Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
Adventure Time - The Grasslands
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
15.542 MB
4 Apr, 2022 @ 11:20am
4 Apr, 2022 @ 3:00pm
2 Change Notes ( view )

Subscribe to download
Adventure Time - The Grasslands

Description
Hi.



The Land of Ooo is a civilization that excels at diplomacy. Adventurers make excellent early game units, thanks to their survivalism promotion and ability to build improvements anywhere. This enables Finn to setup basic infrastructure as he expands the Grasslands' reach. Completing improvements for City-states allows Adventurers to establish early game relationships with them as they race to seek them out in the world, and becoming stronger with each level-up means Adventurers remain a strong backbone to Finn's armies as the game progresses. The Adventurer's Treasury provides a sizeable Gold injection on completion, while also providing the city a Gold purchase discount to all items to facilitate the city's development. They also enable Finn to earn Gold when Adventurers complete improvements, allowing the unit to remain useful as their role as a combat unit begins to become obsolete.

Peace Theme: Chillin' With my Bro
War Theme: Grasslands Action

Compatibile with:
  • 3rd Unique Component
  • 4th Unique Component
  • Civ IV Traits in Civ V

Known issues:
  • Farms created by Adventurers have no graphics, and Adventurers have no work animations. This is a limitation in the Civ V DLL. There isn't a whole lot I can do about this, apologies.
  • The mod uses dummy technologies for Adventurer improvements. Sometimes they show up on the tech tree sometimes. You can effectively ignore them.
  • Some of this XML is ancient (I'll explain this in a second), I wouldn't be surprised if there's something finnicky happening somewhere. Just let me know if you notice anything else.

Credits:
Cartoon Network, Pendleton Ward - IP holder / creator of Adventure Time
Typhlomence - Lua scripting that enables Finn to the player's name, diplomacy responses template
Civfanatic Forums

...I orginally came up with the idea to create my own Grasslands civilization way back in 2014. I can still find some code snippets from way back then, in fact. It essentially was my start into Civ V modding, and modding as a whole. It's been eight years of iterating on ideas, experimenting, putting the mod on the backburner for other ones. And a lot changes about us as people over eight years. I'm happy I've been able to present I design I'm happy with, nevertheless. Thanks for enjoying my works. I'm not sure if I'll continue making Civilization V mods, but if I do, until then.
3 Comments
jeff.c.jewell 11 Apr, 2022 @ 6:26am 
Thanks for the quick reply! I'll give it a shot after work.
Lucas  [author] 11 Apr, 2022 @ 6:23am 
In MMGrassFunctions.lua, you'll find this line. It's at line 103:

pUnit:SetBaseCombatStrength(GameInfo.Units[pUnit:GetUnitType()].Combat + ((pUnit:GetLevel() - 1) * 3))

Change the 3 to whatever number you desire, that's how much strength the Adventurer gains per level up. The change won't be calculated until the Adventurer levels up again. I actually went back and forth between them gaining 3 combat strength or 2 combat strength for a while, 3 can lead to some pretty overpowered results but more often they'll just stay combat relevant until the Renaissance. I guess it depends on multiple factors. In hindsight, I should have used a global variable instead of a hard-coded value for easy editing.

Anyways I'm rambling now. Thanks for enjoying the mod!
jeff.c.jewell 10 Apr, 2022 @ 8:36pm 
This a GREAT mod!
Is there a way to edit the 3 combat strength per level down to 2 or 1? I play with some promotions mods that make 3 over powered in a hurry.
I looked through the files in the mod and could not find it. Thanks for creating this mechanic!