Well, if one is willing to get their hands a bit dirty, one could always write in the extra behavioural case within
CvHomelandAI::ExecuteGeneralMoves()
to check if the AI would like to build said custom improvement near one of their cities.
The most brute-force way is to assign a really high FLAVOR_GOLD value to your building:
INSERT INTO Building_Flavors VALUES ('BUILDING_MYBUILDING', 'FLAVOR_GOLD', 9001);
That being said, I do not think (in the base game) the AI will actually consider "the number of tiles this city can work...
It's a lot easier to go ICS with Egypt than with other civs, when you consider that Burial tombs (temple UB replacement) provides an extra +2 happiness by itself.
IIRC, map size does not affect the unhappiness generated per city. It remains constant (at 3 unhappy faces) regardless. Map size...
@OP, am I understanding correctly that you just want to re-draw a simplified version of the map (e.g. the civ boundaries) outside of the game (for example, in a PNG/Tiff file)?
More specifically (in case you want to do this with your own DLL), you are going to need to modify within the file CvAStar.cpp the function
int TradeRouteWaterValid(CvAStarNode* parent, CvAStarNode* node, int data, const void* pointer, CvAStar* finder)
replacing the condition that checks...
Faith-purchasable buildings only show up if the majority religion in your city has those beliefs.
For example: if I choose the "Mosques" follower belief for my religion "Capitalism", all cities which have "Capitalism" as their majority religion (at least > 50% of citizens are followers of...
This statement is incorrect: the warmonger penalty is still applied, but with its weight halved at 50%. So while you can indeed manipulate a dog-pile, it is not a complete get-out-of-jail-free card.
WM applies each time a city is captured by you, regardless of the number of times it has already changed hands.
That being said, if you're on a killing spree, most of the AIs will probably already hate you enough that the extra WM penalty (from capturing a city multiple times) will be...
Hello SULOMON,
It is possible to modify the number of rebels that spawn via XML/SQL. The file you are looking for is GlobalDefines.xml. The entries you are looking for are:
- UPRISING_NUM_BASE (default value of 100. number of barbarians that spawn, in 100s, so 100 = 1, 200 = 2, etc)
-...
Of course it is. Rather, the question you should be considering is whether you want to implement it within a LUA script/file, or within the DLL game engine (you will need to do one or the other, as you will need to handle save-game data with regards to GPP counters).
If you're wondering whether...
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