A civ supermod based on Colonization economics

also have looked into having specialists convert bonuses into other bonuses instead of just buildings? i figure its the same code

Yes, already thought about specialists and improvements as well.
But I first need a stable code base (that's why I start with buildings) before I add even more sources for trade goods, especially if I don't stop with only bonus resources as input for conversion, but also the possibility to create trade goods from other trade goods.
 
awesome faichele!

I'm really looking for a mod that does resources like colonization (store trade goods or convert them) and uses the specialists like colonization does.

does your code include stuff like:

-if you stock pile gold resource you can convert it to gold (as in the cash)?
-convert cow stock pile into health?
-convert coal, or oil into production (like colonization does for lumber)
-convert 10-20 silk o other luxuries to happiness?
-convert 1 or 2 tobacco to happy but also add unhealthiness?

- and be able to ship these goods to other cities and civs?

basically you can see I (like many others) would like to have a civ game that works like colonization but with no king or independence war :)
 
awesome faichele!

I'm really looking for a mod that does resources like colonization (store trade goods or convert them) and uses the specialists like colonization does.

does your code include stuff like:

-if you stock pile gold resource you can convert it to gold (as in the cash)?
-convert cow stock pile into health?
-convert coal, or oil into production (like colonization does for lumber)
-convert 10-20 silk o other luxuries to happiness?
-convert 1 or 2 tobacco to happy but also add unhealthiness?

- and be able to ship these goods to other cities and civs?

basically you can see I (like many others) would like to have a civ game that works like colonization but with no king or independence war :)

Currently, I work on the creation and storage mechanisms only, so I haven't looked into possible conversion paths yet. What I wanted to achieve is having trade goods to serve as requirements for certain game elements originally, so for example to train and maintain units, or introducing a "city maintenance" where each population point costs you certain amounts of different trade good classes.

Trading the goods is on the list as well; to start, along the default trade routes each city possesses, later perhaps as a trade route mission for units (more or less like in COL).
 
out of curiousity are you using the colonization code as a base or totally from scratch? it looks like the YieldInfos.xml in both civ4 and col are very similar
I implement(ed) this from scratch, using a new XML info class to avoid having to hard-code trade good types into the SDK (as new yield types, as it is done in COL). What'll be useful from the COL SDK in the end is the trade routes code, but I haven't extensively gone through that yet.
 
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