Designing new Commerce and Yields

Azurian

The Azurian
Joined
Apr 10, 2012
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Location
Florida, USA
Okay, so we have Science, Gold, Culture, Production, Espionage and other commerce / yields.

How do you create a new class of Commerce or Yield? Let's call this new class Education.

It would work like Production in that buildings can produce it and it can be a requirement to build buildings.

I know we would need a new icommerce tag in Buildinginfos.

Basically, it's duplication of Hammers with new text, icommerce tag and icon.
 
There is a hardcoded list of commerce types in the DLL, so you'd have to add it there also (but I believe it would be just a one-line change).
On the other hand, I don't think you have to add an <iCommerce> tag to every building info, I'd try it without that first.

EDIT: Oh, and as platyping mentioned in the other thread: you'd probably need a new function to access the new commerce type via python (f.e. if you want to display it)
 
I wonder if any mods have added extra commerce classes. Thank you so much, I am happy you can create them and it's not limited by the engine.
 
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