- Joined
- Sep 25, 2004
- Messages
- 1,281
Hello again, and a happy new year to you too.Greetings and a Happy New Year with health and joy!
1. I'm interested in a setting (maybe optional) so that the AI doesn't consume all citizens in cities, meaning to have a limit, in case I want to set that military unit or certain buildings to "consume" one or more citizens when they are "produced"!!
2. I would go even further, in that units "produced" by a city should also be maintained with food by the city that "produced" them, or be subtracted from the "country's" food total!
3. Could a building, for example a bakery, convert some of the raw food into bread and money?
1. I'm assuming you're asking for a minimum population below which the AI will not build units that require pop points, right? That would be easy to implement and again is something that would be trivial with Lua. Ideally I could make the AI emphasize pop growth more when it's building those kind of units, like a human would, but that's more difficult of course.
2. This is similar to how it worked back in Civ 2, units cost shields to maintain and each was attached to a home city that paid its maintenance. One of the reasons they dropped that for Civ 3 was that the AI could never handle it well. It wouldn't be difficult to reintroduce the mechanic, getting the AI to understand it is another story,
3. Yes, this is already possible in C3X with resource generation from buildings. You could add a bakery building and a bread resource, then set the bakery to require wheat, and in the C3X options set the bakery to produce bread like so: "buildings_generating_resources = [Bakery: yields Bread]". When there's a bakery in a city with access to wheat (*), the bakery will give the city a source of bread as well. Specifying "yields" means that the bakery will also add the food, shields, and commerce from the bread resource to the city as well.
* Wheat is a bonus resource so it's not part of the trade network. You'd have to make it a strategic or luxury resource, or set the bakery to require the resource in the city's area so it has access.
I'm happy to do it, it's always worth the time to swat a bug. This was a tough one but I got it figured out. The crash occurs in the interface. The game crashes when it attempts to open the popup that asks the player to choose a new build for a city, Shinbone to be specific, that has completed its last build. For some reason, the game fails to find a new build option for Shinbone to present as the default option in the drop down selector, which means the selector doesn't get initialized. Then the problem is that the code to open the popup assumes the selector has been initialized and crashes when it hasn't.Huge thanks Flintlock!
I'll fix this in future versions of C3X by inserting some code that runs after the game attempts to find a new build option that chooses Wealth if the base logic fails to find anything or, if even Wealth is unbuildable, picks anything from the list of units or buildings that can be built by the city just so it doesn't crash. In the mean time, you can work around the issue by queuing up Wealth, or "Sector Commerce" in your case, as the next build in Shinbone because the game will take the next build off the queue if it can instead of trying to find one.
Probably. There's a rule in the corruption calculation that capitals always have zero corruption. I could remove that rule relatively easily so capital cities run the normal corruption calculation, but they'd have distance zero and rank zero, so their corruption rate might turn out to be zero anyway. Not sure how that would work out, but it's worth trying at least.Corruption does not exist in the Capitol city no matter how much I try. Would it be easy to allow the Capitol to experience corruption?
It's already possible for buildings to add food, shields, and commerce to their cities with C3X. Set them to produce a bonus resource with "yields" enabled like I described above. The yields are added as if they were gathered from tiles so the added shields and commerce are subject to corruption. Adding science, corruption, or decorruption (like a specialist) is not possible right now.Some honorable mentions (not priority) that could help too are ability for blds to add shields to production not by percentage but exact number of shields per turn and also for all other stats (science, commerce, food, corruption).
