Creating 'manufactured goods' and other useful resources...

J-S

Crusader
Joined
Apr 4, 2002
Messages
264
Location
Argentina
Hi! I'm a total noob to the modding possibilities of Civ4, so I just wanted to ask if this idea is possible to implement through mods:

Creating 'resources' at cities: allow for the creation of resources at cities, just as the Rock N' Roll, or the Broadway wonders create the hit singles that can be traded with other civs.
For example, you could have the Factory imp create a resource 'Manufactured goods' at that city (with a bonus of lets say +1 hammers and +1 happyness). That created resource could then be used to produce other things, or even be traded to other players who don't yet have the infrastructure.
 
J-S said:
Hi! I'm a total noob to the modding possibilities of Civ4, so I just wanted to ask if this idea is possible to implement through mods:

Creating 'resources' at cities: allow for the creation of resources at cities, just as the Rock N' Roll, or the Broadway wonders create the hit singles that can be traded with other civs.
For example, you could have the Factory imp create a resource 'Manufactured goods' at that city (with a bonus of lets say +1 hammers and +1 happyness). That created resource could then be used to produce other things, or even be traded to other players who don't yet have the infrastructure.


Im not sure about how to do it... but I know its possible...:goodjob:

some modders did this with new wonders that made different trade/resource bonuses... :D

I was thinking of doing it to some of my wonders... :mischief:

the best thing is to follow those examples you stated (rock n roll/broadway)

and make a new resource bonus

I am not sure all the files but this file contains the bonuses:

CIV4BonusInfos.xml

(which include the hit singles bonus info)

so add your new bonuses there...

Im not sure all the files that need to be edited though...sorry:blush:


The other thing that needs to be edited is:

CIV4BuildingClassInfos.xml

this file determines whether a buiiding will be a building/national/world wonder

just change the wonder to a building and it will be allowed in all cities... :crazyeye:


there are other files but I have not researched it further at this time... been busy modding other stuff... but its' a start...:p


Most of it should be XML edits... the only thing I dont know is that the Wonders that produce bonuses may be hardcoded or Python/SDK coded to only allow Wonders to produce bonuses (and not regular building) :eek:

If that is the case...then it will take more work and coding than I originally thought :cry:

...and I only have limited XML skils... sorry

wish I could be more of a help but I hope that helps some;)
 
Hi J-S,

wow, I actually know something...ok for non-ground resources, it's super simple...

1. just make a new button for your resource.
2. copy the "movie" or "hit record" part of the /assets/xml/terrain/civ4bonus.xml exactly. this will keep any from appearing on the map....just like the movies & records...

3. in /assets/xml/buildings/Civ4buildings.xml look for

<Bonus>NONE</Bonus> in an existing (or new) building segment of the file.
change it to...

<Bonus>NAME OF NEW BONUS (Bonus_XXX)(Or existing one if you prefer)</Bonus>

so you could do

<Bonus>Rice</Bonus> for example....

then you should be golden.
 
micmc said:
....<Bonus>NONE</Bonus> in an existing (or new) building segment of the file.
change it to...

<Bonus>NAME OF NEW BONUS (Bonus_XXX)(Or existing one if you prefer)</Bonus> ...


@micmc
ah thanks, you solved the missing link for me :D

now do I want to add it to one of my wonder... with my new found wonder bonus info....hmmm :crazyeye:
 
An easy way to do it is to make a building that requires a resource, and have that building provide a different resource.

Example:
Steelworks
requires 1 Iron and 1 Coal
provides 1 Steel


Or you could get fancy...
Munitions Factory
requires 1 steel and 1 gunpowder
provides 1 munitions

Steel Plate factory
requires 3 steel
provides 1 steel plate

Tank factory
requires 1 steel plate and 1 munitions
provides 1 tank chassis and 1 tank turret

Tanks, of course, would require chasses and turrets to build.

The slightly more difficult part would be having the buildings "use up" the resources if you wanted that (so that you'd have to have 1 iron & coal per steel factory, for example).
 
Zurai said:
An easy way to do it is to make a building that requires a resource, and have that building provide a different resource.

Example:
Steelworks
requires 1 Iron and 1 Coal
provides 1 Steel
You mean like this?
steelmill.jpg


Zurai said:
Or you could get fancy...
Munitions Factory
requires 1 steel and 1 gunpowder
provides 1 munitions
Hmmm... this sounds familiar too.
munitionsplant.jpg
 
LOL. Yep that's pretty much exactly what I meant, just a little more fancy (the "Converts X into Y" required at least some special coding, didn't it?). I specifically meant just combining the functionality already present in the XML files to make a building both require and provide resources.
 
Zurai said:
LOL. Yep that's pretty much exactly what I meant, just a little more fancy (the "Converts X into Y" required at least some special coding, didn't it?). I specifically meant just combining the functionality already present in the XML files to make a building both require and provide resources.

Yes, it did. After I am done painting my baby boys room I will post Vanilla Civ4 and Warlords versions.
 
Officer Reene, Micmc, The Lopez, Zurai, thanks A LOT for your feedback! :)

And The Lopez your mod looks really interesting :goodjob:
When you say 'converts' in the civilopedia do you mean that the required resources are 'spent' up by the building to make the new resource? Is this possible? If so, is it possible to have units 'spend' up resources? (for ex., making a tank would spend one chassis and one turret...). That could definetly take resource management to a whole new level... *wonders* :crazyeye:

This is honestly a great community! I hope I can someday contribute in my own way ;)

cheers
 
J-S,

In the current version the resources are not spent. That will be a option that can be turned on to be implemented in a future version of the mod.
 
Back
Top Bottom