Caravans

MattJek

King
Joined
Oct 21, 2005
Messages
951
Location
Legoland
Is there anyway to create caravans by simply using the function of the great merchant??
 
What exactly do you want the caravans to do? Just give a bit money?

edit: As the post below says, make a copy of the great merchant (in CIV4UnitInfos.xml) and then change that.

More detailed explanation on what to change:
Spoiler :

<Class>UNITCLASS_MERCHANT</Class> <!-- If you change this you will need to make sure you have such a class. Shouldn't be needed however. -->
<Type>UNIT_MERCHANT</Type> <!-- Might not be a good idea to have two units of the same type. It seemed to work fine for my quick test, but I never tried to spawn an actual great merchant in it. -->
<UniqueNames> <!-- Change this to <UniqueNames/> and remove the unique names plus the end tag -->
... <!-- Remove all the names here -->
</UniqueNames> <!-- Remove this -->
<Description>TXT_KEY_UNIT_GREAT_MERCHANT</Description> <!-- I'd just rename this Caravan for now. Remove all inside the tag unless you add a description in the correct file -->
<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia> <!-- If you want to add a civilopedia entry... -->
<bRivalTerritory>1</bRivalTerritory> <!-- Do you want the Caravan to be able to go into others territory without open borders? If not, set this to 0 -->
<bGoldenAge>1</bGoldenAge> <!-- Set this to 0. -->
<UnitAIs> <!-- Sadly I don't think the AI will know how to use the unit, regardless of this setting. -->
<UnitAI>
<UnitAIType>UNITAI_MERCHANT</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<GreatPeoples>
<GreatPeople> <!-- Remove -->
<GreatPeopleType>SPECIALIST_GREAT_MERCHANT</GreatPeopleType> <!-- Remove -->
<bGreatPeople>1</bGreatPeople> <!-- Remove -->
</GreatPeople> <!-- Remove -->
</GreatPeoples>
<PrereqTech>NONE</PrereqTech> <!-- If you want a tech requirement... -->
<Flavors>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType> <!-- This is the able to "make" gold stuff. Leave it. -->
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iCost>-1</iCost> <!-- I *think* you only need to change this to have the unit appear in the game. -->
<iBaseDiscover>1000</iBaseDiscover> <!-- Set to 0 -->
<iDiscoverMultiplier>2</iDiscoverMultiplier> <!-- Set to 0 -->
<iBaseTrade>500</iBaseTrade> <!-- I'm not sure how these two settings work, but they are what determin how much money you get. Problably should lower them both. -->
<iTradeMultiplier>200</iTradeMultiplier> <!-- I'm not sure how these two settings work, but they are what determin how much money you get. Problably should lower them both. -->
 
Yes there is, I haven't done it but I'm sure you can just duplicate the great merchant. Remove the Greatperson generation aspect from him. Add a shield cost, reduce his gold output drastically (as GMs usually give close to the thousands in gold) and poof.

You've got a merchant.

infact I'll try this later on. I'm still waiting on getting the Civ4BonusInfo XML though. I might reinstall soon but I'm gonna wait a bit longer.

I might sleep soon too... So I'll see where I'm at when I wake up.
 
Sounds simple, what about if I wanted them to create trade routes?? is that possible?
 
Trade routes are created when you have linked cities (by river, ocean, or road) You get more of them when you reach certain techs, or build certain buildings. This is probably moddable through they python, but it wouldn't be all that easy.
 
Back
Top Bottom