So we dropped totally intihuatana idea?
function CocaMonopoly(iPlayer)
local pPlayer = Players[iPlayer]
for unit in pPlayer:Units() do
if unit:GetDomainType() = GameInfoTypes.DOMAIN_LAND then unit:SetHasPromotion(GameInfoTypes.PROMOTION_COCA, pPlayer:HasGlobalMonopoly(GameInfoTypes.RESOURCE_COCA)) end
end
end
if Game.IsCivEverActive(GameInfoTypes.CIVILIZATION_INCA) then
GameEvents.PlayerDoTurn.Add(CocaMonopoly)
end
hmm... I haven't used the TO mod yet, but it looks gorgeous, and it's obvious you've put a lot of care into it. I'd hate to step on your toes there.Additional luxury makes my TO modmod incompatible. The worse thing is I have no place to fit any addtional resorce. That is from my perspective.
That is correct. However, the plan is for Coca monopoly to only give +15% worker speed and mountain movement. Since Inca already have mountain movement, that means that Coca gives minimal benefit to Inca players, but a major boost to conquerors.Coca monopoly will be like Brazilian or indonesian one - easily obtainable.
We don't want to put any resource out "on the field" for Inca, because mountains and hills are competing for space already. That's why we wanted it to be given by a city. The only civ which gives unique resources via building is Poland, so we felt it was more unique, and didn't step on Indonesia or Brazil's toes. There also aren't any unique graphics for the Coca plant (the original mod it comes from uses cocoa as the base model), but the icon Leugi made for Coca is beautiful:Cannot we add just another bonus resource (now we have 2) and move the promotion to building itself? It solves lots if problems and does not need lua.
The alternative I was thinking of was a global +10%As of that code: after pPlayer you use colon instead of dot, so: pPlayer:Has...
Byzantium’s entire jam is religion, and religion touches every single game mechanic somewhere. We didn’t want to double down on faith generation or spread because it would be just more of the same. We also had the task of adding something historically relevant to the real Byzantium. WLTKD was hopefully a way to get away from religious boosts, and to have only marginal direct interactions with a couple tenets at most.
There’s no right answer. At least WLTKDs as a core strategy don’t compound any of the pre-existing Byzantium strategies. At the very least, we added a new play style dimension.
Even your idea of flat yields interacts with way of transcendence
WLTKD does the following:Anarchy is the main thing I wanted to point out. Anarchy is just a huge huge negative in general, 6 turns spread out over the course of the game is the sort of thing that would be very hard to gauge, but to put it another way, without taking Theocratic Rule I don't think I would even build Hippodrome just because the Anarchy is so bad.
function NoUniqueWonders(iOwner, iCity, iConqueror, iBuilding)
for iBuilding in GameInfo.Buildings() do
if iBuilding.NumCityCostMod >= 1 then
return false
end
end
return true
end
GameEvents.ConquerorValidBuilding.Add(NoUniqueWonders)
v38:
- reworked:
- Inca Intihuatana reverted to Tambo (caravansary replacement)
- Inca UA reverted to Science/Food, since it was changed to accomodate Intihuatana
- Inca Chasqui: Gold on exploration removed. Chasquiwasi unique promotion now +1 move in friendly land and +10 healing
- tweaked:
- Move Ater Attacking promotion ==> now lost on upgrade (affects Langskib),
- Fale Tele ==> removed faith on building completion (too strong, Polynesia is early runaway),
- Prau ==> removed Sentry promotion (too much synergy with new naval promotion line),
- Langskib ==> increased build cost to 150 (very cheap, new naval promotions makes them even scarier),
- Carolean ==> increased CS to 39 (up from 38),
- Ballista ==> reduces CS/RCS to 7/13 (down from 8/14, Rome doesn't need any more help).
- Hippodrome ==> +20% Gold/Culture in CITY on WLTKD changed to +15% Gold/Culture on EMPIRE on WLTKD.
- simplified:
- all building/improvement lua: added filter on game start to shut down lua hooks for civs that are not in the game.
- Monolithic Church ==> added bonus yields from policies/beliefs directly onto policies/beliefs, instead of using lua; yields from ideology still require lua,
- Shotelai ==> used sql instead of lua,
- Koa ==> used sql instead of lua; changed effect of debuff placer: "Reduces max HP by 20HP and healing by -10 for 2 turns",
- Pogost ==> stages 2 and 3 fully replace the previous stage now; all bonuses are cumulative on the buildings, and the old stage is removed; no balance changes.
- fixes
- Added new Rome compatibility to: Maya, Poland, India, & Mongolia
- Hippodrome, Etemenenanki ==> removed CapitalOnly; now Palace as a building requirement (CapitalOnly interacts with policies in a weird way),
- all Dummies except Barbican ==> added IsDummy=true (needs to be recognized as a non-dummy building in case Rome captures it),
- Suffet ==> embarking and disembarking removes all movement; (prevents bug with multi-tile canals),
- Gumey ==> now correct calculation method for monopolies.
- Rome ==> Can no longer capture unique national wonders.
WLTKD does the following:
resets luxury needs in city
+25%growth,
+20%/
in
capital with Hippodrome
+10%/
/
on with Mausoleum of Halicarnassus
+15%/
/
with Theocratic Rule
+15%with Synagogues
+15%and double border growth with Burghers
+15%/
with Humanism policy
Would it be acceptable if, instead of giving +20%/
in the capital, the Hippodrome gavce +15%
/
on Empire?
10 turns of WLTKD means that the empire would recoup 1 turn's worth of/
in <7 turns, and come out a little ahead on food. You then rely on other buildings/policies/wonders would further capitalize on the bonus, or not, but then you are more than breaking even on
/
/
at a minimum
The newest version of VP is pushed. We need to get this lua hook for Rome implemented, then we need to debug Inca, and we are ready to ship v38
function OnCaptureRemoveNationalWonders(iOldOwner, bIsCapital, iX, iY, iNewOwner, iPop, bConquest)
local pNewPlayer = Players[iNewOwner]
if pNewPlayer:GetCivilizationType() ~= eCivilizationRome then return end
local pCity = Map.GetPlot(iX, iY):GetPlotCity()
for building in GameInfo.Buildings() do
if pCity:IsHasBuilding(building.ID) and building.NumCityCostMod >= 1 then
pCity:SetNumRealBuilding(building.ID, 0)
end
end
end
if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCaptureComplete.Add(OnCaptureRemoveNationalWonders)