Adding "manufactured" luxury resources

isnorden

Amnesiac Modder
Joined
Jul 6, 2012
Messages
608
Location
Madison, Wisconsin, USA
I'm trying to add three luxury resources to my Nordic modpack-in-progress--materials that a city can't produce without having Building A and Raw Material B. How would that be different from coding a "normal" luxury resource, and where would I look for similar code? Please point me in the right direction if you can!


EDIT: Can the same building be coded to use Material W for Product X, and Material Y for Product Z? I'd like my Brewery building to work this way, if it's possible; having two separate buildings for making Beer and Mead seems redundant IMO.
 
Set Building_ResourceQuantity table to refelcet the resource you wish to produce(Recycling Center does it for aluminum in the vanilla game). Im not sure its possible to produce two resources though.
Code:
INSERT INTO Building_ResourceQuantity (BuildingType, ResourceType, Quantity)
VALUES ('BUILDING_OMGNO','RESOURCE_HOLYCOW','99');

Um I thought mead was like a strong wine or spirit? Atleast thats what it tasted like last medieval festival I went too. Not like bear/ale.
 
I'm pretty sure you can't make it produce two different resources, but you can probably use the <FreeBuilding> tag to make brewery give a free nukeimmune nevercapture unbuildable invisible no maintenance building that gives the other resource.
 
I'd thought of handling it that way, actually: is there a tutorial or a section in the Modder's Guide about coding those extra "phantom buildings"? (I've never had to do that before.) Failing that, is there a similar mod that could act as a guideline? Either way, I'd appreciate the help very much; thank you for replying!
 
You can look at Thalassicus's CivUP for code on making buildings invisible in the city screen. CivUP might also have code for making it invisible in civilopedia; I'm not sure. If it doesn't, you can check out a thread that I started in this forum: I think it's called "Making buildings invisible in civilopedia".

For making a building that can't be built, just set <Cost> to -1. Don't forget to make nuke immune, never capture = true, and maintenence = 0. There are some forum threads involving traits that change tile yields that have this information. Unfortunately, there's no central thread or post that has all the information you need, as far as I know.
 
Back
Top Bottom