Branch "Yields" - Base Setup: Yields, Professions, Buildings, Experts, ... [IMPLEMENTED]

Currently it looks not 100% perfect for me
The distance (on the x axis) between all rows is 100% the same. :confused:

1st row: 2
2nd row: 16 ( 2 + 14)
3rd row: 30 (16 + 14)
5th row: 44 (30 + 14)
6th row: 58 (44 + 14)
7th row: 72 (58 + 14)
8th row: 86 (72 + 14)

So the distance is always 14. :dunno:
As you see, the bars of the builidings are perfectly aligned.

It is not possible in Python to shift the buildings without shifting the bars.

So if you feel that there is somethig not aligned it most likely needs to be corrected in the 2D graphics.
(Meaning the 2D building graphic in the .dds needs to be shifted by e.g. using GIMP.)

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scaling_2.JPG


But if you want you can play around with the numbers in CvMainInterface. :dunno:
(It is the 1st number, i.e. X-coordinate of SPECIALBUILDING_BELLS is 30)

Spoiler :


BUILDING_DATA[0] = [30, 20, 20, 12] #Bells
BUILDING_DATA[1] = [44, 22, 20, 12] #Hammers
BUILDING_DATA[2] = [58, 20, 20, 12] #Meat
BUILDING_DATA[3] = [30, 38, 20, 12] #Coats
BUILDING_DATA[4] = [44, 40, 20, 12] #Leather
BUILDING_DATA[5] = [44, 4, 20, 12] #Cloth
BUILDING_DATA[6] = [58, 38, 20, 12] #Coloured Cloth
BUILDING_DATA[7] = [16, 40, 20, 12] #Beer
BUILDING_DATA[8] = [58, 2, 20, 12] #Rum
BUILDING_DATA[9] = [58, 56, 20, 12] #Wine
BUILDING_DATA[10] = [16, 22, 20, 12] #Cigars
BUILDING_DATA[11] = [86, 20, 20, 12] #Whale oil
BUILDING_DATA[12] = [30, 56, 20, 12] #Furniture
BUILDING_DATA[13] = [2, 20, 20, 12] #Tools
BUILDING_DATA[14] = [30, 2, 20, 12] #Crosses
BUILDING_DATA[15] = [2, 38, 20, 12] #Muskets
BUILDING_DATA[16] = [2, 2, 20, 12] #Fireworker
BUILDING_DATA[17] = [30, 74, 20, 12] #Horses
BUILDING_DATA[18] = [86, 38, 20, 12] #Dock
BUILDING_DATA[19] = [86, 56, 20, 12] #WareHouse
BUILDING_DATA[20] = [2, 56, 20, 12] #Spices
BUILDING_DATA[21] = [44, 76, 20, 12] #Domestic Market
BUILDING_DATA[22] = [86, 2, 20, 12] #Tavern
BUILDING_DATA[23] = [16, 4, 20, 12] #Education
BUILDING_DATA[24] = [87, 80, 20, 10] #Wall
BUILDING_DATA[25] = [72, 76, 20, 10] #Print
BUILDING_DATA[26] = [2, 91, 20, 9] #Mill
BUILDING_DATA[27] = [72, 88, 20, 10] #Trainstation
BUILDING_DATA[28] = [32, 90, 20, 7] #Corn
BUILDING_DATA[29] = [72, 40, 20, 12] #Medical Care
BUILDING_DATA[30] = [18, 90, 20, 8] #Well
BUILDING_DATA[31] = [84, 76, 20, 10] #Defense
BUILDING_DATA[32] = [44, 58, 20, 12] #Confectioner
BUILDING_DATA[33] = [16, 58, 20, 12] #Leather Padder
BUILDING_DATA[34] = [2, 74, 20, 12] #Cooking Oil Trader
BUILDING_DATA[35] = [58, 74, 20, 12] #Peanut Roaster
BUILDING_DATA[36] = [72, 58, 20, 12] #Potter
BUILDING_DATA[37] = [72, 22, 20, 12] #Tailor
BUILDING_DATA[38] = [16, 76, 20, 12] #Baker
BUILDING_DATA[39] = [60, 90, 20, 7] #Statue
BUILDING_DATA[40] = [45, 90, 20, 10] #Graveyard
 
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@Schmiddie:
I moved the buildings a bit up in City Screen.
(To make a bit more space for the small buildings in the bottom.)

Otherwise I see no general issue by the placement of the Buildings.
Considering coordinates (in Python) they seem to be perfectly in symmetry. :dunno:

Civ4ScreenShot0005.JPG
 
Development Update: City Buildings and improvements have been completed (graphics, buttons, CM graphics etc.).

I will now start work on bonus ressources and plot system mechanics...

Please note: This is not only a graphic change. Hence, I assume that it might happen that savegames will no longer work, when I upload updates.
 
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I saw that you added Flax, did Linen make the list, any kind of Lace as a finished commodity?
 

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Like with any developing economy, more and more layers of refining existing commodities is natural. They added clothes out of cloth so it would stand to reason that with lace you could make high end stuff like Gowns. Haven't quite gotten 4.0 up and running so I only have educated guesses at what is really there in full but I'd like to see it model history in the sense of new stuff slowly emerging do to opportunity and need combining. I think that another item that makes a ton of sense is having Leather being converted into Saddles and that would enhance or be a requirement for mounted units. Goat boots probably existed as leather goods but who cares? Take the time to connect why inventions existed and the role they served in society. I mean just go bareback riding for 15 minutes and then throw a saddle on a horse and see how much more efficient the whole process becomes.
 

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@Milamber1931

All the Yields and everything related is already fully implemented since a year.
Also we simply have no more space in CityScreen to add even more resources.

So the discussion about which Yields to implement and how comes about 1 year to late.
Because I doubt that anybody is motivated to redo graphics, texts, code, balancing, Pedia, Screens, ...

So sorry, but no.
 
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@Milamber1931

All the Yields and everything related is already fully implemented since a year.
Also we simply have no more space in CityScreen to add even more resources.

So the discussion about which Yields to implement and how comes about 1 year to late.
Because I doubt that anybody is motivated to redo graphics, texts, code, balancing, Pedia, Screens, ...

So sorry, but no.
I didn't mean in this version. A small thought about a crowded screen is some of the redundant food units might be streamlined if space is required. I mean people ate 36 different kinds of fish and mollusk but they don't each need to be individually recognized if they don't make unique contributions. If it was considered a likeable idea to improve gameplay on food you could group protein, grain and veggies/fruits together and give a health bonus in colonies where a balanced diet is available so that way there's a reason to strive to have a lot of variety stored up. I acknowledge up front it's involved and would take collaboration but could enhance things.
 
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