I_batman
Emperor
I don't expect this is possible within simply the Python/XML constructs, so the point may be moot until the SDK is released (still waiting for the blue moon on that one), but thought I would ask.
The game engine already calculates how much food and gold each tile can produce, and stockpiles food on a city basis, and gold on a civ basis.
So what is the possibility of extending the game engine to do the same thing with other critical resources, starting with oil.
I would love to see something along the lines of say, an oil well producing x units of oil/turn, and every mechanized unit costs y units of oil/turn, and certain city improvements costing varying amounts of oil/turn.
I realize this just means more micromanagement.
For some, this is the bane of the game.
For others, it is what makes the game worthwhile.
But my question is to the people who have been beta testing the SDK, and if this sounds plausible within the SDK.
The game engine already calculates how much food and gold each tile can produce, and stockpiles food on a city basis, and gold on a civ basis.
So what is the possibility of extending the game engine to do the same thing with other critical resources, starting with oil.
I would love to see something along the lines of say, an oil well producing x units of oil/turn, and every mechanized unit costs y units of oil/turn, and certain city improvements costing varying amounts of oil/turn.
I realize this just means more micromanagement.
For some, this is the bane of the game.
For others, it is what makes the game worthwhile.
But my question is to the people who have been beta testing the SDK, and if this sounds plausible within the SDK.