C2C - Ordinances

It wouldn't be hard to add a numeric tracking mechanic that could be worked with in Python that tracks how many times an action or set of actions have been enacted in a city each round and then resets at the beginning of each round. Very easy. Then using it in python would just be a matter of 'if X < limit' we can do this thing.

It can be done completely in Python avoiding the dll/python overhead. I just have other priorities at the moment.
 
The Belief Karma etc are working now - the problem was that iExtraPlayerInstances was not zero in the Building Class file.
/QUOTE]

Really? I thought this tag only allowed you tu build a NW once more, like the palace. :confused:
 
Yes that is true but the default value is 0 not -1 as you had. That tag was obviously done by a different programmer to all the others.:crazyeye:
 
Interesting thread, thoughts:

Is Civics not what Ordinances really are? Is there scope for another Civic choice of "laissez faire" ranging to "strict morality" that would cover the alcohol/smoking/drugs/prostitution angles?

Why would you introduce a "No Prostituition" ordinance when you coudl just not build a brothel?

Most modern bans are about reacting to public demands. A crowd calls for something - they get it- they are happy for a while. Could there be events like mob calls for prohibition after drunken riot? Result is temporary happiness..
 
Could there be events like mob calls for prohibition after drunken riot? Result is temporary happiness..

Yeah that's possible. ANd not to hard actually, I just don't get around to make them.
 
So over the last week or so, I have been creating an outline for civics, and have also come up with some ordinances. Some of these ideas I got from Tropico 4:

-Martial Law (instead of it being a civic)
-Inquisition (instead of it being a civic)
-Firearms Prohibition
-Automatic Firearms Prohibition
-Fast Food Prohibition
-Poaching Laws
-Segregation
-Child Labor Laws
-Death Penalty Ban
-Book Burning
-Contraception Ban
-Wiretapping
-Same Sex marriage
 
I can make those CivPlayer8 if you (or Hydro) come up with good stats for these. :goodjob:

Other ideas would be:

Emanzipation
Clone Emanzipation
Robot Emanzipation
Internet Censorship
GenFood Prohibiton (this could have events linked with it that herbicide resistence genes might go in wild herbs and such)
 
So over the last week or so, I have been creating an outline for civics, and have also come up with some ordinances. Some of these ideas I got from Tropico 4:

-Martial Law (instead of it being a civic)
-Inquisition (instead of it being a civic)
-Firearms Prohibition
-Automatic Firearms Prohibition
-Fast Food Prohibition
-Poaching Laws
-Segregation
-Child Labor Laws
-Death Penalty Ban
-Book Burning
-Contraception Ban
-Wiretapping
-Same Sex marriage

Yeah the Tropico 4 ones were on my TODO list. I just have not been modding lately.
 
Is there a way to tell if an ordinance is national or city based?

I am trying to develop a new page on the Domestic adviser that shows your world views and will allow some WLBO functions to be done based on them. I thought that this page would also show the active national ordinances.

We probably need to be able to show the city based ones somewhere also. Along with city actions.
 
Is there a way to tell if an ordinance is national or city based?

I am trying to develop a new page on the Domestic adviser that shows your world views and will allow some WLBO functions to be done based on them. I thought that this page would also show the active national ordinances.

We probably need to be able to show the city based ones somewhere also. Along with city actions.

Wow... I wish I had the basics of the dll based ordinance/worldview system setup for you already. It really wouldn't take long to develop of course... hmm... I wonder if I catch some extra time beyond the fix I intend this weekend if I could sneak it in so we could do these 'right' from here. It's mainly the fact that I cannot do the UI work you're saying you're about to that's kept me from doing much with it yet.
 
Well... I am working on 4 different UI projects plus the restricted movement mod so when I get stuck on one I work on a different one for awhile. FYI the UI stuff is

1) merging Platyping's tech screen into BUG then C2C. I want to use the BUG way of storing options and have a small BUG options available from the tech screen with just the tech screen options and probably move the tech stuff off the main BUG options window but link to the new one.

2) pre-game options panel that comes up when you select "Custom Game", has all the various options with explanations and tells you to that you need to restart the game when you add or remove content like civilizations or religions so that the pedia can be correct and you don't load more graphics than necessary.

3) Pedia - getting all the current pages up to date with the C2C way of things. This is not content per se but layout and ensuring that the important information is on the page.

4) Extending the Domestic Adviser to
- show national world views and ordinances and allow you to activate national policies eg WLBO activities
- show city ordinances and allow you to activate city policies - probably need to be able to access this from city screen. Could be where we put the raise/abandon and other stuff we can't fit on te screen at the moment.

Yes, I know I said I would fix the main interface python but I a fed up with it at the moment and getting nowhere with it
 
The C2C Python Master DH said:
4) Extending the Domestic Adviser to
- show national world views and ordinances and allow you to activate national policies eg WLBO activities
- show city ordinances and allow you to activate city policies - probably need to be able to access this from city screen. Could be where we put the raise/abandon and other stuff we can't fit on te screen at the moment.
All very cool stuff but this in particular I wanted to comment a bit on.
1)If you hold off a little, over the next few weeks I can develop out a mechanism for National and Local Policies (Worldviews as it were) that would enable us to move these entirely out of building details. Once the shell is established I can easily adapt tags for buildings, Civics and traits (selectively unlike what I did with Combat Classes) into the structure and it will work much like promotions would for cities and players - the on off switch being something we can vary the method behind in a number of ways. You can then use this game object type to build these screens from.

This would all be fairly procedural for me to setup and I've been wanting to do this for some time now.

2) Excellent idea on where we can put the new buttons.


All in all everything you're working on there is gold! Sounds like you're getting more comfortable with converting Platyping's stuff over to C2C... you think this'll make extra specialists more likely soon?
 
The problem is that if I could just get a handle on it and maybe move some of the code out into objects then doing many things we want to do like Nomadic Start and Multi maps become possible.
 
I have a rather elaborate plan for Nomadic Start... it's one of the many projects I want to do but there's just so many things on the plate at all times here...

Koshling did leave us with some guidance for multi-maps too so that's another one but I'm waiting to be a little better versed overall on things before going there.
 
Simple as that... Ok, thanks a lot then! :)

If someone came up with stats for new early ordiances, I'll make them.

Here are some new Ordinances for you to make.

Ordinance - Firearms Prohibition
Req Tech: Matchlock
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: Firearms
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • +1 :) with Egalitarianism civic
  • +1 :) with Pacifism civic
  • +1 :mad: with Nationalist civic

---

Ordinance - Fast Food Prohibition
Req Tech: Franchises
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: -
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • +1 :health:
  • +1 :) with Socialized civic
  • +1 :mad: with Corporate civic

Notes: This would replace Fast Food Buildings.

---

Ordinance - Racial Segregation
Req Tech: Code of Laws
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: -
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • +1 :) with Caste civic
  • +1 :) with Intolerant civic
  • +1 :) with Propaganda civic
  • +5 :mad: with Minority Rights

---

Ordinance - Gender Segregation
Req Tech: Code of Laws
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: -
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • +1 :) with Patriarchy
  • +1 :mad: with Matriarchy
  • +1 :) with Intolerant civic
  • +1 :) with Propaganda civic
  • +5 :mad: with Women's Suffrage

---

Ordinance - Child Labor Prohibition
Req Tech: Compulsory Education
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: -
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • -5% :hammers:
  • +5 Education
  • -5 Disease
  • +1 :)

---

Also don't forget to add them to the Judge unit's list of buildings he can build.

Thanks! :goodjob:
 
Here are some new Ordinances for you to make.

Ordinance - Fast Food Prohibition
Req Tech: Franchises
Obsolete Tech: -
Req Buildings: Courthouse
Req Resources: -
Cost: -1
Requires City Size: 6
Upgrades to: -

  • -5 :gold:
  • -5 Disease
  • +1 :) with Socialized civic
  • +1 :mad: with Corporate civic

Notes: This would replace Fast Food Buildings.

---

Also don't forget to add them to the Judge unit's list of buildings he can build.

Given the number of people that eat fast foods, I am not one of them. But I would think this ordinance would add more unhappiness to a city (say 33% of a city size).

So size 6 city: - 2 unhappy. size 10 city: - 3 unhappy etc.
Also it would effect the Revolutions mod Negatively.
 
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