pineappledan
Deity
Yes the base Hermitage building is art/artifact. I don't really know what the theming bonus requirement should be, but you start with 1 English Artifact. The Smithsonian is 'Art' from different eras and civilizations. Maybe the Tower could be 'Artifacts' from different eras and civilizations?
I got the idea for the happiness on spy kills from the Catherine de Medici mod by Lastsword. You could modify his code. The best way to do this would be Lua. Lastsword did indeed create a dummy building which he modified every time a spy was killed by increasing happiness by 1 :
I also forgot, the minimum population requirement should also be reduced since it's being moved sooner. The Hermitage is 40, so maybe 35?
I got the idea for the happiness on spy kills from the Catherine de Medici mod by Lastsword. You could modify his code. The best way to do this would be Lua. Lastsword did indeed create a dummy building which he modified every time a spy was killed by increasing happiness by 1 :
Code:
local ValidPlayerTable = {}
local dummyHap = GameInfoTypes.BUILDING_DUMMY_LS_FRENCH_CAT_HAP;
local ub = GameInfoTypes.BUILDING_LS_CAT_FRANCE
local gST = {}
function GiveTableOfValidBuildingPlayers(tab)
for i, player in pairs(tab) do
ValidPlayerTable[player] = 1;
end
end
function GrabAllSpyData()
gST = {}
for i, v in pairs(Players) do
for j, a in pairs(v:GetEspionageSpies()) do
if a.State == "TXT_KEY_SPY_STATE_DEAD" then
gST[i .. "x" .. a.AgentID] = Map.GetPlot(a.CityX, a.CityY);
end
end
end
end
GrabAllSpyData()
GameEvents.PlayerDoTurn.Add(function(iPlayer)
if Players[iPlayer]:IsBarbarian() then
GrabAllSpyData()
else
for j, a in pairs(Players[iPlayer]:GetEspionageSpies()) do
if a.State == "TXT_KEY_SPY_STATE_DEAD" then
if gST[iPlayer .. "x" .. a.AgentID] then
AgentKilled(gST[iPlayer .. "x" .. a.AgentID])
end
end
end
end
end)
function AgentKilled(iPlot)
print("Filthy agent caught and killed")
local iCity = iPlot:IsCity();
if iCity then
if iCity:IsHasBuilding(ub) then
iCity:SetNumRealBuilding(dummyHap, iCity:GetNumRealBuilding(dummyHap) + 1);
end
end
end
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