[Concept] "Processed" Goods

Shadowclaimer

Chieftain
Joined
Oct 27, 2010
Messages
45
Curious if this would be possible.

Let's say for example a city has an improvement on a Clay resource, could you construct a building in the city (A Kiln for example) that would change the Clay Resource to a Pots resource which would be a Luxury Resource that is better than just raw Clay? (Which would be a dummy resource basically)

More examples would be consuming Tin/Copper to create Bronze or requiring Forges to turn any raw ore into useable strategic resources.
 
I had roughly the same question HERE. A solution was suggested in hopes that legacy code is in the game but not listed in the schema, I just haven't had time to go back to that project and try it yet.
 
There is currently a table in the Buildings.xml file that lists the resources produced by a building. So you could make a building that required 1 unit of clay and produced 1 unit of pottery.
However, it doesn't work. For whatever reason, that XML stub isn't connected to anything; there are quite a few things like that, including pretty much anything dealing with strategic resource amounts in the Terrains file. Setting it doesn't give an error message, but it doesn't actually produce any resources. It's possible that they intend to add functionality like this at a later point in a patch/DLC/expansion and figured they'd minimize the need to change XML files if they put it all in ahead of time.

You can't fudge this by passing a negative number to the "resources required" table, either; telling a building that it needs -1 units of iron means that it'll show Iron as one of the required resources in the civilopedia entry, but it won't give you 1 unit of it for free or anything. (But it'll allow you to build the building even if you have no iron, because 0 > -1.)
 
Yea was really hoping Processed Goods could exist, would be awesome to be able to grind Grain into Flour (which provides bonus food income) then if you throw a Baker in there have it output Bread which is a bigger bonus.
 
I haven't played the civ 5 yet (lack minimum system reqs ... =S ) however I know it could be done in civIV, I'm actually planning a whole mod focuced in this mecanics ( building/unit/promotion needs X (number of?) resources, then 'product' a new (number of ?) resouces.

But as I've read here, if the xml isn't linked (by faranix) with the sdk, you may wait for then changing it , or the releasing the sdk pack for we are able to mod.
 
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