Does this Concept with Oil seem Viable with the SDK?

I_batman

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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.
 
Actually, this should already be possible with the python API. It would just take some time to do it.

Basically you would need to use something like SD-Toolkit to record when an improvement is built, where it was built, etc.
Then record how much oil is being produced in the city and how much it currently has.

EDIT: Finished the post.
 
Lord Olleus said:
But that AI wouldn't understand it. Also as the python is non-compiled it would probably slow the game quite considerably.

I won't begin to discuss whether this can be done strictly within Python. That is why I asked the question, but my gut says the SDK is needed.

But regarding slowing the game down, I would suggest it is a small incremental delay between turns, since the game engine already does extremely similiar calculations for food and gold, at least regarding the units.
I can't comment of city improvements.
 
Lord Olleus said:
But that AI wouldn't understand it.
That is correct, that's why it would need to be programmed in. I had to do this for the AI in the merc mod.

Lord Olleus said:
Also as the python is non-compiled it would probably slow the game quite considerably.
Well, it isn't that hard to compile the python code, to improve performance, and release the mod with that compiled python code.
 
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