bruizar
Jul 18, 2007, 10:55 AM
With the addition of corporations we've got new options for modding. For my mod, I'd like to use real corporations instead of the ones that are made up by Firaxis. (Seems totally out of character, regardless of any trademark issues they might have regarding the use of actual businesses, corporations are undeniably part of history too).
First example: I'd like to add Boeing and Airbus as competing corporations. PreReq technology should be Flight. Bonus Prereqs should be Aluminium and Oil. Airbus should give 2 additional trade routes per city, where Boeing should only give 1, read on.
Question number 1: How can we add a traderoute to Corporations?
Second example: For more strategic depth, I'd like to include corporation-dependent unique units to the MOD. This means that the headquarter, and all cities with the corporation present, gets to train a unique unit.
In this example Boeing competes against Lockheed Martin. A city with Boeing gets to build the B-2 Spirit stealth bomber alongside the 1 additional traderoute he got already. A city where Lockheed Martin is present gets to build the Joint Strike Fighter and receives 20% production increase for SS components. Nasa however, would grant your city +75% production increase for SS components.
Question number 2: How do you link units to corporations?
Third example: For even more strategic depth, I'd also like to include corporation-dependent unique buildings.
Morgan Stanley competes against Goldman Sachs, Lehman Brothers and Merrill Lynch
A company with either of the following corporations gets to build a National Bank (National Wonder).
The National Bank allows investment banking with other civs where your corporation has spread.
Question number 3: How do you link buildings to corporations?
Once you've established your corporation in another player's civ, you can purchase futures, options, swaps, stocks and bonds with a country where your corporation has spread to. This way you can bankrupt a civ. Bankrupting a civ means that all sliders will drop to zero setting you up for an easy win.
Question number 4: I'm not even going to ask... :-)
<Civ4CorporationInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<CorporationInfos>
<CorporationInfo>
<Type>CORPORATION_1</Type>
<Description>TXT_KEY_CORPORATION_1</Description>
<Civilopedia>TXT_KEY_CORPORATION_1_PEDIA</Civilopedia>
<TechPrereq>NONE</TechPrereq>
<FreeUnitClass>NONE</FreeUnitClass>
<iSpreadFactor>200</iSpreadFactor>
<iSpreadCost>50</iSpreadCost>
<iMaintenance>100</iMaintenance>
<PrereqBonuses>
<BonusType>BONUS_WHEAT</BonusType>
<BonusType>BONUS_CORN</BonusType>
<BonusType>BONUS_RICE</BonusType>
</PrereqBonuses>
<HeadquarterCommerces>
<iHeadquarterCommerce>5</iHeadquarterCommerce>
<iHeadquarterCommerce>0</iHeadquarterCommerce>
<iHeadquarterCommerce>0</iHeadquarterCommerce>
</HeadquarterCommerces>
<BonusProduced>NONE</BonusProduced>
<CommercesProduced>
<iCommerceProduced>0</iCommerceProduced>
</CommercesProduced>
<YieldsProduced>
<iYieldProduced>75</iYieldProduced>
</YieldsProduced>
<Button>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,6</Button>
<MovieFile>NONE</MovieFile>
<MovieSound>NONE</MovieSound>
<Sound>AS2D_BUILD_BANK</Sound>
</CorporationInfo>
This is the XML shipped with Beyond the Sword. I don't really understand what everything in CvPediaCorporation.py and CvCorporationScreen.py meant, but those are the only python scripts I could find.
Does anyone feel like giving this a try? I'm curious to see if we can make something nice out of the corporation system.
First example: I'd like to add Boeing and Airbus as competing corporations. PreReq technology should be Flight. Bonus Prereqs should be Aluminium and Oil. Airbus should give 2 additional trade routes per city, where Boeing should only give 1, read on.
Question number 1: How can we add a traderoute to Corporations?
Second example: For more strategic depth, I'd like to include corporation-dependent unique units to the MOD. This means that the headquarter, and all cities with the corporation present, gets to train a unique unit.
In this example Boeing competes against Lockheed Martin. A city with Boeing gets to build the B-2 Spirit stealth bomber alongside the 1 additional traderoute he got already. A city where Lockheed Martin is present gets to build the Joint Strike Fighter and receives 20% production increase for SS components. Nasa however, would grant your city +75% production increase for SS components.
Question number 2: How do you link units to corporations?
Third example: For even more strategic depth, I'd also like to include corporation-dependent unique buildings.
Morgan Stanley competes against Goldman Sachs, Lehman Brothers and Merrill Lynch
A company with either of the following corporations gets to build a National Bank (National Wonder).
The National Bank allows investment banking with other civs where your corporation has spread.
Question number 3: How do you link buildings to corporations?
Once you've established your corporation in another player's civ, you can purchase futures, options, swaps, stocks and bonds with a country where your corporation has spread to. This way you can bankrupt a civ. Bankrupting a civ means that all sliders will drop to zero setting you up for an easy win.
Question number 4: I'm not even going to ask... :-)
<Civ4CorporationInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<CorporationInfos>
<CorporationInfo>
<Type>CORPORATION_1</Type>
<Description>TXT_KEY_CORPORATION_1</Description>
<Civilopedia>TXT_KEY_CORPORATION_1_PEDIA</Civilopedia>
<TechPrereq>NONE</TechPrereq>
<FreeUnitClass>NONE</FreeUnitClass>
<iSpreadFactor>200</iSpreadFactor>
<iSpreadCost>50</iSpreadCost>
<iMaintenance>100</iMaintenance>
<PrereqBonuses>
<BonusType>BONUS_WHEAT</BonusType>
<BonusType>BONUS_CORN</BonusType>
<BonusType>BONUS_RICE</BonusType>
</PrereqBonuses>
<HeadquarterCommerces>
<iHeadquarterCommerce>5</iHeadquarterCommerce>
<iHeadquarterCommerce>0</iHeadquarterCommerce>
<iHeadquarterCommerce>0</iHeadquarterCommerce>
</HeadquarterCommerces>
<BonusProduced>NONE</BonusProduced>
<CommercesProduced>
<iCommerceProduced>0</iCommerceProduced>
</CommercesProduced>
<YieldsProduced>
<iYieldProduced>75</iYieldProduced>
</YieldsProduced>
<Button>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,6</Button>
<MovieFile>NONE</MovieFile>
<MovieSound>NONE</MovieSound>
<Sound>AS2D_BUILD_BANK</Sound>
</CorporationInfo>
This is the XML shipped with Beyond the Sword. I don't really understand what everything in CvPediaCorporation.py and CvCorporationScreen.py meant, but those are the only python scripts I could find.
Does anyone feel like giving this a try? I'm curious to see if we can make something nice out of the corporation system.