[BTS] and [BTS] Larger City Radius and Open Borders Tech Trading

I agree that a 5th level would be better, however it will require an even higher altitude in the city screen which already suffers from the 4th range. We need to make the city zoom level somehow depend on the maximum tile distance. That way the end-user will be gradually introduced into the larger cities.


I agree, this solution would be a much better, however it is also a lot harder to implement. Until then I simply want the AI to prioritise pacing cities near the sea so they reap the benefits of sea

I think it would be a bit beyond the scope of this mod, but it is possible to make workers able to "dredge" land to make it an ocean, and thus drag the ocean to a land plot.

As for the zoom, I devised a method of using that, using the function gc.setDefineINT("CITY_ZOOM_IN_LEVEL") or something like that to get it to work. It used a variable zoom level as intended, but unfortunately it broke everything else. I'll work with a bit to see if I can get that portion working.
 
Okay, I've tweaked the code so that the zoom level is variable. I exposed the getCultureRadius() function to python and I'm using that for my calls. Unfortunately there still seems to be a bug: The camera distance is set _after_ the camera is moved. So if the player zooms to the same city twice, it works properly the second time. Otherwise not. I currently have the camera distance set in "def updateCityScreen( self ):" after pHeadSelectedCity is defined. I'll have to figure out where else to edit it.

Here's 0.93. It's just a quick interface update. I didn't incorporate any of the changes from your mod, but the only source file you'll be interested in is "CyInfoInterface3.cpp". Take a look at the code used in the .py file (with a Mylon tag, of course. :) ) to see how I did it.

The file:
http://forums.civfanatics.com/uploads/67698/Enhanced_Size_Cities_0.93.zip

Something that makes this interface change difficult is that there is no reference to CAMERA_CITY_ZOOM_IN_DISTANCE in the DLL anywhere. It seems to be an exe function. So I'm going to have to find out another way how to alter the value just before the camera moves. I've tried even editing CvGame.cpp to set the value, only to have similar results. At least if the city is selected (but not zoomed in on) for a bit before zooming, the proper camera distance is used, but on double clicking the city that is not the case. Even the getHeadSelectedCity() function seems to be only in the exe, preventing setting the camera distance even earlier.
 
The graphic problem, if you're referring to the clouds, can be fixed with the XML. I just haven't gotten around to it because I want the zoom working properly first.

I'll update the first post with your file.
 
I got an great idea.

Currently, the size of a city is mainly restricted by health and happiness. Although this was fine in vanilla Civilisation where the maximum number of tiles was restricted, in our Larger City Radius it will be the main factor which will limit size.

Would it more logical that cities with higher culture level would be able to support larger cities than those with merely developing culture level? I think it should and make cense because cuture will make people prowd (+ happy) and care for it ( + health).

Would it be possible to give a city a health and happiness bonus based on culture level? For example, for every culture level, a city would receive +1 health and +1 happiness. That way, a legendary city would be able to support +10 additional population in a city.
 
I agree. Health and happiness are big limitations. Updating culture levels to add health and happiness is definitely doable. Or at least happiness is. Health is a softer cap. I've considered other means of using health/happiness as percentages and whatnot but last time I did that I ran into problems. Boosts based on health and happiness encourages smaller cities, at least using the formulas I did.

But back to the topic on hand. I'll mod the game so XML files can be used to add happiness. Using this method you could go 0, 1, 2, 4, 6, 8, 12 etc if you so wanted. I cannot fully agree with adding health bonuses with higher culture levels (culture might make people happy, but it won't necessarily make them healthier), but controlling it with XML is definitely doable.
 
Well, I look at city health in an abstract manner. city Health in my opinion is what makes it sustainable. high culture will create social contracts which if under attack will help a city survive a catastrophe, Look for example at how mega city Like London or New York survive terror attacks.

About the Heath issue done by a percentage, it would definitely be better. For example, Sewers, and Public Waste disposal should help to lower unhealthyness for a large part in a city, and not just provide a few health bonuses.
 
I might have the solution to our problem. We could introduce an plot index which is multiplied by 4 to get the internal plot count. I will create a growth plot model which grows in steps of 4.

I will clarify by giving my culture level usage:

Culture level ---- Plots -- delta --- index

---------------- 5 ----- +4 ------ 1
POOR ---------- 9 ----- +4 ------ 2
FLEDGLING ----- 13 ---- +4 -------3
---------------- 17 ---- +4 ------ 4
DEVELOPING ---- 21 ---- +4 ------ 5
---------------- 25 ---- +4 ------ 6
ELEGANT ------- 29 ---- +4 ------ 7
---------------- 33 ---- +4 ------ 8
REFINED -------- 37 ---- +4 ------ 9
---------------- 41 ---- +4 ------ 10
DISTINGUISHED - 45 ---- +4 ----- 11
---------------- 49 ---- +4 ------ 12
---------------- 53 ---- +4 ------ 13
INFLUENTIAL --- 57 ---- +4 ------ 14
---------------- 61 ---- +4 ------ 15
---------------- 65 ---- +4 ------ 16
EXTRAVAGANT-- 69 ---- +4 ------- 17
---------------- 73 ---- +4 ------ 18
---------------- 77 ---- +4 ------ 19
ICONIC --------- 81 --- +4 ------- 20
---------------- 85 ---- +4 ------ 21
---------------- 89 ---- +4 ------ 22
---------------- 93 ---- +4 ------ 23
LEGENDARY ----- 97 ---- +4 ----- 24
---------------- 101 ---- +4 ----- 25
---------------- 105 ---- +4 ----- 26
---------------- 109 ---- +4 ----- 27

As you can see it offers both flexebility and simplicity which can support both your 4 range model as mine 10 levels model
 
Sometimes game crashes, when I built lighthouse in city, that has a lot of ocean plots.

I use v.0.93+Fanatic Demon fix or v.0.94+Fanatic Demon fix
 
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