Dancing Hoskuld
Deity
So I have a concept shaping up of a new Game Object Class called 'Ideas'. Ideas would be something units can 'know' or possess. They would have various categories and would be 'learned' from all sorts of sources, including yes, combat. Different types of units would be able to learn and spread differing categories of Ideas. Tales, for example, might be something a combatant unit might come to possess thanks to having been in a battle but it can't actively spread that tale - that's where a storyteller unit comes in - he can learn the tale from the combatant then go back and spread the tale around in cities.
The main problem I have with this is that it ignores a big part of the game - how on earth does the information about what your explorers have found get back to your nation.
We already have an option/global we can use for this sort of option. Currently you can have your subdued animals returned to the nearest city or require the unit that captured them escort them to safely.
On the story teller line I have been thinking about their automation and while it could be done in Python it would require a lot of time consuming callbacks to the dll. based on your comments and my ideas the following is a broad outline of how I think they should work
On Creation - get a promotion that represents each"heritage" style building they can teach.
When in a city - check if they can build anything if not, check if they can learn anything otherwise find another city to go to
Find another city to go to - are there any cities to teach what the unit knows or any cities that it can learn something at.
This only leaves the problem of upgrading and their use in warfare and slave revolts. It may be useful to have them able to visit vassal and colony cities as well to get other stories to bring back.
This means the dance buildings that the nation can build ie have the tech for plus the story buildings in the city they are created.
When in a city - check if they can build anything if not, check if they can learn anything otherwise find another city to go to
If they can build something - build it and see if they survive (I see the death of this unit as really the unit retiring in the city); if they survive they get an exp and rest for a turn or two maybe
If there is nothing left to build then try and learn something if there is something available. The number of turns to learn something would be based on exp taking less time the more exp.
If there is nothing left to build then try and learn something if there is something available. The number of turns to learn something would be based on exp taking less time the more exp.
Find another city to go to - are there any cities to teach what the unit knows or any cities that it can learn something at.
This only leaves the problem of upgrading and their use in warfare and slave revolts. It may be useful to have them able to visit vassal and colony cities as well to get other stories to bring back.
I expect there to be a set Great Artist missions which would consolidate and spread these heritage buildings to all cities.
edit @Faustmouse I have bee trying to figure out that national wonder problem but have had no luck so far. There is definitely nothing wrong with the Building Infos XML which just leaves the Building Class and Units to check.