Jabie
Wanted in Monte Carlo...
I almost got his one working. There's still a slight bug, but I figured i'd share it with the community anyway.
After reading a comment somewhere in one of the forums (Grand Menagerie Scenario, I think) about someone having to build and disband warriors because they had no good builds left and didn't want to create a large army that would drain the economy, I thought I'd look at the XML and see if there was a simple solution.
My concept was simple. Following researching the Crafting tech a city would have the option of Crafts, a build which converts 15% of Hammers into Science, Commerce and Culture. Not quite as good a rate of return as Wealth/Research/Culture builds, but advantageous for a hybrid and it would appear a lot earlier in the game. I choose Crafting as it is an early game tech and hence probably the most likely occasion to come across build/disband loop. (It's possibly too high, but I'm not sure it would be worthwhile at 10%)
The file is enclosed and replaces the civ4processInfo.xml under XML\GameInfo, but in order to use it you'll need add the following text to the bottom of the Civ4GameText_FFH2 file in the XML\Text directory.
<TEXT>
<Tag>TXT_KEY_PROCESS_CRAFT</Tag>
<English>Craft</English>
<French>Craft</French>
<German>Craft</German>
<Italian>Craft</Italian>
<Spanish>Craft</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROCESS_CRAFT_STRATEGY</Tag>
<English>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</English>
<French>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</French>
<German>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</German>
<Italian>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</Italian>
<Spanish>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</Spanish>
</TEXT>
I used the production hammer for an icon, which works OK but I'm running into a size error when it tries render the icon in the circular city bar window. As I have no art tools and suck at art (so must therefore rely on the core files), does anyone know if there is a better icon I can use?
Bonus XML hack
I also found that Assets\XML\Terrain\CIV4ImprovementInfos.xml contains City Ruins. Changing IMPROVEMENT_CITY_RUINS tags iAppearanceProbability to 225 and SpawnUnitType to UNIT_SKELETON mean that the undead will occasional pop up out of any razed city.
After reading a comment somewhere in one of the forums (Grand Menagerie Scenario, I think) about someone having to build and disband warriors because they had no good builds left and didn't want to create a large army that would drain the economy, I thought I'd look at the XML and see if there was a simple solution.
My concept was simple. Following researching the Crafting tech a city would have the option of Crafts, a build which converts 15% of Hammers into Science, Commerce and Culture. Not quite as good a rate of return as Wealth/Research/Culture builds, but advantageous for a hybrid and it would appear a lot earlier in the game. I choose Crafting as it is an early game tech and hence probably the most likely occasion to come across build/disband loop. (It's possibly too high, but I'm not sure it would be worthwhile at 10%)
The file is enclosed and replaces the civ4processInfo.xml under XML\GameInfo, but in order to use it you'll need add the following text to the bottom of the Civ4GameText_FFH2 file in the XML\Text directory.
<TEXT>
<Tag>TXT_KEY_PROCESS_CRAFT</Tag>
<English>Craft</English>
<French>Craft</French>
<German>Craft</German>
<Italian>Craft</Italian>
<Spanish>Craft</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_PROCESS_CRAFT_STRATEGY</Tag>
<English>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</English>
<French>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</French>
<German>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</German>
<Italian>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</Italian>
<Spanish>Craft represents the general working practices of a city which is not inclined towards a specific goal. As such it offers a moderate boost to Science, Commerce and Culture.</Spanish>
</TEXT>
I used the production hammer for an icon, which works OK but I'm running into a size error when it tries render the icon in the circular city bar window. As I have no art tools and suck at art (so must therefore rely on the core files), does anyone know if there is a better icon I can use?
Bonus XML hack
I also found that Assets\XML\Terrain\CIV4ImprovementInfos.xml contains City Ruins. Changing IMPROVEMENT_CITY_RUINS tags iAppearanceProbability to 225 and SpawnUnitType to UNIT_SKELETON mean that the undead will occasional pop up out of any razed city.