Hi all
I'd like to change happiness/unhappiness generation for a custom civ in my line of Warhammer Fantasy civs:
- Generate one unhappiness per turn for every turn in which the player is NOT at war with at least one other civ. Would be good if this could kick in after a certain number of turns, which I could adjust or which could scale to map size/game speed, just so the early game isn't punished.
- Generate one happiness for every kill, to last a certain number of turns (again, I'd like to be able to adjust or scale the number of turns each happiness generated per kill lasts).
Overall intention is obviously to create a civ that needs to be constantly fighting wars in order to stay happy/growing. Unhappiness from annexation still happens so they can't steamroll everyone, and if they wind up being too OP I can reduce the number of turns each happiness per kill lasts. Should be fun, and I think the code ought to be pretty simple.
The above is all I'm desperate for, but I'd also like to experiment with eliminating happiness from luxuries and I can't see if this is possible in XML alone, so if you could include some code that I could comment in/out to let me tinker with that, that'd be brilliant (but not essential).
Reply or PM me if you come up with something. Thanks very much in advance!
- RSJ
I'd like to change happiness/unhappiness generation for a custom civ in my line of Warhammer Fantasy civs:
- Generate one unhappiness per turn for every turn in which the player is NOT at war with at least one other civ. Would be good if this could kick in after a certain number of turns, which I could adjust or which could scale to map size/game speed, just so the early game isn't punished.
- Generate one happiness for every kill, to last a certain number of turns (again, I'd like to be able to adjust or scale the number of turns each happiness generated per kill lasts).
Overall intention is obviously to create a civ that needs to be constantly fighting wars in order to stay happy/growing. Unhappiness from annexation still happens so they can't steamroll everyone, and if they wind up being too OP I can reduce the number of turns each happiness per kill lasts. Should be fun, and I think the code ought to be pretty simple.
The above is all I'm desperate for, but I'd also like to experiment with eliminating happiness from luxuries and I can't see if this is possible in XML alone, so if you could include some code that I could comment in/out to let me tinker with that, that'd be brilliant (but not essential).
Reply or PM me if you come up with something. Thanks very much in advance!
- RSJ