A new terrain improvement system

This is basically what I did with my Interstellar Colonization mod before I canceled it. I basically added a new yield type which I called PopCap, which limited population limited. (It was reseted each turn unlike food)

And you could add it to everything which you can add the other yields to, terrain, improvements, buildings, etc.

So I could definitely program this. But maybe through something other than a new yieldtype. (you just cant get new yield types to show up on the map, but maybe that's not needed)

Can't say I got time atm though, got lots of other stuff to mod first. (But I might cram it in somewhere sometime cause this shouldn't take too long)
 
Actually grey fox, i was hoping to code this one myself as my first ever project. thankyou for the support and interest tho :)
 
Fair enough. I don't really have time anyways. Good luck! :)
(Remember, programming can be frustrating, but don't give up and you'll get your reward!)
 
I know I'm late to this whole thing, but I really like original ideas and I wanted to help out with this one too. Why not (again) use the code from the space mod and have it that you can build housing on multiple spaces, but not OCCUPY the whole space. I mean, 3 cities can span a continent. That isn't realistic. The cities in Civ are HUGE if you think about it. I have thought for a while though that there needed to be something like this. either sky scrapers or something. Cottages and towns and all are great too, but realistically, you get what you said, food means people and money, ETC... So I would suggest that you just change the space code to say that you need to build certain structures to earn a growth in population. Housing on each area or whatever. Maybe I'm not making sense. oh well.
 
... hmmm .... um .... o.k. the problem isn't that 3 cities can span a contenint its that maps are too small to emulate the earth thats my guess
 
well, yeah, but you have to work with what you have. Even on the blue marble map, which is supposed to be as good as it gets, the us can only handle a few cities,
 
maybe while this mod is being made it can be combined with another mod that makes the map much, much, bigger.
 
Can you explain to me your line of thinking for the cottages etc. producing a surplus? I kind of think of it the other way around- farms allowing a higher population cap and towns/cottages etc only producing demand/food (and commerce and production). So although I agree with having them produce food to boost the city's demand to grow, I picture the farm boosting the population cap. Then again, I have heard this somewhere before, so please explain it to me again

and I definitely agree with being able to put quarries anywhere. It is ridiculous that civs should have to be severely limited because of an unlucky lack of stone, which really you can get almost anymore, even if not all stone is the same. There should be a high chance of discovery of rock or clay, and maybe a low chance of marble, though I think that tends to be around volcanoes, so maybe I should leave that out. Anyways this part obviously doesn't require its own mod

Kevin
 
Farms produce food. With excess food and money produced for food and whatever, the population of a city increases. This extra population needs somewhere to live. Instead of making the city house all the population, the cottage and it's upgrade line would hold population.

Say you have built a city. This city can hold a maximum 4 population. If you have enough food coming in to support more, population is capped at 4 until you build a cottage. having a cottage in the city radius increases the population limit to 5. if that cottage upgrades to a hamlet, 6. So the cottage line increase pop limit in terms of city infrastructure.

Farms (and any other resource producing things, like mines/quarries) would produce money as well as their given resource (as in, food/hammers).
 
one thing you could do is to use supply and demand so that when you produce food it also produces money but sticking with your idea about improving cottages is that as they start to produce more food they will start to not make as much money until they have improved their cottages but if they don't improve their cottages and just keep improveing their farming it will start to cost them money and could even cause unhappiness and then revolts
 
yeah. that's pretty much the idea except without the game imposing changes upon you. to make the most out of the farms and mines, you need more cottages, or else they won't be used to their potential
 
The link is broken because there is a typo. It was supposed to be http://modiki.civfanatics.com. Having said that, the answer is awful. The link is just modiki, which mean the link is present on the top of all pages on the forum. Also it tells about modding specific issues, not how to code C++. On top of being a 7 year old thread, it's an answer to a post on page one. The thread kind of moved on.

The concept of adding commerce should be fairly easy to implement. The concept of preventing growth should not be that hard to implement either if you know C++, but I suspect it will quickly become a really annoying feature. It sounds cool when you read about it, but it fails hard when you think about the math in it. A pop cap of 3+num cottages is somewhat gamebreaking as it mean to gather resources from all plots within range, you need 17 cottages.
 
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