LeeS
Imperator
WIP at the moment. PLUS I posted this by accident on one of Bane_'s threads *sigh* . Anyway:
I've been doing some work on a mod that speeds production of certain wonders and buildings based on the presence of Local City Resources. If this sounds familiar, it was a 'thing' in CIV4. I have a starting list of wonders, and some tentative thoughts on what "regular" buildings ought to have increased production-speed based on the presence of local city resources.
So far I've been thinking along these lines, for resources that affect wonder production speeds:
Note that "Iron" is being used as a stand-in for "Structural Steel" in some cases because we don't have such a resource as "Structural Steel".
Resources that would increase production of regular buildings:
Note that I haven't thought this through completely. Nor am I really going for "every building is speed-enhanced by a resource", though I am not opposed to such a system if there are enough reasonable suggestions. Nor am I opposed to buildings that ought to construct faster being production-bumped by the presence of nearby terrains or features.
If we had a "timber" or "wood" resource I'd make Watermill-Class and Windmill-Class Buildings go faster with such a resource.
What I am looking for some feedback on:
I've been doing some work on a mod that speeds production of certain wonders and buildings based on the presence of Local City Resources. If this sounds familiar, it was a 'thing' in CIV4. I have a starting list of wonders, and some tentative thoughts on what "regular" buildings ought to have increased production-speed based on the presence of local city resources.
So far I've been thinking along these lines, for resources that affect wonder production speeds:
Spoiler :
Note that "Iron" is being used as a stand-in for "Structural Steel" in some cases because we don't have such a resource as "Structural Steel".
- Marble: (wonders not currently affected by Marble)
- Grand Temple
- Heroic Epic
- National Treasury
- Oxford University
- Hermitage
- Alhambra
- Leaning Tower
- Uffizi
- Angkor Wat
- Notre Dame
- Sistene Chapel
- Taj Mahal
- Brandenburg Gate
- Louvre
- Stone:
- Great Lighthouse
- StoneHenge
- Pyramids
- Great Wall
- Red Fort
- Circus Maximus
- Borobudur
- Chichen Itza
- Machu Pichu
- Kremlin
- Himeji Castle
- Cristo Redentor
- Pentagon
- Copper:
- Forbidden Palace
- Statue of Liberty
- Colossus
- Iron:
- Broadway
- Big Ben
- Pentagon
- Sydney Opera House
- Eiffel Tower
Resources that would increase production of regular buildings:
Spoiler :
Note that I haven't thought this through completely. Nor am I really going for "every building is speed-enhanced by a resource", though I am not opposed to such a system if there are enough reasonable suggestions. Nor am I opposed to buildings that ought to construct faster being production-bumped by the presence of nearby terrains or features.
- Marble:
- University-Class Buildings (University & Wat*)
- Courthouse
- Temple-Class Buildings (Temple, Burial Tomb, Mud Pyramid Mosque*)
- Stone:
- Monument-Class Buildings (Monument and Stele)
- Library-Class Buildings (Library, Paper Maker and Royal Library)
- Castle-Class Buildings (Castle and Mughal-Fort)
- Lighthouse
- Harbor
- Colosseum
- Stadium (?)
- Public Schools
- Aqueduct
- Arsenal
- Military Base
- Copper:
- nuttin' so far
- Iron:
- Observatory
- Stadium (?)
- Factory
If we had a "timber" or "wood" resource I'd make Watermill-Class and Windmill-Class Buildings go faster with such a resource.
What I am looking for some feedback on:
- Not sure if I want to make the resource specifications and production bumps through a new game table or if I want to do it all directly in lua. Nor have I decided whether I want to directly manipulate a city's production, or whether I want to use a dummy buildings approach, where the dummy buildings either have a <BuildingProductionModifier> or a <WonderProductionModifier>. I've already figured how to "capture" the name such as BUILDING_LIGHTHOUSE of what is being produced in a city, and the code to see whether a city has a local resource. Though I've probably over-coded it by also writing checks to be sure that not only is the resource local to the city, but it is an improved resource that is also being worked by the city in question.
- The listing of which buildings/wonders are to be production-speed-enhanced by which local resources.
- I haven't decided yet on a good balanced % modifier yet. And I may adopt a "stacking resources" effect where having both Stone and Marble local to a city (as example) would give the production speed increase for both. So if Marble and Stone were each adding 10% production individually, if a city had access to both, the modifier would be 20% total.
- If I delete the current Marble in-game effect from RESOURCE_MARBLE and replace it with my own method, is the game still going to look for that and freak out because there's some hard-coded lines in the C++ / DLL to make the game want to see that Marble-resource-effect on construction of early-era wonders coming direclty from RESOURCE_MARBLE.