Ancient era, not really?

Because really, founding a new city and having to queue up 20 1-turn buildings even at Snail speed is ridiculous, i much prefer bigger buildings with a bigger effect, i think some of these should be obsoleted much faster and be replaced by buildings that have a combined effect.
For example Root Tubers, Wild Berries, Rock gatherer, Bark gatherer and those could all be combined into 2 or 3 "Food gatherer" and "Material gatherer" buildings. It's ridiculous to build Bark gatherers in your fifth city when you already have obsidian, fine timber and rock.

Another option which we started to discuss but did not get very far with was to have some buildings come free with your new city depending on your tech level and what was in the vicinity of the new city.
 
I can try snail. But what I noticed so far the slower I set the speed the faster I win. Simply put, slower speed really favors the military approach.
 
Another option which we started to discuss but did not get very far with was to have some buildings come free with your new city depending on your tech level and what was in the vicinity of the new city.

Or add an upgraded settler earlier or make the early buildings obsolete and replace them with one building that gives multiple bonuses for resources. Most of the time though I conquer cities, and having to build 20 crappy buildings every time I roll in on some chump. Do AIs not build these buildings or are they simply or destroyed?
 
Another option which we started to discuss but did not get very far with was to have some buildings come free with your new city depending on your tech level and what was in the vicinity of the new city.

I would really like this ALOT. You can link it to a settler unit..every 20 techs, and each is unique.

The first one can be Settler ( Fire Making ) then Settler (Argiculture) then Settler(Writing) and so on. Each settler gives free buildings.
 
Or add an upgraded settler earlier or make the early buildings obsolete and replace them with one building that gives multiple bonuses for resources. Most of the time though I conquer cities, and having to build 20 crappy buildings every time I roll in on some chump. Do AIs not build these buildings or are they simply or destroyed?

There is a problem with buildings being destroyed because "we" forgot to put a value in the XML tag. that is being worked on.

I would really like this ALOT. You can link it to a settler unit..every 20 techs, and each is unique.

The first one can be Settler ( Fire Making ) then Settler (Argiculture) then Settler(Writing) and so on. Each settler gives free buildings.

I would like to get away from settler upgrades and just have the buildings built free. It is near enough the same bit of code but it would be a bit better tuned to C2C.
 
I would like to get away from settler upgrades and just have the buildings built free. It is near enough the same bit of code but it would be a bit better tuned to C2C.
Maybe we should add that as a boolean expression to the building XML that specifies for each building separately when it is free in a new city.
 
Maybe we should add that as a boolean expression to the building XML that specifies for each building separately when it is free in a new city.

Probably a good idea. It needs to be able to take into consideration
  • tech it becomes free (it takes awhile for things to catch on)
  • tech it stops being free )default obsolete tech)
  • terrain, features and resources in vicinity of the city
  • civics maybe - some civics are more organised than others
 
Probably a good idea. It needs to be able to take into consideration
  • tech it becomes free (it takes awhile for things to catch on)
  • tech it stops being free )default obsolete tech)
  • terrain, features and resources in vicinity of the city
  • civics maybe - some civics are more organised than others
Those are already possible with boolean expressions (well, the integrate/aggregate functionality is still missing some lines of code).
Exemplary expression:
Code:
<NewCityFree>
  <And>
    <Has>
      <GOMType>GOM_TECH</GOMType>
      <ID>TECH_RITUALISM</ID>
    </Has
    <Not>
      <Has>
        <GOMType>GOM_TECH</GOMType>
        <ID>TECH_WATERWORKS</ID>
      </Has>
    </Not>
    <Integrate>
      <RelationType>RELATION_WORKING</RelationType>
      <ObjectType>GAMEOBJECT_PLOT</ObjectType>
      <IntegrateType>INTEGRATE_OR</IntegrateType>
      <Has>
        <GOMType>GOM_FEATURE</GOMType>
        <ID>FEATURE_FOREST</ID>
      </Has>
    </Integrate>
    <Has>
      <GOMType>GOM_CIVIC</GOMType>
      <ID>CIVIC_CORPORATIST</ID>
    </Has>
  </And>
</NewCityFree>
Verbose, but very flexible. This is not supposed to be a meaningful example but this building would be free from Ritualism to Waterworks if there is a forest in the plots belonging to the city and corporatist civic is active.
 
That certainly gets rid of most of my worries and would stop us giving woodworks (or whatever the first wood building is) in cities without forest or jungle.
 
I have added it now with some slight syntax changes (add this to the building info XML):
Code:
<NewCityFree>
  <And>
    <Has>
      <GOMType>GOM_TECH</GOMType>
      <ID>TECH_RITUALISM</ID>
    </Has>
    <Not>
      <Has>
        <GOMType>GOM_TECH</GOMType>
        <ID>TECH_WATERWORKS</ID>
      </Has>
    </Not>
    <IntegrateOr>
      <RelationType>RELATION_WORKING</RelationType>
      <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
      <Has>
        <GOMType>GOM_FEATURE</GOMType>
        <ID>FEATURE_FOREST</ID>
      </Has>
    </IntegrateOr>
    <Has>
      <GOMType>GOM_CIVIC</GOMType>
      <ID>CIVIC_CORPORATIST</ID>
    </Has>
  </And>
</NewCityFree>
It is an expression so any combination of And, Or and Not are valid with Has, Is or a constant as leaves. You can also use If (3 subexpressions, the first is the condition that selects between the second and third) and BEqual (boolean equal, which has two subexpressions and evaluates to true if they evaluate to the same value). IntegrateOr uses the same way to determine on which game objects to evaluate the subexpression as property propagators.
 
There is a problem with buildings being destroyed because "we" forgot to put a value in the XML tag. that is being worked on.

I have found since putting in a conquer % value on buildings is much more rewarding when taking over a new city. Like you would expect some building so get destroyed but many remain and as a result it is much quicker to to recover a city. Before it would shrink almost instantly because all the buildings were taken away.

Sorry again everyone for not setting a value for them all this time. :blush:
 
I have added it now with some slight syntax changes (add this to the building info XML):
Code:
<NewCityFree>
  <And>
    <Has>
      <GOMType>GOM_TECH</GOMType>
      <ID>TECH_RITUALISM</ID>
    </Has>
    <Not>
      <Has>
        <GOMType>GOM_TECH</GOMType>
        <ID>TECH_WATERWORKS</ID>
      </Has>
    </Not>
    <IntegrateOr>
      <RelationType>RELATION_WORKING</RelationType>
      <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
      <Has>
        <GOMType>GOM_FEATURE</GOMType>
        <ID>FEATURE_FOREST</ID>
      </Has>
    </IntegrateOr>
    <Has>
      <GOMType>GOM_CIVIC</GOMType>
      <ID>CIVIC_CORPORATIST</ID>
    </Has>
  </And>
</NewCityFree>
It is an expression so any combination of And, Or and Not are valid with Has, Is or a constant as leaves. You can also use If (3 subexpressions, the first is the condition that selects between the second and third) and BEqual (boolean equal, which has two subexpressions and evaluates to true if they evaluate to the same value). IntegrateOr uses the same way to determine on which game objects to evaluate the subexpression as property propagators.

Do the normal requirements also hold or do I have to repeat them here? So if a building requires forest or jungle already do I have to respecify this in the NewCityFree tag set?
 
Do the normal requirements also hold or do I have to repeat them here? So if a building requires forest or jungle already do I have to respecify this in the NewCityFree tag set?
At the moment you have to respecify it because using canConstruct would also evaluate the prereq buildings which are not necessarily there in the order the free buildings are placed.
I could of course introduce another boolean to the canConstruct call that if false does not evaluate the prereq buildings.
Anyway, I am on business travel until Friday so Friday is the earliest I will get to working on that again.
 
At the moment you have to respecify it because using canConstruct would also evaluate the prereq buildings which are not necessarily there in the order the free buildings are placed.
I could of course introduce another boolean to the canConstruct call that if false does not evaluate the prereq buildings.
Anyway, I am on business travel until Friday so Friday is the earliest I will get to working on that again.

I am off with the family starting Friday so will be away (from my C2C machine) for a couple of weeks.
 
I really like the idea of having buildings come free with settlers. I would be happy (when I have a little more time, later this week) to go through the buildings and come up with some ideas.
 
At the moment you have to respecify it because using canConstruct would also evaluate the prereq buildings which are not necessarily there in the order the free buildings are placed.
I could of course introduce another boolean to the canConstruct call that if false does not evaluate the prereq buildings.
Anyway, I am on business travel until Friday so Friday is the earliest I will get to working on that again.
Got back a bit earlier and I have implemented that now so the NewCityFree tag will only give the building for free if the construction requirements are met (only building dependency requirements are not checked).
 
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