Orbital mechanics, similar to how they were done in SMAC, are now on the SVN. Here is an overview for how they work and how to add them.
New Tags:
The bOrbital and bOrbitalInfrastructure tags have been added to the SVN. bOrbital marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
How Orbital Commerces Work:
A building with bOrbital enabled will not gain the normal amount of commerce from the CommerceChanges tag. It will instead get commerce equal to the result of the following formula. An Orbital Building will get commerce equal to the XML value times the number of cities you have with Orbital Infrastructure. This means that these buildings can be really valuable if you invest heavily in going into space. Now, it can't go indefinitely like this, so the number is capped at the population of the city, thus encouraging bigger cities in the Transhuman Era. Also, if the city that building is in does not have Orbital Infrastructure, the benefits from all orbital buildings are halved.
Example:
A building with bOrbital in a pop 50 city with Orbital Infrastructure and a civ having 15 cities with Orbital Infrastructure, and having the following XML:
It could give a max of (15*4)= 60 espionage, but since the city is size 50 it will only get +50 Espionage, which is reasonable for the TH era. If that city did not have Orbital Infrastructure, it would get (60/2)=30 espionage, since 30 is less than 50.
NOTEs: I think the AI will handle this fine, because it sees the results of the Orbital calculations, but if not I'll have to write a quick-and-dirty AI routine for this. Other than that it's fully functional.
New Tags:
The bOrbital and bOrbitalInfrastructure tags have been added to the SVN. bOrbital marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
How Orbital Commerces Work:
A building with bOrbital enabled will not gain the normal amount of commerce from the CommerceChanges tag. It will instead get commerce equal to the result of the following formula. An Orbital Building will get commerce equal to the XML value times the number of cities you have with Orbital Infrastructure. This means that these buildings can be really valuable if you invest heavily in going into space. Now, it can't go indefinitely like this, so the number is capped at the population of the city, thus encouraging bigger cities in the Transhuman Era. Also, if the city that building is in does not have Orbital Infrastructure, the benefits from all orbital buildings are halved.
Example:
A building with bOrbital in a pop 50 city with Orbital Infrastructure and a civ having 15 cities with Orbital Infrastructure, and having the following XML:
Code:
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>4</iCommerce>
</CommerceChanges>
It could give a max of (15*4)= 60 espionage, but since the city is size 50 it will only get +50 Espionage, which is reasonable for the TH era. If that city did not have Orbital Infrastructure, it would get (60/2)=30 espionage, since 30 is less than 50.
NOTEs: I think the AI will handle this fine, because it sees the results of the Orbital calculations, but if not I'll have to write a quick-and-dirty AI routine for this. Other than that it's fully functional.