[BTS] Different "City Types" ?

Boli

Warlord
Joined
Apr 15, 2002
Messages
253
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Dundee, Scotland
Is there any mod where you can have different "City Types"?

Say
* standard city (can be built by settlers)
* Barracks, Airbase, Shipyard, Fort, Military Base (can be built by workers, consumes unit)

the city concentrates on building improvements and generating wealth population etc but CANNOT build your army - but a small proportion of their production is "taxed" into a central pool which is accessed by the barracks etc in order to build military units?

in the years since the game has bene out has anyone done anything remotely like this?
 
Is there any mod where you can have different "City Types"?

Say
* standard city (can be built by settlers)
* Barracks, Airbase, Shipyard, Fort, Military Base (can be built by workers, consumes unit)

the city concentrates on building improvements and generating wealth population etc but CANNOT build your army - but a small proportion of their production is "taxed" into a central pool which is accessed by the barracks etc in order to build military units?

in the years since the game has bene out has anyone done anything remotely like this?

It is something many have long wanted but it involves messing with the biggest Python file to do it. I promised myself I would start this year but have not so far:lol: I do have the start of a plan, actual written design plan, somewhere.

Medieval Conquest has something of that nature. The city type depends on which unit founds it and starting buildings depend on which type it is and some buildings can only be build in certain city types.
Can you provide a link to Medieval Conquest? I could only find a Civ III version when I did a search.
 
It wouldn't be hard; create a new Settler, use Python to put a specific building in all cities founded by this Settler, and have all military buildings require this specific building. There's an easy to use modcomp on this forum - cities are founded with more buildings (or population, culture...) depending on the era you are in - that you can easily use. :)
 
It wouldn't be hard; create a new Settler, use Python to put a specific building in all cities founded by this Settler, and have all military buildings require this specific building. There's an easy to use modcomp on this forum - cities are founded with more buildings (or population, culture...) depending on the era you are in - that you can easily use. :)
I am not sure how good of a solution that would be as it is a python hack and therefore the AI would not understand it. So you'd end up with a situation where the AI does not reckognize the different settler units as being different and keeps trying to found the wrong city type by accident. At least that's my understanding of it.
 
yeah AI is a bit of an issue. M:C has a hack for the AI where it prefers to found cities of the type it has the least of, which helps to prevent the situation where it can't do something because it lacks that type of city. It's still not of human quality where founding a city gets the type best suited for the specific location, like it's military defense in choke points while landlocked cities in the middle of your empire can focus more on say research. Many features are great until you realize how bad it will turn out for the AI.
 
The more I thought about this, and it appears I am not the only one to consider it thankfully :P the more I was wondering if using that nice super fort mod might be handy, cultural borders and the like.

https://forums.civfanatics.com/threads/super-forts.444512/

the only stumbling blocks in this case would be trying to tax production into a central pool, having forts use this "pool" as their production and modifying the AI on superforts to use say different types of forts.

* Fort - gives defensive bonuses bombard chances but slow to produce units
* Barracks - no defensive bonuses produces land units fastest,
* Military Academy - very slow unit production but with a significant amount of experience per unit produced.
* Airbase - required to build aircraft and where they are based from
* Navel Facility - can only build surface ships vulnerable to attack from the air, strong vs ground attack
* Submarine Pens - can only build submarines, strong against air weak against ground
 
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