Trade Goods for Beyond The Sword

faichele

Chieftain
Joined
Feb 2, 2008
Messages
67
What are Trade Goods?
Inspired by the idea to introduce a real quantified bonus resource system into BtS, trade goods are a further expansion on top of bonus resources that shall allow buildings and improvements to transform combinations of yields, bonus resources and other trade goods into more sophisticated products.

The things I already have working include:
  • A quantified bonus resource system: Bonus resources produce a random amount of output per turn, and can be either regenerative or limited.
  • Stockpiles for yields, commerces, bonus resources and trade goods: Each city now stores each of these on a storage stockpile from where you can substract amounts of them to use.
  • Info classes for trade goods: You can model "production chains", e. g. copper and tin boni become bronze, iron and coal become steel.
  • Attaching trade goods to buildings: Buildings can consume input yields/boni/trade goods and transform them to new trade goods, amounts are adaptable.
  • Production requirements for units: You can set units to require certain amounts of arbitrary trade goods to be trained.

Application ideas
Possible ideas for actually using a quantified goods system I have include:

  • Optional unit equipment: In addition to required goods you need to train a unit, you can equip it with optional items. Those would grant the units free extra promotions (Example: Equip a warrior unit with bronze weapons, and it would gain the "Shock" promotion).
  • Unit maintenance: Units consume food/fuel per turn
  • City maintenance: You need to provide food, luxuries etc. per population point. Also, attach food/happiness/health points to trade goods. You'd need to have X units of wheat or rice to provide 1 food yield in a city, for example.
  • Building construction requirements: As for units, buildings could require certain trade goods for being constructed and maintained.
Since this is a rather large addition to the game, I'd look forward to volunteers willing to help me a little, given there'd be interest in such an addition at all. Python wizards for pedia screens or a proper unit inventory/cargo screen and status screen for production and current storage amounts in cities are always welcome, as are modders knowing how to add new XML content. Should there even be someone with C++ knowledge, even better!
 
Some screenshots from pedia screen enhancements.
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Wow, mate, that looks pretty damned AMAZING. Will definitely have to give that a spin! Might give me some ideas for me own mod ;).

Aussie.
 
I love the idea, but is this the module that affects the yield displays in cities? The one displaying blueberries I think they are in the city? Right now it requires a very, very good video card to even display properly, if this is the one I am thinking about. At the same time does this mean you worked around the Yield display problem? Being able to show more the 9 food / 9 hammers / 9 Gold?
 
hi,

this sort of mod is somthing that many incluing me are longing for ,

any estimates when will it be released?
Hello!

Has been a busy week, so excuse the delayed answer.

This trade goods idea is part of the WoC mod, source code and XML/art are in the subversion repository on SourceForge.net: https://worldofciv.svn.sourceforge.net/svnroot/worldofciv/

The Trade Goods haven't been released as a WoC installer yet, but if you grab the contents of the repository with a Subversion client, you can use it to test play, a compiled DLL is included.
 
faichele why arnt you posting a direct link and making this wonderfull mod
into a stand alone?

i think its a waste, not do do so,

i know your part of woc,
but still, its better for evetyone to be able to have sirect accsess to the files needed without having the need to fo through the entire woc sdk.

thasnk for you hard work.
 
Hello!

Releasing trade goods separately from the WoC SDK would mean to maintain two separate releases for me, and that won't happen, sorry.

But: The changes for quantified resources and trade goods are all commented in the C++ source code quite well (search for the comment RESTRICTED_RESOURCES in the source code).
And: You can switch off all SDK components from WoC that you do not want to use by setting global defines. The folders under Assets/Modules in the WoC repository contain a "Global Defines" subfolder where the defines enabling or disabling a certain mod are set.

So, you can use the WoC SDK/DLL for trade goods only, if you so desire.
Check out the Assets folder to have the DLL, and move out everything from Assets/Modules that you don't want to use.
 
Hello!

I'll post a little howto here as soon as I've added trade good classes, OK?

Regards,
Fabian Aichele

hey,

its really too hard,
theres too many files to go through,

is it possible for you to write which files of the sdk are relevent?
also for the xml, python.
?
 
Hello!

Sorry for the long period of silence, but I'm terribly busy at the moment.
I have made some progress on the trade goods (buildings now can actually produce assigned goods). I'll prepare a Wiki page on how the XML info classes work together shortly, link will follow. Next step now is to add a real inventory to units and put the trade goods to a first usage.

See you!
Fabian
 
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