MagisterCultuum
Great Sage
Could you just make it so Fair Winds grants +1to all tiles with a windmill in a +1 radius?
Sure, but I don't think I could make that bonus only be temporary, or prevent the spell from being cast repeatedly possibly by many adepts every turn for hundreds of turns, leading to insanely productive plots. Oh, also, the bonus yields added in python would not depend on the improvement so you could get a windmill plot to produce 100



I currently have this in my version:
Code:
in CvSpelInterface.py:
def reqWindmill(pCaster):
pPlot = pCaster.plot()
if pPlot.isBeingWorked():
return true
return false
def spellWindmill(pCaster):
pPlot = pCaster.plot()
pCity = pPlot.getWorkingCity()
pCity.changeProduction(pCaster.getExperience())
in CIV4SpellInfos.xml:
<SpellInfo>
<Type>SPELL_FAIR_WINDS2</Type>
<Description>TXT_KEY_SPELL_FAIR_WINDS</Description>
<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
<PromotionPrereq1>PROMOTION_AIR1</PromotionPrereq1>
<ImprovementPrereq>IMPROVEMENT_WINDMILL</ImprovementPrereq>
<bAllowAI>1</bAllowAI>
<bHasCasted>1</bHasCasted>
<PyResult>spellWindmill(pCaster)</PyResult>
<PyRequirement>reqWindmill(pCaster)</PyRequirement>
<Effect>EFFECT_WIND_SWIRL</Effect>
<Sound>AS3D_SPELL_HASTE</Sound>
<Button>Art/Interface/Buttons/Spells/Fairwinds.dds</Button>
</SpellInfo>
The first time I tested it it seemed way too strong, but it is much less overpowered when you don't give yourself a 1000 xp unit at the start of the game. I think I may change the formula to be based on the unit's level rather than xp anyway though. I'm also thinking I may make it an Air-Earth cross sphere spell, as it represents a way to get productive work out a sphere normally devoted to chaotic, unproductive, irresponsible fun.