Dancing Hoskuld
Deity
As you know the Colonist and Pioneer were removed awhile back because they were only working for the human players and not the ai players. The intention for these units was for them to give some basic buildings when a city was settled but when the ai settled a city it lost what unit had founded it so the code based on this knowledge failed.
The intent of these units, which we inherited from RoM was
I am not sure a Stable is correct now as C2C has introduced some upgrades to this building.
The fix for the problem is to have the buildings become free to new cities at the technology no matter which settler unit builds.
This means there is no need for the Colonist or Pioneer units. I turned them off by giving them a cost of -1. However there are a couple of things we could do with those units to make them worthwhile again
For example setting bCanMoveAllTerrain would allow them to cross oceans. There would be a problem with this as it would also mean that they could cross space on maps that have it. If we had multimaps it would not be a problem as they would not be able to get off Earth.
I have most of this working including changes to the Tech pedia and tree screens. The only things still to do is to do the coastal buildings and decide what to do with the Colonist and Pioneer.
Questions
The intent of these units, which we inherited from RoM was
Colonist cities would start with +1 population ie usually a population of 2 and they would get a free
Pioneer cities would start with +2 population and free
- Barracks
- Granary
- Forge
- Market
- Harbour
- Lighthouse
- Fisherman's Hut
Pioneer cities would start with +2 population and free
- Garrison
- Granary
- Forge
- Market
- Courthouse
- Stable
- Grocer
- Doctor
- Bank
- Library
- Port
- Lighthouse
- Fisherman's Hut
I am not sure a Stable is correct now as C2C has introduced some upgrades to this building.
The fix for the problem is to have the buildings become free to new cities at the technology no matter which settler unit builds.
This means there is no need for the Colonist or Pioneer units. I turned them off by giving them a cost of -1. However there are a couple of things we could do with those units to make them worthwhile again
- increase their movement
- change where they can move
- reduce the terrain costs for movement.
For example setting bCanMoveAllTerrain would allow them to cross oceans. There would be a problem with this as it would also mean that they could cross space on maps that have it. If we had multimaps it would not be a problem as they would not be able to get off Earth.
I have most of this working including changes to the Tech pedia and tree screens. The only things still to do is to do the coastal buildings and decide what to do with the Colonist and Pioneer.
Questions
- Should Colonist and Pioneer be removed completely? Or can we save them somehow?
- Is the building list correct?
- How to keep this working with the Space Colonisation mod? I think it just needs a bit more detail in the NewCityFree tag, ie adding in the Earth map category as part of the requirement.
.
