Can the MutuallyExclusiveGroup tag be for 3+ buildings?

Galgus

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Is there a limit on the number of buildings and wonders MutuallyExclusiveGroup tag?

Does it function in BE like it did in Civ 5?

Are hybrid affinity level requirements possible for buildings?

Can national wonders be restricted to only be constructed in the Capital?
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I've been thinking about designing a mod to make Affinity buildings of the same tier exclusive to each other, to limit players to one "set" of affinity buildings, though they could mix and match at different tiers.

With Hybrid buildings included, assuming hybrid affinity level requirements are possible, I hope to have 6 buildings and/or wonders per tier, with all buildings in the same tier exclusive to one another.

It would be my attempt at making the affinities and hybrid affinities more distinct from one another.
 
Speaking for the multiple affinity requirements for buildings, it can be done, although only the second one listed in the xml will be displayed in the tooltip for the tech web - have to double check on the building production screen, but I don't think it even lists it as an option until the conditions are met (I've done similar testing for a mod with the same goals, same intent in making the buildings, same hypothetical number of buildings. Share notes some time?) As for the mutually exclusive tag, I'd check in the Affinities as yields mod for an answer - last time I looked through, he had 3 "Relic-Equivalents" for each affinity that were mutually exclusive with each other.
 
It all sounds doable then, UI issues aside.
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I'd certainly be happy to share notes once I have notes to share.

Perhaps it could be a thread topic later?

It is daunting because the current Affinity buildings are, frankly, all over the place without a coherent playstyle.

In very rough terms I think Purity should reward Culture generation, Harmony should be great at using local resources as well as expanding and growing high populations, Supremacy should focus on specialists and, ideally, supplanting the need for Food tiles.

Hybrid wise P/S would be an Energy economy that would probably steal the Drone Command building and use it more, H/P would be Health focused and buff the rewards for excess health, and S/H...I don't know, science?

I'm thinking Capital only, mutually exclusive National Wonders would give Playerperk bonuses for the Affinities.
 
MY interpretation was that none of the affinities should be more focused on one yield type than another, so there is no pressure to match a civ to an affinity: such as FI being culture and therefore being 'supposed to go' Purity (beyond slight variations in when their corresponding buildings come in). I tried to make them differ in how they get the same yields - Harmony gets most of its yields from local resources and has a lot of buildings that edit those yields, Purity gets a lot of raw yields from it's buildings, as well as buffs to local improvements (rewarding terraforming). Supremacy gets it's yields from multipliers and internal trade routes - everything working in synchronicity, like with the units (and a couple buildings dedicated to building augmented units by granting promotions).

I put P/H as the specialist affinity, the idea being that individuals mod themselves to excel at whatever role they choose. P/S was population scaling - same idea of working in sync that was present in just Supremacy, but with a decidedly more human element to it (as well as a defensive subtheme to fit it's perks to garrisoned units and unique units). S/H was the drawback affinity for me - lots of ridiculously strong effects, but coming at drawbacks beyond energy - a building might give a decent amount of food and energy, but cost diplomatic capital per turn, or a high science building would yield unhealthiness, etc...
 
How do you implement buffs to improvements in building code?

I'm also interested in how to code negative values for drawbacks.
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Ideally I think they should all have ways to get what yields they want, but they should be very focused on certain strategies.

If they can all just kind of do everything, it muddles the differences between them and weakens asymmetry.

I suppose I think of it more like picking a Trait, in that not all of them will be useful to every plan, but that they should all have some use.

I think it's fine for a Sponsor to perhaps favor a certain affinity, though Franco-Iberia specifically is rather weak generally at the moment.

Just because Purity rewards Culture more though should not mean that the other Affinities do not have ways to generate significant amounts of it.

Also, flat vs percentage vs population scaling both seems like a headache to balance and like it would, from a player perspective, all feel very similar.
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I definitely agree on Harmony gaining from local resources, but I also think they should thrive on the new world due to adapting to it.

I like Specialists for Supremacy because it seems to fit well with the themes of augmentation and the very urban and space-saving focus of their infrastructure.

Health is already sort of a focus for P/H, and I thought that focusing on it could demonstrate their ideal of perfecting their genetics.

I still think that Drone Command style improvements and Energy is a solid combination for P/S with their ideal of prosperity through labor-saving smart AI.

Drawbacks is an interesting direction for S/H, but I'm not sure what effects would be appropriate.

I could definitely see them spamming Manufactories.
 
Most of the improvement buffs will likely be more dancing around the improvements - having Terra Vaults instantly grab 3 tiles when constructed, have Mantle reduce improvement cost by X%, and have Skycranes somehow speed up the rate at which improvements are built, in addition to the effects they have for culture, science, and production, respectively (all flat bonuses instead of percents, of course). I've already coded the first 2, but I ran into a bump in trying to add in a new type of promotion that makes workers build faster.

I think that if every affinity building has traits like that, encouraging different playstyles should be possible without preferencing one affinity towards any yield type over another.

As for negative values, their surprisingly easy - the XML registers a negative value for a yield as easily as a positive, although the tooltip will awkwardly list it as +-1 or the like.

I just made a topic in mod development, to better discuss where I'm at in making the buildings play distinctly.
 
I still feel that the Affinities need to be more specialized to truly feel unique, and grabbing tiles isn't much of a problem for Purity with it's existing Culture bonuses.

I'll have to check if it is possible to have a building alter an improvement, though I'm pretty sure beliefs could do it in Civ 5.

I'll look at that topic.
 
Can national wonders be restricted to only be constructed in the Capital?
Yes, by making the Headquarters a Building-Prereq.
 
Is there a limit on the number of buildings and wonders MutuallyExclusiveGroup tag
You can use a CityCanConstruct check to add additional restrictions to buildings to achieve this effect if the group doesn't work.

How do you implement buffs to improvements in building code?
You can have the building give a freePerk that boosts a specific improvement. The boost will be across the empire however.

I'm also interested in how to code negative values for drawbacks.
It works in some places but not in others. You'll have to experiment to find out what works.
 
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