Buildings and the Local Resources (ors and ands)

BinderAJ

Chieftain
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Feb 3, 2014
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Santiago, Chile
I've been checking what other mod to build in order to adjust slighly CivBE, i don't like major changes...just buildings that add new options, or requirement adjustments.

Something about buildings has been nagging me lately, a few buildings show a pre-requisite, like the growlab or the gaian well, thus are only available in the presence of a specific resource, and boost said resource with additional outputs...

But sometimes other buildings, like the network, are available all the time, despite them providing a specific boost to a resource.

After some research i found out about the two properties of buildings that can restrict availability.

<Table name="Building_LocalResourceAnds">
<Table name="Building_LocalResourceOrs">

After reading this post, to my understanding resourceAnds is a must comply option, resourceOrs are to be used when you want more than one resource to be a trigger for the availability of the building in the city.

But in CivBE (with BERT) buildings that have resource requirements are only listed in the Building_LocalResourceOrs option....which causes an odd behavior....even if i place my cities 4 tiles apart....with no resource nearby...they have the building available to be built. None are on the Building_LocalResourceAnds list.

Later i found out about Building_ResourceQuantityRequirements, which means that i only need to have a specific resource available in my "supply chain" and then every city can build one of those...but neither the growlab or gaian well are present in that list...

So my question is....how can i restrict a building like the network, to be only available in the presence of copper. And if later i would like to adjust that to either copper or gold for example...but not available if neither are present.
 
So my question is....how can i restrict a building like the network, to be only available ...[with]... either copper or gold...
Use the Building_LocalResourceOrs table. Do the following:
Code:
	<Building_LocalResourceOrs>
		<Row>
			<BuildingType>BUILDING_NETWORK</BuildingType>
			<ResourceType>RESOURCE_COPPER</ResourceType>
		</Row>
		<Row>
			<BuildingType>BUILDING_NETWORK</BuildingType>
			<ResourceType>RESOURCE_GOLD</ResourceType>
		</Row>
	</Building_LocalResourceOrs>

Building_ResourceQuantityRequirements is for buildings that consume strategic/affinity resources. If you try it with basic resources (which don't have quantities) it won't work.
 
The complication in Rising Tide is that trade routes with other cities now count as a local source of all the resources that other city has.

E.g. if there's a trade route between city A and city B, and city A has copper nearby, then city B will also be able to build copper-requiring buildings.
 
ohh i see, thats why xeno-related buildings pop-up in some of my big cities...i have trade routes and the AI has trade routes with it....
 
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