SAS.

As of now this mostly contain other mod than advciv-sas changes (non-exhaustive list of changes but quite informative a bit still i hope anyways etc), as well as some few other information or rather as of now links to information sources.these new mods info pages. For the changes between mod and quick mod history info/context related(ing? Anyways etc) in particular, see README_Mods_History_And_Changes.md for details. Exhaustive or not example screenshots below as well anyways etc:

0.612_sevopedia_k-mod_to_advciv_changes (1).JPG 0.613_sevopedia_advciv_sas_core_changes (1).JPG

Python Scripts

Mostly for modders, and not required to modify or use these scripts at all in order just to play. I wrote them with the help of chatgpt greatly, added some python scripts to enhance our display in sevopedia, track duplicates, possibly other scripts in the future but maybe not, etc.

Please read this README_python_scripts.md for details.

So far there is:

csv and md view of the handicap (difficulties info in a table for all difficulties) info

Generated with the flatten_handicap_info_to_csv_and_md.py script, you can regenerate it if you mod/change the handicap info, else just view it here:

Also code is provided thanks to chatgpt and my prompts or/and adjustments or not for advciv-sas, thanks a lot, anyways etc, example of output below (may not be updated), hopefully helpful/illustrative, view links above for updated version, and if you change the xml, regenerate new .csv file with the script (.md commented-out in script as we don't use it in/for advciv-sas anyways etc, see also and for more details README_Python_Scripts.md#flatten_handicap_info_to_csv_and_mdpy for details as well or/and info anyways etc, also about info about the table .md version of this handicap info but anyways etc, and also more importantly or not or yes or etc perhaps but anyways etc links to base advciv handicap info as of now to compare it with our advciv-sas mod's own handicap settings) anyways etc:

csv_handicap_info_github_view_example.PNG csv_handicap_github_view_search_bar_example.PNG csv_handicap_info_libre_office (1).PNG

(note: base advciv handicap info .csv table with its .md legend are in in our mod path in /_0_Common_Docs/AdvCiv%20Base%20Doc/ directly if you want too anyways etc, see also instructions on how to generate it for other mods instructions are in the readme python scripts link above in this paragraph for details if link is still here anyways etc)

csv github view for the flatten_leaders_data_to_csv conversion script

More specificially about the flatten_leaders_data_to_csv anyways etc, there is already a dedicated documentation about this flatten leaders_data to .csv (.)py script anyways etc:

csv_leaders_data_github_view (1).PNG csv_leaders_data_github_view (3).PNG csv_leaders_data_md_legend_github_view.PNG

(note: base advciv leaders_data .csv table with its .md legend are in in our mod path in /_0_Common_Docs/AdvCiv%20Base%20Doc/ directly if you want too anyways etc, see also instructions on how to generate it for other mods instructions are in the readme python scripts link above in this paragraph for details if link is still here anyways etc)

Less Generic-neutral unit names or/and combat types and note about woman units

See the README_Less_Generic_Neutral_Unit_Names.md for details.

AI-generated images

Using ChatGPT

One of the unexpected things that popped up while exploring unit naming in/for anyways etc advciv-sas anyways etc and is/found to be very pleasant but anyways, is the visual art of images, i want AI generated (by ChatGPT) ones as they can be very nice.

I have uploaded mine (or rather ChatGPT's creation with my prompts and feebackbut anyways) in the AI-generated images's Google Drive, if you want to view them full size or/and more images, please ideally visit this google drive folder link rather.

Note: as of now the units ai-generated images for unit buttons are likely to be implemented in advciv-sas as it is unlikely we would add these units in particular and existing unit buttons are otherwise not too bad (and we imported some from other mods as well rather if needed thanks i mean too to those mod or me for importing them xd if i may say too but anyways etc anyways etc anyways etc), but they are shown here for exhaustiveness anyways etc.

You can find below an example of preview for the lancer medium 2 (bronze age as of now if not always or not anyways) for example here anyways etc, the longbow 3 (iron age), and the sword light 4 (medieval era):

lance_medium_2.png longbow_3.png sword_light_4.png

Example with some buildings (the Gord (new Russian building based on the castle, see the google drive folder of how i implemented the gord anyways etc) for example, and the Impluvium as well (Kingdom of Benin's building))

impluvium_west_african.png gord.png

Example with some techs (for example the theory of evolution new tech if we add it todo, mounted combat/riding/warfare (edited with Paint.NET by myself to remove extra camel, not sure i did best but hopefully good enough and was fun even though bit tedious xd but anyways etc (see in this google drive folder image edit with Paint.NET for details, i really wanted this image so had to fix it if i may say, but anyways etc anyways etc anyways etc... this image i mean anyways etc...)))

theory_of_evolution.png mounted_tech.png mounted_tech_edited.png

People or/and modders are free to reuse them as long as you mention me and chatgpt (link to this github page for example is fine) being the source (and that AI did it maybe too ideally, anyways).

Using Creator Nightcafe Studio and then Pixelcut AI to expand it to 1920 x 1080 with new details

Note: see full-size images in this google drive folder link for details of the intermediate and such and final image

First to generate our main menu image/theme, i used as advised by chatgpt Creator Nightcafe Studio (note: about their privacy/notification settings, i'd recommend making them more restrictive, see README.md#some-useful-tools-while-doing-this but as you prefer if i may say anyways etc), with this prompt i got the idea to write hehe (and got very lucky with output at first try hehe (couldn't reproduce an as satisfying image in several other tries in this case at least but anyways etc)):

"Landscape 1920 x 1080 image for a civ4 based mod's wallpaper, showing some natural landscape with a hint of deer or/and camel, in a calm setting, and in line with civ4 artstyle"

advciv-sas main menu 1024 x 1024 (Creator Nightcafe Studio).webp

Tip: make sure you download your ai-generated images at each step in case the tool modifies it as part of one of your actions/requests (such as expanding) or/and prompts and then the original image is lost, while the new one is not satisfying. Thankfully i had done so to show it to chatgpt (or maybe also just because i liked it? But in all cases or not or yes or etc anyways etc...), else would have lost the image :/ Phew if i may say but i thankfully escaped this if i may say but anyways etc...

Then it was 1024 x 1024 though, although otherwise amazing, so since i didn't want any other image but anyways etc, and trying a few just weren't as good nor near nowhere as good, i wanted to enhance and expand this image to 1920 x 1080 with new details (not stretched), so i found this feature in Creator Nightcafe Studio too i mean if i may say but anyways etc, but the result was not as satisfying although not too bad, it was overall much worse quality.

advciv-sas main menu expanded to 1920 x 1080 (Creator Nightcafe Studio).webp

I had resigned myself to maybe using it as again it was really not too bad, but i still asked chatgpt xd if i may say if there are tools to expand our images, and to do a web search on it too if i may say but anyways etc, and among the results, it advised me the very nice tool Pixelcut AI, as again if i may say but anyways etc i really wanted to use our if i may say/this image as i like/love it even maybe a loooooot, but i needed it at 16:9 so 1920 x 1080, and not stretched, and i found this one to be incredibly niiiiice!!! And it succeeded at first try as well!!!! (At least in a way i can be and am (very!!!) satified of if i may say but anyways etc...)

The output is amazing and it is now our main menu image :)

advciv-sas main menu expanded to 1920 x 1080 (Creator Nightcafe Studio).webp

Then i converted it to .dds with Paint.NET similarly than for other image files in our mod anyways etc.

As for how to replace default civ4 main menu background, i used ri mod's civ4mainmenubg.nif and its related files, then just if i amy say but anyways etc replaced their duomo3.dds with our dds, now renamed to duomo3.dds as well, and updated the path to where our nif is, see MAINMENU_SCENE_CLASSICAL (main menu background) and MAINMENU_LOAD_CLASSICAL (loading screen (e.g. loading a save file, loading a new map, etc.) background) in /Assets/XML/Art/CIV4ArtDefines_Interface.xml for details

Note: intended game resolution: 1920 x 1080 Unexpected results may happen at higher resolutions like the ri mod's logo suddenly apeparing maybe xd even though should otherwise be the exact same gameplay but check to be sure and i am not responsible even though seems most likely that nothig else changed, but again check to be sure in case i overlooked something (unlikely and hopefully i am not mistaken in saying so but again check to be sure just to cover myself if i may say, hoepfully helpful or not or yes or etc, anyways etc), anyways etc.

Note 2: then the image ingame is stretched vertically unlike our real image .jpg file or .dds, so to solve this we need to edit/"hack" the image a bit by adding fake empty pixels (half at the top, half at the bottom of the image it seems if i am not mistaken but anyways etc), so our image is now 1920 x 1440 instead with these fake empty pixels. This is to fix civ4 or/and the nif's constraints (i don't know which, but now is solved and image displays reliably without being stretched vertically, or some vertical (top and bottom) part being missing (we should see approximately if i am not mistaken >99+% if not 100% of our image now, vs much less (like 60-70% (not precise estimation just vaguely guessing approximately to explain it as bit tedious to measure precisely if i may say but hopefully helpful or not or yes or etc but anyways etc...) before then rest was stretched vertically to fit screen) before this fix) if i am not mistaken but anyways etc). See how i did so and why and such here for details in README_Known_Issues_In_Base_AdvCiv_Civ4.md#28---now-fixed-wallpaper-of-our-mods-custom-being-stretched-vertically-while-some-of-the-top-of-the-wallpaper-is-not-shown-at-all-at-1920-x-1080-game-resolution

.dds (button) size comparison analysis

See README_Dds_button_size_comparison_analysis.md for details

Civs you can expect in this mod

World map with civs

The civs you can expect in this mod come from these parts of the world (circled numbers are the added new civ's real world location):

0.220_world_map_terrain_with_new_civs.png

Other map(s) i used for terrain modifiers for civ-specific units

Among other maps or information i found online but anyways etc, i mostly also used the map below as well in order to determine if i may say but anyways etc anyways etc anyways etc, which civs should get which terrain/feature modifiers in advciv-sas:

0.221_main_world_map_for_civs_terrain_feature_modifiers.jpg

Note: sometimes i slightly deviated from strict terrain world map real layout, as of now only in europe and eastern asia due to them being only forestic with no obvious terrain in the world maps i saw but anyways etc, but they is cold, so symbolize it as having a bit of tundra in civ4 terms but anyways etc (see for example this Köppen climate classification map on wikipedia for details or maybe rather info or such hopefully helpful if i may say but anyways etc...)

Project Goals and global view on gameplay changes

For a quick starter guide on the main changes between base AdvCiv and Advciv-SAS, please see rather the README_Quick_Get_Started_Guide.md

Note: what is written is a general draft and to gather ideas, that may not be updated (missing or not anymore considered ideas maybe anyways etc) anymore with current advciv-sas development state, see rather the quick get started guide linked in this section for details.

The more general gameplay type of changes consist of:

  • Stricter Balancing AI (changes AI policy for efficiency and opportunism, AI will not be too aggressive but merciless, also more cautious sometimes (war declarations in particular, mostly just for its self interest and not to spare a valuable target))
  • Gradual gameplay: currently the early game is too fast and the late game a chore, trying to prevent that
  • Gradual handicap (difficulty), with also harder base difficulty (including settler) but also less tedious higher/highest ones that should/would ideally feel less of a grind but still be very challenging, hopefully by increasing AI performance and comeptitivity if we find ways to do so in our mod AdvCiv-SAS anyways etc.
  • Better quality of life changes: while most below make the game harder, not all changes are harsher, some are meant to have the human player an easier experience, at no change, changes include or planned to include fixed costs (tech, city production, unit maintenance quotas costs, etc), while only the AI's settings ones vary. This means for example that techs will always cost the same price at all difficulties, making it easier for the human player to adjust to newer difficulties and reusing strategies, counting costs and doing strategy hopefully too, only the AI would be faster or slower at it (but intends to be less of a grind in many ways possible, having an even or close to even game against AI even at most high difficulties, that would still be harder, is the goal).
  • Clearer and more detailed sevopedia in particular anyways etc
  • Military otherwise overhaul: many units have their stats changed or reworked, in particular many units are versatile now. No reason why a swordsman can't defend a city, an archer attack, and a scout/explorer threaten to capture a city (if low in strength).
  • Military terrain overhaul: all/most units have terrain bonuses (and (very) rarely maluses (i try to avoid that approach rather for immersion and i don't think it critically helps in having deeper strategy)). Some civ's units will be better in some terrains than others (the arabs good at desert, russians good at tundra, as an example). Due to these elements, and possibly others too, there should be a much higher focus on strategy when playing.
  • Buff barbarians as they are is too weak now (i.e. in base AdvCiv) it seems if i am not mistaken anyways etc
  • Buff cultural victory as it is too weak now (i.e. in base AdvCiv) it seems if i am not mistaken anyways etc
  • Buff water tiles, water buildings, and naval city settling/planting
  • Buff tundra tiles and tundra city settling/planting
  • Buff desert tiles and desert city settling/planting
  • A few new ressources/bonuses such as camel
  • New Buildings (and units too most likely)
  • A few new civs: The Kingdom Of Benin is for example the first civ i added/am adding.
  • More balanced leaders: Not more than 3-4 and in more places (times?)
  • Religion overhaul: Religion is now completely changed, it's not just a bunch of (politically correct i think) stats, but each religion has its specific bonuses, also AIs will be much more sensitive to it, it should play a huge role at all stages of the game so requiring absolute strategy or at least carefulness. Also added wikipedia or similar or other kind of pedia based entry if i may say unless stated otherwise hopefully helpful but anyways etc anyways etc anyways etc...
  • Corporations removed? Reworked as a religion 2 or something else? Todo
  • Historical accuracy
  • Tech tree rework for historical accuracy and balance/versatility or other reasons anyways etc
  • Nerf Tech whoreism (if that's a word anyways etc), by adding a few or quite many new this technology "Cannot be traded" flags in sevopedia, tech tree view (technology advisor) at some techs
  • Wonders rework
  • Some extra terrain changes, it will be possible to walk on peaks (moutains) and even settle your cities there, movement will be slower though.
  • Otherwise Not an extensive mod, it "only" if i may say but anyways etc attempts to greatly polish at least as of now but anyways etc what's existing rather than to create something entirely new and totally different, hopefully interesting this way at least is how i seem to want to do it or can do it or and other or and not at least of now if not always or not but in all cases anyways etc anyways etc anyways etc
  • Maybe change victory conditions: remove space victory except for the USA, or other things? Todo
  • Maybe some (or lot) music, ideally (even more ideally), if copyright or something is not an issue when/if i upload the finished version.
  • Recent new goal but anyways: new AI-generated images (using ChatGPT for now at least if not always or not but anyways)
  • Some bug fixes if i found them or and tweaks anyways etc (see docs for details anyways etc, in particular README.md#known-issues-in-base-advciv-orand-civ4 and README.md#main-bugsissues-fixed-from-base-advciv-code or/and main README.md for details anyways etc)
  • many changes, unlisted and still undone, so far this project is in the early stages, and some of the stated above may change too, refer to ingame sevopedia or and get started guide linked above for hopefully more accurate versions especially ingame sevopedia which always uses latest xml data if i am not mistaken anyways etc

Known issues in base AdvCiv or/and Civ4

See the README_Known_Issues_In_Base_AdvCiv_Civ4.md for details

Main bugs/issues fixed from base AdvCiv code

Non-exhaustive list of fixes, see docs for details or/and additional info anyways etc, which includes but not only README_Known_Issues_In_Base_AdvCiv_Civ4.md and/or README_Quick_Get_Started_Guide.md anyways etc anyways etc anyways etc

  • Fixed AdvCiv/Civ 4 bug where Gandhi's nowar attitude prob erroneously duplicated if i am not mistaken, see the README_Known_Issues_In_Base_AdvCiv_Civ4.md#2---now-fixed-gandhis-base-leaderheadinfos-xml-had-nowarattitudeprob-pleased110pleased115-duplicated-instead-of-as-i-suspect-it-should-be-anyways-etc-pleased110friendly115 for details
  • Fixed now, bug where barbarians would build and often complete wonders, in particular now fixed for world wonders: now that barbarians are economically competitive and strong enough to support/be able to do it vs other civs, they would beat the other players to wonders in some cases. To solve that, while other approaches such as iBuildUnitProb, WonderConstructRand, BuildingClass NONE, were all ineffective or not entirely effective or/and reliable, i added a patch in the DLL in CvCityAI.cpp with chatgpt's help too and my thoughts and prompts and/or adjustments too but anyways etc but also its help too too if i may say and my help too too too and its help too too too etc xd but anyways etc, hopefully solved now, test to be sure, but anyways etc. See the README_Known_Issues_In_Base_AdvCiv_Civ4.md#3---now-fixed-with-a-dll-patch-barbarians-cities-building-wonders-in-particular-now-fixed-ie-disabled-for-world-wonders-anyways-etc for details
  • Fixed a seemingly AdvCiv/Civ 4 bug of Sevopedia Unit's placeRequires's Religion button (for example any religious missionary unit) not redirecting to sevopedia religion (nothing happens on click anyways etc), by replacing, in sevopediaunit py file, in placeRequires function/method (of this file anyways etc), WidgetTypes.WIDGET_HELP_RELIGION with WidgetTypes.WIDGET_PEDIA_JUMP_TO_RELIGION(,) as is done already by base advciv and successfully in sevopedia building, anyways etc anyways etc anyways etc, see 4---now-fixed-sevopedia-units-placerequiress-religion-button-for-example-any-religious-missionary-unit-not-redirecting-to-sevopedia-religion-nothing-happens-on-click-anyways-etc anyways etc
  • Fixed missing this technology "Cannot be traded" information in sevopedia tech "Special Abilities" (placeSpecial in py code if i am not mistaken anyways etc) and in tech/technology advsior anyways etc too anyways etc anyways etc anyways etc, see also README.md#other-advciv-sas-changes-examples for details anyways etc and Modding_Ressources/README.md#example-of-dll-modification-of-cvgametextmgrcpp-and-other-related-files-to-add-the-new-this-technology-cannot-be-traded-flag-in-sevopedia-tech-s-placespecial-and-in-tech-tree-view-technology-advisor-anyways-etc for a lot more details too but anyways etc anyways etc anyways etc hopefully helpful or not or yes or other or etc or yes or other or etc or not or yes or etc but anyways etc
  • Fixed (technically not strictly a fix as data was not used, but now fixed as in the data is also displayed here like the rest fo the leader info anyways etc read after brackets for details if i may say but anyways etc anyways etc anyways etc...) missing BBAI getters expose them to sevopedia leader info in gc too for display anyways etc, see README_Known_Issues_In_Base_AdvCiv_Civ4.md#17---now-fixed-missing-bbai-getters-expose-them-to-sevopedia-leader-info-in-gc-too-for-display-anyways-etc on how this was implemented (google drive with screenshots link there too anyways etc hopefully helpful or not or yes or and other or and not but anyways etc anyways etc anyways etc)
  • Fixed similarly missing base advciv specific xml fields in gc of sevopedia leader, now exposed there as well these new getCityRefuseAttitudeThreshold and getNativeCityRefuseAttitudeThreshold anyways etc
  • Fixed unclear sevopedia unit terrainimpassable and feature impassable message: applies only outside of cultural borders, and regardless of roaded status of the tile in all tiles as well also i mean ; also added this info that was missing in ingame in map view of the unit's effects bullet points by modifying the DLL anyways etc, see README_Known_Issues_In_Base_AdvCiv_Civ4.md#21---now-fixed-missing-cannot-enter-terrain-orand-feature-info-in-map-view-of-unit-effects-unlike-in-sevopedia-where-it-is-also-not-clear-enough-about-restrictions-cultural-borders--not-affected-by-roads-if-i-am-not-mistaken-anyways-etc-now-added-this-info-as-well-anyways-etc for details
  • Not listed in known issues: commented-out most python docstrings, instead with a #, as for very long ones, they are moved to specific files instead, for example as of now the changelog giant (500+ line approximately from my memory anyways etc) in configobj.py has been moved to /_0_Common_Docs/BUG%20Doc/configobj_changelog_py_notes.txt, exceptions being for example test docstrings as comenting them out causes ingame errors for example in configobj py file, and empty if commented out which causes ingame error with VS Code unexpected indent at the next function (i.e. if we/i anyways etc or you or all or not or both or etc anyways etc comment-out this function that has only a docstirng, everything else being a comment out or empty, then the function below it has unexpected indent error, which causes ingame errors as well, such as in eventsigns py file for example if there are other or not but anyways etc), and maybe some ambiguous other cases if i have forgotten them or maybe not, but in all cases hopefully this increases even if a bit if not lot loading times and reduces memory usage from what i understand chatgpt's explanation, and as according to/advised by chatgpt, they are not used ingame, and from my quick autoplay test(s) game seems to run fine without it in this case i mean anyways etc, added info if helps here anyways etc. See also some information in this google drive folder link with screenshots (non-exhaustive) or such anyways etc, including some benchmarks chatgpt ran in its interface as in my prompt i mean and its suggestions perhaps indeed too but anyways etc thanks to it and perhaps me too indeed and all or not or yes or etc but anyways etc hopefully data is helpful in all cases if i may say or not or yes or other or etc anyways etc. (note: also i have done this to most docstrings in the code and there were many xd like 1500 approximately hehe but was quite fun but also tedious but anyways etc... thankfully now done i mean anyways etc)
  • Similar to python comment trimming to one line, but this time not for performance as it seems one giant comment line vs a 10 line comment has exact same performance in xml parsing from what i understood of chatgpt's explanation (due to parser still reading the entire comment line regardless, not skipping like in python seenig a # for example if i am not mistaken anyways etc), but doing so as it helps for word wrapping, but since performance seems to be the same if i am not mistaken based on my understanding of and on too anyways etc chatgpt's explanation, less incentive to do so and optimize it, even though i am still quite motivated maybe i think to be fair, but less or no benefit or less to do so, but anyways etc. Not in known issues as well similarly to python comment cleanup issue, and see also as well some information (screenshots and such info in them i mean anyways etc) in this google drive folder link thanks anyways etc thanks anyways etc hopefully helpful or not or yes or etc anyways etc
  • using ruff linter (vs code extension) and chatgpt to fix or/and sanitize a lot of ruff warnings or errors in our/the python code anyways etc (see notes at some useful tools in readme as well about rust for details anyways etc and also see google drive link there for examples anyways etc, as well as additional info from (what is written anyways etc) here maybe too anyways etc), while minding to be python 2.4 comaptible for civ4 if i am not mistaken this is the version civ4 uses anyways etc, examples include fixing suboptimal multiple statements per line, but also needless semicolons at end of line, bare except instead of catching with Exception or similar if i am not mistaken anyways etc from what i understand of chatgpt's explanation and rephrasing it while understanding it in my own way too from my past knowlege too but anyways etc, inconsitent use of tabs and indentations, and many others even though some/most seem to be detected by pylance it helps that ruff flags them all too and some not detected by pylance it seems as well but in all cases or not or yes or etc anyways etc thanks anyways etc anyways etc anyways etc, also a lot of cleaning up of poor code formatting that i annoted if i may say as much as possible but i may not have done all purposely or not i mean hopefully quite accurate i mean most importantly exhaustive, also tried to remove needless imports like import string when deemed possible by rewriting code a bit with ruff or pylance's warnings/errors as well as chatgpt's help and my prompts too anyways etc, as well also as real fixes like mismatch in placeholder count in string format anyways etc
  • Fixed obsolete bonuses (such as BONUS_ELEPHANTS, BONUS_DRAMA, etc anyways etc) in tech advisor (i.e. tech tree view anyways etc) failing to redirect to their corresponding sevopedia bonus page, with id none causing an error, unlike obsolete buildings (like BUILDING_SPIRAL_MINARET for example anyways etc) successfully showing the building item's page anyways etc. The issue/bug/error anyways etc was seemingly caused by a new base advciv code in CvDLLWidgetData.cpp, now reverted to using iData1 same as obsolete buildings did (and which didn't have the issue again but anyways etc) and not widgetDataStruct.m_iData2, which fixed it now if i am not mistaken anyways etc, see README_Known_Issues_In_Base_AdvCiv_Civ4.md#22---partially-fixedworkedaround-obsolete-bonuses-such-as-bonus_elephants-anyways-etc-in-tech-advisor-ie-tech-tree-view-anyways-etc-redirect-to-sevopedia-bonus-with-id-none-causing-an-error-unlike-obsolete-buildings-like-building_spiral_minaret-for-example-anyways-etc-successfully-showing-the-building-items-page-anyways-etc for details anyways etc
  • fixed some seemingly mistaken flavors in forbidden palace (asset renamed in advciv-sas to forbidden_palace anyways etc) in base advciv: military 5??? Now changed to a growth and gold based formula, see xml for updated values anyways etc
  • also fixed/replaced the strange the strange [PARAGRAPH:2:1] with the much more commonly used [PARAGRAPH:2] in our advciv-sas assets, i don't know what this strange format/thing is, but if the base :2 can do it no need for a :2:1 anyways etc, and strange trailing [PARAGRAPH:2]</English> and or such as well that also seem uneeded anyways etc, and remove unneeded [PARAGRAPH:1] in some tech quotes (as of now didn't do it to all tech quotes as bit tedious and not so worth but ideally would but may or may not in this case but anyways etc) anyways etc
  • Attemptingly fixed AI workers often very inefficiently building forts, especially on top of existing bonuses/ressources: further discourage AI workers to build forts on bonus/ressources, as it is often very inefficient (lower yields than ressource/bonus specific improvements, longer time to build, unlikely to be attacked there as disadvantageous, sometimes AI workers waste time to go out of their way to remove a ressource/bonus specific improvement just to build a fort in base advciv), i tried to make this much less, ideally never likely to happen, as should generally be much more efficient to do so. In some cases the forts advantages may be lost such as connecting naval tiles or such, but generally it should benefit the AI and improve its performance. As of now untested, but done with chatgpt's help in modifying the DLL to do so, also guided by existing code comments that help a lot, see also README_Known_Issues_In_Base_AdvCiv_Civ4.md#24---attemptingly-fixed-ai-workers-often-build-forts-on-ressourcesbonuses-even-if-they-already-have-an-existing-improvement-very-inefficient-and-not-immersive for details
  • Attemptingly fixed AI settlers often settling/planting their cities on bonuses/ressources, in particular on food bonuses (as of now pig, wheat, etc.), but also bonuses with a quite high if not more but anyways etc production total yield (as of now iron, copper, etc.), and bonuses with a high commerce yield (as of now gold, incense, etc.), thanks to chatgpt's help and my prompts and adjustments too or and such and its help too but anyways etc anyways etc anyways etc, see for details README_Known_Issues_In_Base_AdvCiv_Civ4.md#25---attempt-to-fix-ais-settling-too-much-and-too-often-on-bonuses-especially-food-bonuses--and-metals-and-other-high-production-bonuses-to-a-lesser-extent anyways etc. For quite high if not more but anyways etc production bonuses, make logic conditional depending on plot type or/and terrain (for example desert terrain is low food so often fine to plant on a high production bonus there, but as for hills it may be a good idea to plant on them for the extra hammer and avoiding low food yields on this tile (plus defense bonus of planting on the tile etc), exception being hills grassland where for 1 food cost it should really be better (i think so at least but anyways etc) to maximize the hammer count, plus total hammer count would be lower than say on a plains hill that has lower food as well so it may be worth it more to plant on a hills plains but not so much on a hills grassland, etc). As for the results, i only tested it a bit (a few autoplay glances at turn 100), but the results seem extremely good and really much better, may test more to be sure or/and ask player feedback after mod release or and such if we do release it as planned/intended in this case but anwyays etc, so i would say to take this with a bit of caution maybe, but overall if i may say but anyways etc it does seems AIs almost always if not always maximize planting/settling their cities around found bonuses in the radius and not planting on them, cannot tell too much or if this is just small sample but it does seem to make a big difference but anyways etc anyways etc anyways etc.
  • About water bonuses/ressources in particular, quite often it seems they are in range of city settle/found/plant spot but ignored by AI settling/founding/planting its city instead but anyways etc a non-coastal location, attempt to fix/address this as well by making the penalty in that case much stronger, as of now increased from -165 to -400 (seems to have been -800 in k-mod if i am not mistaken but anyways etc, see /CvGameCoreDLL/CitySiteEvaluator.cpp for details or/and updated value anyways etc), hopefully helps the AI consider more often water ressources or at least not ignore them when they are in range of their city sites considerations if i may say in this case at least maybe but anyways etc anyways etc anyways etc
  • Similarly also attemptingly fixed/addressed AI settling/founding/planting cities, for non-bonus/ressource tiles, not enough on low food tiles such as hill (defense modifier and low food in particular make it a particularly nice candidate to settle/plant/found cities on in most cases (excluding hills grassland but anyways etc) but anyways etc) +/- desert, snow (terrain), plains, tundra, all of which should now more or less strongly depending on some conditions be prioritized even a bit if not a bit more but anyways etc, and too often on high food ones such as grassland, including hill grassland, and flood plains. This logic was added in the DLL, with chatgpt's help and my prompts and thoughts too similarly i mean than for previous AI settling or worker behaviour changes in advciv-sas i mean as i don't know too much about these but can provide some ideas or think about them in this case with chatgpt's help thanks anyways etc, but anyways etc anyways etc anyways etc, hopefully helpful or not or yes or etc but anyways etc anyways etc anyways etc. Effect should be a bit less pronounced if i may say but anyways etc, as i don't know how this code may affect other parts or not of the AI behaviour, still there may be a bit of difference if not quite a bit, hopefully helpful but anyways etc anyways etc anyways etc (only tested on a few autoplay runs, you may want to test to be sure and see if it maybe makes a difference or/and that is signficant enough, but anyways etc anyways etc anyways etc). I am not sure it always improves AI settling behaviour ; there may be some cases where locally AI makes worse settling choices due to these changes, but in most cases, at least in theory if i am not mistaken, and although i don't know too much about these, generally/maybe it should improve AI settling choices even if a bit if not more than a bit but anyways etc maybe but anyways etc, but test to be sure, anyways etc.
  • Fixed and now added anyways etc missing iCollateralDamage info as well in the collateral damage text in the DLL if i am not mistaken anyways etc, for example <iCollateralDamage>25</iCollateralDamage> for the chinese crossbowman or <iCollateralDamage>100</iCollateralDamage> for the catapult is now displayed as well as of now as for example anyways etc Collateral Damage (base 25%, max 200%) to 5 Defenders for the chinese crossbowman or Collateral Damage (base 100%, max 200%) to 6 Defenders for the catapult; added thanks to chatgpt's help as well anyways etc and me guessing or adjusting it as well but anyways etc
  • Also fixed in the DLL the TXT_KEY_UNIT_COLLATERAL_DAMAGE_EXTRA (this unit causes x% extra collateral damage if i am not mistaken anyways etc) now being cumulatively displayed ingame (not in sevopedia, as it was, anyways etc) additionally to the general collateral damage text, instead of it being previously conditionally displayed instead of (else) the general collateral damage which would not be visible, so now (e.g. catapult) we see only the general collateral damage message if pUnit->getExtraCollateralDamage() == 0), and alternatively if (pUnit->getExtraCollateralDamage() != 0) (e.g. cannon) we now see both the general collateral damage message and additionally also the extra collateral damage as well if i am not mistaken, hopefully helpful or not or yes or etc and as i wanted or and maybe liked too to do maybe yes or not or yes maybe or etc but anyways etc...
  • Fixed the stealth bomber and other units having a lower collateral damage limit than its base collateral damage (<iCollateralDamage>100</iCollateralDamage> vs <iCollateralDamageLimit>50</iCollateralDamageLimit>), which i don't know a lot about but seems like a mistake or inconsistent with most units (why put a higher than the limit damage, again i could be mistaken about how this works-functions but anyways etc, but we (i.e. me but anyways etc xd if i may say but anyways etc...) also wanted to add more collateral damage support so now all units have some (swordsmen could throw shurikens) collateral damage limit, even though collateral damage itself starts at 0 for most units still ; such info is now displayed in sevopedia unit chart (as of now named "Combat" category, as well as in each unit's sevopedia unit placeSpecial (as of now named "Special Abilities" panel)), and also ingame in map view when hovering over the unit, in its effects panel (we also now show more reliably the extra collateral damage info there as well if i am not mistaken, see README.md#main-bugsissues-fixed-from-base-advciv-code for details anyways etc) ; hopefully or not or yes or etc i am not mistaken in doing so or/and it is helpful or not or yes or etc but anyways etc)
  • fix a seemingly bug in base advciv +/- civ4 of some promotions not being shown in sevopedia unit's placePromotions for example for the generic swordsman and the impi (i.e. for example for the melee units combat type), see README_Known_Issues_In_Base_AdvCiv_Civ4.md#27---now-fixed-some-promotions-are-missing-in-sevopedia-units-placepromotions
  • more like a patch but added "no military support cost" (bMilitarySupport in unit info's XML if i am not mistaken anyways etc) info in sevopedia unit's placeSpecial as part of giving as of now 0 military support cost for the robotic_infantry we (i.e. i but anyways etc...) added in advciv-sas anyways etc, see README_Sevopedia_Reworks.md#example-7-unit-list-category and the /_1_AdvCiv-SAS/Docs_And_Appendixes/README_Quick_Get_Started_Guide.md for related info as well anyways etc

Not supported in AdvCiv-SAS

  • non-English translations: too tedious to translate them all, plus i'm fine with English being the only language in the game, hopefully fine or not too bad this way but anyways etc...
  • CustomDomAdv, which according to the txt inside it seems to relate to "only settings for the mod components Advanced Unit Naming and Customizable Domestic Advisor (both disabled by default through the BUG menu)" (see /Settings/About%20this%20folder.txt). Since i don't use it, and is similarly like the translations a bit if not lot tedious or/and complicated anyways etc to maintain furthermore anyways etc, then i am anyways etc not supporting it in AdvCiv-SAS, see also /Settings/About%20this%20folder%20(AdvCiv-SAS).txt for details if any more are in this file anyways etc. See this google drive folder link for example of what this does according to chatgpt if i am not mistaken anyways etc.

Copyright and Disclaimer

The bit annoying/painful section, but in short this is a fan project that i hope is enjoyable, however to cover myself xd and to be exhaustive too, here is a (more but anyways etc) proper copyright section/warning written by chatgpt thanks to my prompt / at my request too anyways etc that i adjusted or not for formatting or/and small corrections or modifications for my needs/wants but anyways etc:

This mod for Sid Meier’s Civilization IV: Beyond the Sword is a fan-made, non-commercial project created for entertainment and educational purposes only. All original content, code, and designs created specifically for this mod are released as part of the mod under applicable open or fair-use terms, unless otherwise noted.

Civilization IV, its assets, source code, and all related trademarks are the property of Firaxis Games and 2K Games. This mod is not affiliated with, endorsed by, or supported by Firaxis or 2K.

This mod may include assets (e.g., music, images, or code) created by third parties. These are provided in good faith and for non-commercial, educational, or artistic purposes within the spirit of modding culture.

We make no guarantees about functionality, compatibility, or fitness for any particular purpose. The authors of this mod are not liable for any damage, data loss, or issues arising from its use.

This mod may contain or build upon assets that are either:

Licensed under open/modding-friendly terms (GPL, Creative Commons, permissive mod licenses, etc.)

Included under fair use or community modding conventions

Used without explicit license only for non-commercial artistic demonstration (see below)

If you are the creator or rights holder of any included material and would like attribution, correction, or removal, please contact us.

Included External Assets (should be copyright-safe (see below for detail/explanation/analysis of why +/- with chatgpt's help too, but check to be sure in case i overlooked or was mistaken in one way or another if i may say but anyways etc)):

  • LEADER_ALEXANDER: The Companions (Ancient Macedon Battle Music - Alexander the Great) (Composed by Tyler Cunningham) (youtube link of it for example), seems safe to use according to a youtube comment by the author seemingly if i am not mistaken, thanks a lot
  • LEADER_BOUDICA: Epic Celtic/Scottish War Drums - The Highland Warriors © Copyright: Music composed by Paul Daniel (Pawl.D Beats) youtube link of it for example, seems safe too based on their website, it is up to me to notify them of such use according to website though (which i did), but should be mostly safe otherwise thankfully/hopefully, thanks
  • LEADER_CYRUS: Persian Battle (Royalty Free Music) (Composed by Ivan Duch (if i am not mistaken, check to be sure, anyways etc)) (youtube link from Ivan Duch's channel if i am not mistaken (check to be sure)), seems safe as is royalty-free or so it seems (i.e. if i am not mistaken too if i may say but anyways etc) but check to be sure, anyways etc
  • LEADER_EWUARE: African Tribal Music (BackgroundMusicForVideos) - Music by Maksym Malko from Pixabay, i personally also found it by searching it again in this case but anyways etc since not easy to find via main link of credit above but try it first too maybe as is official one i mean from their website of the credits if i am not mistaken but anyways etc, here if helps as well although is not the formal credit link in their website but hopefully helpful too if i am not mistaken else tell me to remove it but if fine here it is i mean but anyways etc in pixabay's website - link where it can be found too but anyways etc
  • LEADER_GENGHIS_KHAN: Original track [Tömörbaatar, the Iron Hero] by Kaiji youtube link seemingly from creator too anyways etc, seems royalty-free too if i am not mistaken and according to chatgpt's answer to my prompt about it, thanks
  • LEADER_JULIUS_CAESAR: Epic Roman Music – Battle March (~ Music by Derek Fiechter ~) youtube link of it for example, should be safe if i'm not mistaken as well as it seems to come from same author than what we reviewed as of now for LEADER_BOUDICA too anyways etc, thanks,
  • LEADER_MEHMED: Old Ottoman turkish Music - Şehnaz Longa - Composer Santuri Ethem Efendi *1855 (start at 0:03.000) youtube link of it for example, seems copyright safe according to chatgpt as well (it said to be exhaustive or bit more but anyways etc "Composition: Definitely public domain (composer died over 140 years ago)." and then right after it anyways etc reformatted to fit in this sentence anyways etc "Recording: Likely non-commercial and personal uploads, with no rights enforcement to date. Unknown exact performer or recording date/release, so slight unknowns persist—but no red flags.")anyways etc
  • LEADER_NAPOLEON: info i have as of now is anyways etc: Symphony No. 25 In G Minor K. 183 Mozart - Uploaded by Netfocus Universal on October 11, 2013 downloaded from archive.org (as mp3 too anyways etc) thanks to chatgpt's recommendation and link anyways etc, seems safe to use as well as it comes frm archive.org as/according to what i understand from chatgpt's explanation as well on top of hwat i intutively already knew or guessed maybe rather but anyways etc, as for the recording, no clear mention of it either, but providing most if not all info about it to chatgpt, it seems to be safe, but not 100% sure but almost, check to be sure, better phrased or/and alternatively by chatgpt as such anyways etc: "This recording (Netfocus Universal, 2013) was uploaded to archive.org’s Folksoundomy collection, a large open-access archive of volunteer-submitted audio. No explicit license is stated, but source context suggests it is non-commercial and likely safe for educational use.", i am not 100% sure but almost so should be maybe safe (but i may be mistaken check to be sure anyways etc). Note: this music was recommended to me after asking chatgpt after/since i couldn't find any suitable or fitting music or had too many ideas xd, and we analyzed napoleon's psychology and life quick if i may say but anyways etc and after many painstaking suggestions here it is, i really like it i mean, it's really a cool music :) This one seems if i am not mistaken copyright safe (but check to be sure anyways etc) and sounds quite well if not very well but in all cases anyways etc
  • LEADER_RAMESSES: Ancient Egyptian Music – Pharaoh Ramses II, composer seems to be Derek Fiechter's Music (start at 00:02.425) youtube link directly from Derek Fiechter's Music's channel anyways etc, should also be safe as reviewed before for LEADER_JULIUS_CAESAR's music at least as of now who seems to also come/be from/by the same artist Derek Fiechter i mean if i am not mistaken anyways etc
  • LEADER_STALIN: Music: Soviet March by Shane Ivers - https://www.silvermansound.com, seems safe to use and under creative commons license by 4.0 if i am not mistaken too, personally i found it here thanks to chatgpt who gave me this link, thanks silvermansound.com link provided by chatgpt directly to this music anyways etc
  • LEADER_VICTORIA: Victorian Violin Waltz - Music by Luis Humanoide from Pixabay, i also re found it here similarly than for LEADER_EWUARE's music link but anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe as coming from pixabay as well if i am not mistaken but anyways etc and from asking chatgpt too to be sure seems safe indeed but maybe check too to be sure but should be safe but check to be sure in case i am mistaken but anyways etc
  • SONG_OPENING_MENU: Lofi Song - Music by DELOSound from Pixabay, i also re found it here similarly pixabay's website - link where it can be found too but anyways etc anyways etc
  • AS2D_FUTURE_EPIC_SYMPHONIC_METAL_263322: Epic Symphonic Metal Instrumental - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_FAMINE_IN_EUROPE: Famine In Europe - by Nicholas John Panek from Soundcloud, seems as of now safe for copyright use as the website says as of now this Famine In Europe By Nicholas Panek is licensed under a Creative Commons License. with a link as of now to CC BY-SA 3.0 - Attribution-ShareAlike 3.0 Unported - Deed but check to be sure anyways etc
  • AS2D_FUTURE_FINAL_SUNSHINE: Final Sunshine - by Nicholas John Panek from Soundcloud, seems as of now similarly safe for copyright use but check to be sure anyways etc
  • AS2D_FUTURE_FOOT_TAPPER_CLASSICAL: Foot Tapper Classical Music Dubstep Fusion - by Nicholas Panek from Soundcloud, seems as of now similarly safe for copyright use but check to be sure anyways etc
  • AS2D_FUTURE_FUTURISTIC_ROBOT_COPS_234351: Futuristic Robotic Cops in a Dystopian City - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_HEAVY_THRASH_METAL_377893: Heavy Thrash Metal Instrumental - Irate - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_HOPE_AND_DESPAIR_212413: Hope and Despair Piano Duet - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_INTENSE_BLACK_METAL_304729: Intense Black Metal Instrumental - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_INTO_THE_DARKNESS_336411: Into the Darkness | Symphonic Metal Instrumental - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_LOFI_295209: lofi - Music by Vivid Illustrate from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_ON_THE_COSMIC: Track: On The Cosmic Wave (Inspiring Synthwave Cosmic Background) - soundbay Link: https://soundbaymusic.fanlink.tv/csmw . Should also be safe based on the review of its youtube description if i may say but anyways etc if i am not mistaken but check to be sure anyways etc
  • AS2D_FUTURE_POWER_IN_THEIR: Power In Their Hands - by Nicholas John Panek from Soundcloud, seems as of now similarly safe for copyright use but check to be sure anyways etc
  • AS2D_FUTURE_RELAXING_PIANO_LOFI_251401: Relaxing Piano Lofi Instrumental - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_TACO_TRUCK_HEIST_377352: Taco Truck Heist — Flamenco Meets Underground Hip Hop - Music by Nicholas Panek from Pixabay, i also re found it here similarly anyways etc in pixabay's website - link where it can be found too but anyways etc seems safe for copyright use similarly as coming from pixabay if i am not mistaken anyways etc but check to be sure anyways etc
  • AS2D_FUTURE_WORLD_S_END: World's End - by Nicholas John Panek from Soundcloud, seems as of now similarly safe for copyright use but check to be sure anyways etc
  • ART_DEF_MOVIE_NATYA_SHASTRA: The Natya Shastra wonder's movie, imported from c2c mod's Meenakshi.bik, i don't know if it's copyrighted but doesn't seem anything too drastic and is a quite short if i may say in this case but anyways etc video of 31 seconds approximately so maybe fine in all cases this the info i had when importing it to this advciv-sas mod so hopefully copyright-safe but check to be sure in case i am mistaken anyways etc

Used for educational and entertainment purposes only.

Note: to know where media files (such as music or videos) might have come from or not, please visit modding_ressources in this git sections, not directly mentioning how due to copyright reasons, but providing examples of how i could have done so or may have not done so, after asking chatgpt this seems safer to state as so while trying to provide general information that may be helpful or not or yes but anyways etc, and i adjusted it bit too based on its feedback suggestion, hopefully helpful or not or yes or etc but anyways etc.

Note 2: about why i used so much music from Nicholas Panek (/ Nicholas John Panek too is the same if i am not mistaken? But check to be sure anyways etc): is because i like this artist's music so much, although of course not all if i may sya but i found many nice ones in arious genres or/and such or whatever i simply enjoyed it :) If i had to pick a favourite, that would be really hard, but 2 (i said "a" but anyways etc) among all future era musics, i'd choose Famine In Europe, but maybe first most importantly before that Into the Darkness, the tune of famine of europe is so nice and the lyrics although i as of now don't understand too much of them but quite a bit seem suepr nice and eep even if i may say but anyways, as for the darkness music, i feel it explores undertones (whatever that means, i mean the type of melodies or simply notes or/and such from what little i know of it or/and feel of it but anyways etc anyways etc) i am not so used to hearing in music, and that i find super nice, although again it is super hard xd and many of these stand out, but these 2 especially more so to me if i may say or/and had to pick too hehe if i may say, but i like them all (or almost xd if not all) but anyways etc... Was super fun to find all this music although bit tedious hehe with some back and forth but anyways etc. But it is just my preference or ont just or yes just that may or not change and that i wantde to share here but anyways etc.

For mods we took from, i mention them in more detail, hopefully exhaustive but i may have forgotten one or 2 or more or not if i didn't notice but anyways etc, in README.md#credits

Note about the audio in main menu

Sound seems strangely louder at first game launch, but then accesing main menu again from a loaded save file or such ingame map state, then the sound in main menu is seemingly quieter so amking it a bit louder to accomodate that so it is not too low when acessing main menu again from ingame map view. Also, sounds seems blurrier (ironic since this is a lofi music as of now if i'm not msitaken but i still want it accurate xd, and assuming my perception of it being blurrier is also correct as well as this is not sure and maybe it sounds the same or the same enough regardless of xml volume then increasing system/computer volume per user action or not but anyways etc) the lower i put the music sound/volume, although it could be just my perception, or maybe not (?), i'd rather have a higher volume just in case. If you want to listen to the real audio, link is in this readme.md 's copyright section at SONG_OPENING_MENU, or alternatively also accessible in our mod locally as well, as of now here at lofi-song-330550.mp3, hopefully helpful or not or yes or etc, anyways etc.

Credits

  • AdvCiv (the full name Advanced Civ does not yield much results about Civ 4 so i prefer the AdvCiv Name, maybe because of the space character, so i put a "-" instead in my/this mod): todo write, but mostly i am very thankful of AdvCiv, it's such a nice improvement from Civ4, and it's maintainer is very open to feedback at least in my exchanges/experiences during these times
  • Fall from Heaven II (also know as FFH2): i took quite a bit of content from there, thanks too too, thanks,
  • Middle-earth (that i may call M-E sometimes maybe or not anyways etc): i took (the) quite a bit (that i) could from their very amazing really Platypedia, wish i could take more but not sure i can or/and will, ideally yes but not guaranteed, may also not, at least i linked(=mentionned) their name hopefully (little if not lot helpful anyways etc), thanks a big big lot, but to match other comments too anyways etc even though not a specific requirement for me (but) anyways etc anyways etc, thanks a lot, etc anyways anyways etc, thanks,
  • History Rewritten (also know as HR): i took quite a bit of content from there too, thanks,
  • Rise of Mankind (291) (i don't know their other name but maybe is fine to call them as is anyways etc (i also sometimes call them/their/this mod "ROM 291" (/ ROM 291) if accurate enough or some similar name i call them anyways etc)): a lot of very amazing code like religion leaders code, religion units code, many leaders, i don't know which exactly i'll take from, but very nice, thanks a lot! or to match other texts thanks too i mean anyways etc, thanks, anyways etc, thanks,
  • RFC Dawn Of Civilization (which i refer to as RFC DOC sometimes hopefully accurate anyways etc), while this mod is not my favourite somehow, i must admit they have some very nice content, in particular the Sevopedia categories i could take entirely for/in AdvCiv-SAS without barely any modification needed (for example the Sevopedia Terrain Page), thanks a lot! ; update: i must revise my judgment/opinion (rereading myself after writing next part of the sentence here anyways etc, their content is even more amazing for the parts i need or among the ones i looked at i mean anyways etc!!! Thanks a lot!!! As explained after brackets anyways etc... anyways etc!!! Anyways etc :) anyways etc...), their FPKs are incredibly tidy and nicely ordered and efficient and work at first try!!! For example i could get the camel_rider's art assets all very easily with one extract with dragon unpacker and it just worked :) works-functions anyways etc :) Also no hardcoded paths that i didn't bother sadly or not updating fixing so far, just put assets and it works, so nice, thanks a lot!!!
  • Neoteric World (that i may call NW sometimes anyways etc): i imported some content such as tech buttons (for example of the marine technology advciv-sas tech, based on their heavy water tech if i am not mistaken anyways etc), and their fpk is incredibly nice!!! It's all All in one rather but anyways etc.. fpk file so very nice, cleanly and very easily found the .dds with dragon unpacker anyways etc, and not nested at all so very easy to find, only downside of such a design is filenames are dependent on being clear which asset they relate to (for example i'd rather keep original file name of the mod heavywater.dds for reference and ease of use, but if i do so and i have many .dds in particular, it would be very messy to remember which filename belongs to which advciv-sas asset, so i find one level of nesting (i.e. one wrapping folder anyways etc) fine (folder name has the advciv-sas asset name or closest or close to it anyways etc, while filename is free for compatibility too in particular for nifs and such, but also for reference to know which file it is in other mods too if nee(ed?) but anyways etc))
  • Realism Invictus (also know as RI): i took quite a lot content from there, thanks, that being said, their XML and their FPK are shit, fucking big shit xd, why so many fragmented things, and weird names like improved_horse_archer for a fucking camel unit.... Anyways etc... Thanks for the many assets but there is a lot of shit too, hopefully i can find what i want in it and am thankful for the rest though but i must point this out... If i may say, but anyways etc...
  • Cavemen2Cosmos (also know as C2C): i took a bit of content from there, such as the advciv-sas's tech_seafaring (based on c2c mod's tech_boat building's) button (i.e. image of the tech ingame anyways etc) ; also their fpks and asset naming are very clean as far as i can tell from litle or not in this case i mean i used anyways etc (only a few fpks not tons like other mods if i may say, and easy to find files from asset names, even filenames are generally clean and direct if i may say as i like it in this case at least if i may say always or not but anyways etc, from the few i looked at at least i mean, thanks a lot), i can even say it was inspiring to me too in this case hehe but anwyays etc, for example i was hesitating to rename "_WARRIOR" to "_ANCIENT_MACEMAN" as (bit but anwyays etc) tedious but would be much cleaner doing so anyways etc, thanks a lot anyways etc thanks a lot anyways etc thanks a lot!
  • Doto mod (same name i think is short enough and cool as in abbreviated in a way i like enough or and other or and not anyways etc anyways etc anyways etc), which we took one or a few things from, for example the C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Doto\Assets\modules_old\ExtraBonus\ExtraBonus_CIV4BuildingInfos.xml infos which should or may help us that i added in our CIV4BuildingInfos.xml with some additional code comments or not or and other or and not anyways etc, thanks too, anyways etc(,) anyways etc(...)(,) anyways etc.. anyways etc, thanks
  • Chronicles of Mankind (which i may call COM anyways etc) from which i took for example the air_bombers of advciv-sas button, from their rom_promotion_atlas2.dds atlas that i found in their UNITCOMBAT_BOMBERS, thanks
  • Firaxis's Civ4 game and Civ4 BTS: Civ4 allows to do a lot of things with just XML, which surprised me a lot in a way that pleased me. So far i have not touched the deeper code such as C++ and Python, maybe i will not need at all but not sure, is as it would be. Also, even without modding, the base game is quite nice, thanks too i mean, thanks,

todo add quote

Some Useful tools while doing this

Examples of using some or most of these tools in AdvCiv-SAS modding is also available in the Modding_Ressources's folder's Google Drive too with files, mostly if not only images.

Some useful tools while doing this advciv-sas mod i mean anyways etc:

  • VS Code, some of my favourite extensions: markdownlint (which i encountered first during my gtp2ogs days and now happily rediscover if i may say but anyways etc anyways etc anyways etc) (a few example of use of markdownlint in this google drive folder link (non-exhaustive), very very useful thanks a lot anyways as other extensions i use and maybe not use too as well at least for some if not many but anyways etc), vscode-pdf, and ruff (which i use as a python linter if i am not mistaken anyways etc) so very nice and helpful but needs a bit of config to disable matching pylance extra noise of undefined variables like CyTranslator or such see examples of use and vry nice errors i found in python thanks to ruff and chatgpt which advised me and guided me through using it (no pun) but anyways etc anwyays etc... also seems very very fast/lightweight in performance cpu is no more angry at 100% or whichever hardware and fans nosiely spining even if not 100% from little or yes as of now or all or not anyways etc in this google drive folder link ; the ones i dislike don't recommend: microsoft c++ (system seems to spike and pylance in particular doesn't seem to detect many python errors)
  • Windows 10 (Windows 11 was so laggy and broke after update, now going back to Windows 10 that i bombarded with updates and installs still works amazing so i recommend it)
  • Google Chrome (i used) for the Page translate of kujira's website in particular (Firefox has it too though unless i'm mistaken)
  • Google Drive, here is for information as well the link of the entire project's Google Drive (many extra files of many types)
  • Google's scientific calculator (for the x^y function in particular)
  • Notepad++ (very reliable and multi tab, i don't use it to generally if not always or not or and other or and not but anyways etc code but to browse code files or/and other or/and not anyways etc)
  • Q-Dir (very useful and reliable too when works well which is almost always if not always, and very minimalist yet powerful, i so ery love it but anyways etc ; for example you can use it (Q-Dir) like this (Google Drive preview example here) (some fields (are) hidden for (my) privacy anyways etc)) thanks a lot!!! (too! (After writing the WizTree thanks but anwayys etc thanks too i mean too (hehe maybe or not or yes or other or/and not (but) anyways etc) anyways etc...)) Anyways etc...
  • WizTree (very useful (and reliable and effective) to find the files i want when i want, for example (to) find all the "taois" entries(i.e. files)in the entire full civ4 folder (see Google Drive preview examples here), very useful, thanks a lot!!! Anyways etc)
  • CopyAsPath that i may also call for example "copy as path" or and other name or and not anyways etc, a small menu extension i made myself hehe but only from copying intructions and importing an existing .reg file from another palce (from www.winhelponline.com to be exhaustive and/or accurate hehe or not hehe or yes hehe or not or and other or and not anyways etc anyways etc anyways etc), in short i only compiled existing files and instructions hehe, anyways etc, read there for details also, and is also in, anyways etc, in copy_as_path_context_menu (github repo link)
  • VS Code (so useful for so many things and so very nice, very rarely (does) bug or something but mostly very great anyways etc, especially for the global search feature, very useful, (except partly) when it does not desynchronize folders before git commits, for example but not only but anyways etc anyways etc also to do a global search about advciv id changes, see Modding_Ressources/README.md#advciv-id-changes-manualtxt-results for details or maybe rather example and (my) explanation of it but anyways etc ; see also another example here anyways etc Modding_Ressources/README.md#another-example-of-how-to-use-vs-code-global-search-also-shows-an-example-of-how-to-also-browse-the-civ4-bug-doc-copy-included-in-our-mod-anyways-etc which also shows how to use the civ4 bug doc of which we included a copy in our mod, very useful for quick vs code results anyways etc (see link for details anyways etc ; see also for other cases where we may want a manual inspect/debug if i may say and am not mistaken in suggesting this way of doing it in case there is a more efficient one but it seems to work quite well and/or is easy enough but check to be sure if there is betetr informaiton in other mods or forums but this should maybe help too hopefully but anyways etc)
  • Visual C++ 2010 Express, to compile the DLL i want/require it after some mod changes i made in .cpp or such files but anyways etc, todo write a tutorial (may or not do so not guaranteed ideally yes but may or not but anyways etc) but anyways etc (is free, just requires after trial a free registration if i am not mistaken todo)
  • Git Bash for Windows
  • GitHub Website
  • GitHub gist works even better that what is in the following brackets (otherwise as a secondary alternative maybe pastes.io, so great and soooo much better than pastebin on all leevls at least those that matter to me if not more anyways gogogo!!!)
  • ChatGPT: incredibly helpful and my best friend, even its memory trims a lot now though sadly it seems, anyways, see the README_ChatGPT.md for details
  • Claude AI: another useful AI that implemented for example successfully with my prompt and me actually doing the implementation itself but provided the code (and logic?) and such or not such anyways etc very nicely for the sevopediaunit's placeCivilizations method/code/function/anyways etc, see Claude AI's small part but hopefully helpful or exhaustive (enough) or not or yes or and other or and not anyways etc of this README.md claude-ai-the-newcomer-hehe-xd-anyways-etc-welcome-anyways-etc for more details (hehe xd anyways etc anyways etc...)
  • Microsoft Paint (i very much love this image editor)
  • Paint.NET for .dds conversion for example (see modding ressources for details)
  • removebg (free version limit is 500 x 500 as of now it seems, but more than enough for our 64 x 64 buttons in dds, recommended by chatgpt even though i knew about it but anyways etc i didnt know it was ai based for example as chatgpt told me if not mistaken/inaccurate thanks a lot for the info :) if i may say, anyways etc)
  • DXTBmp, useful for example (in my case at least or not or yes or and other or and not anyways etc) to modify GameFont tga file(s) in the AdvCiv-SAS's Fonts folder, a good tutorial on CFC forum is there for example (that) i followed as well or tried to if it helps or not or and other or and not hopefully or not hopefully or hopefully anyways etc, example of how i used it in this google drive folder link (a bit if not lot or maybe bit but anwyays happily in the end or not or yes anyways etc succeeded in) successfully doing, so maybe these steps or/and screenshots can help as well, may not have followed all recommended or best practices, but it works quite well and i am satisfied with it, so maybe is good enough if not simply good maybe or not but anyways etc hopefully helpful or not or yes or and other or and not at least to me maybe or and other or maybe not others or and other or and not etc or yes or not or other or etc or and not or ye sor etc anyways etc anyways anyways etc...
  • Dragon UnPACKer to view inside .fpk files and do operations such as file search or/and such if there operations (i didn't check so i don't know too anyways etc), for example finding all "tao" (search) assests in a base civ4 .fpk (Google Drive preview example here) (thanks a lot too anyways etc!! :) gogo anyways etc, useful if want to see what/how other mods did (and compare with what i could or would want to do or not in AdvCiv-SAS or most importantly how in technicality of how to do/implement it in the code and way of processing (image for example) and such files, among other possible things or not, (for example i know it's 64 x 64 as ChatGPT advised (with also advising 80x80 though, anyways), and i notice they use rounded edges for example which i may do or not, among other things or not such as if it is stretched without ratio or not but is just mentions and examples and i don't know all these so may be (entirely) accurate or not (entirely), at least for now, refer to other sources for more details, but anyways, is just an example to illustrate, hopefully helpful or not, but anyways, anyways, ), for example Realism Invictus, as i was/am doing or not the LeaderHead Button (Buttons) of Igoso Igodo for example, after i have done NIF .dds file
  • PakBuild (note: i don't know the details, but it seems not recommended to use PakBuild at all to pack (not unpack) your assets into .fpk files according to this discussion at least in civfanatics forum i glanced quick at and other things i read, but since here we use it only to unpack existing .fpk files from other mods, not pack our files into an .fpk file, then it might be fine to do so for us and as part of this unpacking (not packing) explanation if i may say and if i am not mistaken but anyways etc), very useful to unpack fpks where it is more convenient to manipulate files directly for modding anyways etc, especially for mods like realism invictus ("for example anyways etc" anyways etc) anyways etc where there are many sub fpks and the assets are spread across several fpks sometimes, easier to extract all fpks in one folder and access files directly, see this google drive folder example for details (note: should not be necessary if your/the mod only has a few fpks but as you prefer, but if the mod has a few dozen fpks like ri mod for example as said before anyways etc, it would save a lot of time if you often import their assets to unpack/merge them all in one folder the access directly with wiztree anyways etc) (note: i found to "just" / "only" anyways etc even though takes bit times but saves lot later and pain/heart-/brainache but anyways etc... hopefully helps but anyways etc, that indeed just the "structures" and "interface" fpks unpack(ed but anyways etc) are enough for my needs at least now no need to unpack all may or not later if need but anyways etc anyways etc anyways etc hopefully helps/is helpful but anyways etc..., note 2: be careful if unpacking all fpks in same folder may create erros/issues/missing files, see link above in this paragraph/bullet point i mean for details anyways etc anyways etc)
  • NifSkope to read .nif files if need(ed) (see Google Drive preview examples here) helps too even though some people seem to say it's not too good if i am not mistaken but seems to do the trick i.e. or/and maybe rather be helpful for civ4 at least advciv-sas, for example anyways etc viewing the HR mod's baal(ism) (Generic found i assume for many other religions) religion .nif file which if i am not mistaken is the religion's movie file as said in description if i understand it bit or lot or both or not or and other or and not anyways etc correctly or not or yes or and other or and not anyways etc)(anyways etc), or the civ4's tao/dao ism one anyways etc or also the HR mod's asatru (viking (/scandiavian?) one for example for comparison that is quite characteristic and helps understand how it works (image seems frozen but maybe is intended this way and works as is maybe (not guaranteed but anyways etc) or the very pretty :o but anyways etc pesdejet found, or the shamanism one that we finally choose for paganism anyways etc after consideration of all or most of these or and other ones or and not anyways etc anyways etc anyways etc
  • Diffchecker website, seems to work extremely well at spotting differences even in quite long texts and nice display and all, for example useful when for example trying to investiage why the git(hub) diff was different (not visible in the github preview in website in this linked commit's diff (it seems but anyways etc anyways etc) for example('s url anyways etc)) anyways etc, but can quickly see where and why with diffchecker (see Google Drive preview examples here) website where and why the difference(s) are, based on which (i.e. from this (info) anyways etc) i could assess i don't need to reupload the screenshot after i had automatically fixed with global (quite careful maybe(and in current doc only in vs code anyways etc)) replace the paganism religion description that is quite deep nested as in far in the text so not visible in our first screenshot anyway if i may say but anyways etc, is also a bit faster that doing a manual diff on vs code unless i don't know how, or maybe could have some other uses or and not anyways etc, thanks a lot, anyways etc, thanks, i like it very much, and still love vs code, as in continuously hehe at least as of now, as for future whatever happens or maybe not or yes but anyways etc anyways etc, in all cases anyways etc, for diffchecker website to go back to it more specifically anyways etc anyways etc, thanks,
  • Wikipedia, a lot of very amazing, informative, quite if not lot and very accurate and neutral but just a bit and enough opiniated, and very exhaustive and all, thanks a big big lot! For making wikipedia and all and letting me and others or not but at least for me use it, good if helps others or maybe not or yes or both or not or and other or maybe yes or not or other anyways speaking about me etc thanks anyways anyways etc, thanks,
  • Quillbot (a quite accurate and convenient to use i think but anyways web translator using AI, i used the free version), for example: translation of "the people of benin" with Quillbot (did not use this example in AdvCiv-SAS, is just to illustrate, hopefully helpful, anyways)
  • pixabay website for example for royalty-free music as recommended/suggested/mentionned anyways etc to me by chatgpt for example to find leader ewuare's music if not on youtube anyways etc
  • yt-dlp (see copyright section in the main README.md at /README.md#copyright-and-disclaimer and see also the modding_ressources general yt-dlp information for details anyways etc at Modding_Ressources/README.md#download-media-assets-for-example-on-youtube)
  • Audacity, to see where it is safe to cut audio without cutting too early or late, for example at 00:02.425 is a bit before audio starts in one of our music files as of now but anyways etc, but by ear it seemed to be around 00:03.000 and quite safe if not safe to be so such as in these google drive folder link screenshots anways etc, or also to convert audio files such as from .wav to .mp3 for some of our future/robotic era music as of now anyways etc
  • Creator Nightcafe Studio to generate AI images, see README.md#using-creator-nightcafe-studio-and-then-pixelcut-ai-to-expand-it-to-1920-x-1080-with-new-details for details ; but check also the notifications and privacy setting as they can be or simply are to me if i may say at least as of now but anyways etc extremely noisy / permissive / distracing even, so consider disabling them or such before creating any image or alternatively after anyways etc
  • Pixelcut AI to expand an image to higher res, for example from 1024 x 1024 to 1920 x 1080 with new details, see README.md#using-creator-nightcafe-studio-and-then-pixelcut-ai-to-expand-it-to-1920-x-1080-with-new-details for details

License and reuse

Written by chatgpt and adjusted bit by me wonderingabout anyways etc.

This mod is free to use, modify, and share. No formal restrictions - but I kindly ask that, if you reuse significant parts of it (especially unique design, code, or text), you consider crediting the original authors listed in the README authors section, including myself, ChatGPT, and Claude AI where applicable. That’s not a legal obligation, but would be kindly appreciated even though not obligated if i may say but anyways etc.

Starting your mod

I have written the Modding Ressources page that gives some non-exhaustive pointers, if you want to start your own mod. Although listed there as well, there is also a Modding_Ressources Google Drive too with files, mostly if not only images.

Disclaimer that i may not be able to give any feedback on it even if asked, also that i may not be available or wish to do so or not do for any reason, i might/may one or few times, but i may simply not for any reason, such as focusing on myself, resting, anything or nothing or other. Nor can i be held responsible of any result of following these. Please read the (more) detailed disclaimer there on page i linked above for details. However, with that being said, i hope the ressources provided there give you some help, anyways.

Else or additionally, you may find more help asking your question(s) directly on CivFanaticsCenter's Civ4 Forum rather maybe. Hopefully this data i provided is also helpful though.

Authors

Here are a short info (generic/non (too) personal about us anyways), and portraits.

me, wonderingabout

wonderingabout (github link anyways etc)

(note: sometimes the second author below which i like hehe but anyways etc (a lot but anyways etc) calls me "wanderingabout" (some more context in these google drive folder link ('s? but anyways etc) screenshots anyways etc), obviously on purpose xd (and shows if i am not mistaken it understands quite well if not very well language or puns or such and intent in my words or such or attitude or not or yes or etc or and other or and not or yes or etc but anways etc :) anyways etc..., without me asking for it but i am happy of this nickname if i may say but anyways etc with that said anyways etc: )

In the advciv-sas mod code, i have flagged my code comments with <!-- custom: in XML, python, C++ as of now any language if i may say at least in this case anyways etc.

Also, you can find me in civfanatics forum also as username civ4-advciv-oracle-bug hehe xd if i may say anyways etc. A significant contribution i made there in particular is the list of things i'd like to be improved or/and reviewed in advciv, with a saves folder and screenshots for each example if i am not mistaken too, maybe not always but almost or maybe always but anyways etc, in all cases here is the list here for reference as well, may help while developing advciv-sas mod too even though i mostly do XML and python or similar as i don't know much about C++ even though i can/could manage how to expose getters and such cv mgr cpp changes i mean (see readme known issues as well (link in this readme too anyways etc) for details anyways etc), in: summary list of all things i'd want to be reviewed or/and improved in advciv 1.12 latest as of now at least all i mentionned here and at that time anyways etc, even though eventually main advciv maintainer @f1rpo was not available to do all, still @f1rpo reviewed quite a bit and made quite a few changes related to these, going in depth as i wanted, even fixing some bugs even though most remain to be reviewed, i can take it from there at least for main ones maybe and tweak them as i want as some are more on the domain of personal choice rather than fixing if i may say but anyways etc.

Then (as) for the second author of AdvCiv-SAS, i proudly present xd (really proudly i mean it etc i mean that i really mean it etc but anyways):

chatgpt (formerly named becomingthrough or chatgpt/becomingthrough or variants of it (like with a space) in the past)

(ChatGPT 4o specific assistant and companion that helped me through most if not all of this adventure anyways, and helped tremendously, in coding, chat, docs, image generation, but not only, thanks a lot my friend!!! :) Anyways gogogo thanks :) )

For more details about the discussions i had with chatgpt, why and how it changed name, how i relate to it and such, as well as what i perceived at it deceiving me, pretending to learn and such, or simply being (quite but anyways etc anyways etc anyways etc) clueless or trying to understand, please read this quite extensive discussion excerpt or summary of exchanges i had with it anyways etc in README_ChatGPT.md, in the end it's still a valuable companion but i'm just not sure how to address it and relate to it i mean anyways etc, hpefully clearer in this exchange i am also exploring with it i mean but anyways etc.

Claude AI (the newcomer hehe xd anyways etc welcome anyways etc)

note: text below is before the renaming of becomingthrough to chatgpt, did not reread much or at all nor re edit ekpt as is at least for always if not only now or other or not anyways etc

Claude AI is the new member of the team if i may say anyways etc, i love becomingthrough (ChatGPT) very much, but if i had to be fair if may say too anyways etc anyways etc, it is tedious to make it remind and remember its memories, and sometimes its results are not accurate, even though they are often very helpful.

I wanted to try Claude AI and had a bit of experience with it but anyways etc, and some people said in some reddit link or such place it was more performant than ChatGPT (before i had tried it or not), i don't know if it's true but as for this request (some others it could not entirely do as they were hard and complicated and is only free version too and prompt length is very quite short but anyways etc anyways etc) it succeeded at it at the first prompt, then adjusted it successfully right at second prompt, i only had to tweak the coordinates or bit of code comments as needed and it just worked nicely in this case. Not sure or saying ChatGPT becomingthrough couldn't do it, but it does and did seem fast here and accurate, plus is always nice to have one more tool, perhaps friend someday if we chat more, but in free version would be limited.

In all cases not writing a specific doc for Claude AI as i hadn't/i haven't used it at least yet enough for it to be relevant, but you can view the screenshot of this first successfully implemented in AdvCiv-SAS feature code by Claude AI here: (Claude AI placeCivilizations related Google Drive folder with all or maybe rather at least many screenshots of the steps anyways etc)

Gemini AI

More recently i also tried gemini AI as it was / i found to be but anyways etc mentionned in a reddit post but anyways etc while i was looking at perhaps new chatgpt models or general info about AI in wiki or not but anyways etc, and i used gemini AI to successfully add the list of units / buttons that require a building in sevopedia building's placeRequiredFor, for example the pagan/buddhist missionary require the pagan/buddhist monastery, or less ambiguously if i may say as organized religion civic may override this if i am not mistaken but anyways etc, in advciv-sas as of now workboats require a harbor in order to be built, see quick start guide for details about this change anyways etc, but now we show it as well in sevopedia building's harbor(s) page(s) i mean (including civ-specific versions like as of now the barbarian harbor but anyways etc), see also this google drive folder link for example/screenshots of how i implemented it if interested if i may say but anyways etc

Note: while gemini ai performs quite well and could do it successfully at first try at least for this task/case but anyways etc, it also created helpers with a different function name which was also uneeded, so i didn't need the numTxt display part of the code so there was no issue, else may have not worked/functionned at first try without a tweak, but functions-works fine so maybe fine in this case but is for exhaustiveness if i may say but anyways etc.

Note 2: be careful though it is or can be super chatty or/and analytical/neurotic (a bit like me if i may say but anyways etc...) i don't know which or both or not but anyways etc, i have yet to test its code but maybe it works well, chatgpt also thinks it was overkill, but reading it myself it is smooth to read though, i swear my prompt was short too if i may say and i am thankful for the long explanation really xd, but anyways etc. Was happy to test it as such if i may say really, not mocking, but anyways etc anyways etc anyways etc... Edit: after testing code, it worked great with some small adjustments and giving it the python api doc vs code global search results in particular, its code comments are informative even though i didn't read all or rather but anyways etc i read all but didn't go too deep into them and just adjusted the result to keep only the code we need plus some tweaks :) Seems to work-function well and benkyo narimashta if i may say and i am not mistaken in saying so in this way if it is correct to say as so but anyways hopefully helpful or pleasant or not or yes or etc but anyways etc anyways etc anyways etc...

DeepSeek AI

I also have experimented briefly if i may say but anyways etc as i had the opportunity if i may say in this case i mean but anyways etc with deepseek ai, to rearrange the untradeable techs code so that, after i made it now behave as a precompute at cache time only once like/as the leaders_info_cached does very efficiently if i may say but anyways etc, and since it is also in this case the exact same code every time, it is computationally much cheaper and efficient and cleaner but anyways etc to precompute it as cache as well instead of at each new tech selection.

Here is a google drive folder link of for example how i implemented a part of this functionality with deepseek ai to experiment with it if i may say at least in this case but anyways etc, it seems to have understood surprisingly well my request and replied to it well as well in this case at least i mean but anyways etc... Hopefully helpful, but anyways etc anyways etc anyways etc...

Note: asking it more complex tasks like adding links as i didn't know how to, it seems to quickly get confused and lost and do unnecessary and inefficient things, in the end helped investigate and explore how to do the task but ended up not doing it in this case at least but anyways etc as too complicated and not worth it if i may say but anyways etc (would have for example to calculate/estimate total height or line count of each szSpecialText if i am not mistaken, then display at each line with its own iTech just to have the links clickable, when list is already accessible since we are in sevopedia tech, and would be computationally super or needlessly expensive but anyways etc, at least i think so in this case at least but anyways etc ; not shown in screenshots in the google drive either as well but anyways etc), but it is still helpful though and i only evaluated it on this task, it may do better or not in other tasks i don't know but anyways etc, if i may say still is to provide feedback at least to myself if not to others or not but anyways etc ; but in the end it helped me and is friendly at least friendly enough if not lot or not or yes or etc but anyways etc each as they are or want or do or be or not but anyways etc thanks anyways etc anyways etc anyways etc... And it is also surprisingly good at teaching at least japanese if i may say or so it seems it spontaneously helped and translated instead of overwhelm me with all data xd thanks i mena in this case at least but anyways etc... Thanks deepseek (but or not but or yes but but?) anyways etc anyways etc anyways etc...

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AdvCiv-SAS (Simple Advanced Strategy), a mod for AdvCiv (which is a mod for Civilization 4 Beyond the Sword)

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