Enabling Advanced UN Voting Options

TheMarshmallowBear

Benelovent Chieftain of the Ursu Kingdom
Joined
Dec 27, 2006
Messages
8,613
Location
Inside a Ziggurat
One thing that I dearly miss from Civ 4 (along with several minor things) is the Advanced UN voting options that were brought in with BTS.

However, strangely enough (though I've been said it's left-over code from Civ 4) there are two files in Gameplay\XML\GameInfo\ named CIV5Votes and CIV5VoteSources which contain some info regarding advanced UN options (i.e Secretary General, NoNukes, FreeTrade etc), so .. is it possible to actualyl enable those via mods?

Moderator Action: Moved to the main forum.
The tutorials & references subforum is only for tutorials and references, not for questions ;).
 
No. At least, not yet. There's no interface for them, the AI has no idea how to handle them, and so on; all of the usual answers to "can we do X?" apply here.

Now, you COULD just make your own system, ignoring all those leftover stubs (or using them as data holders for your own logic). Create a new UI window for diplomatic stuff, create your own logic to determine how each AI would vote, and code all of the effects in for yourself. It'd be quite a bit of work, and the AI behavior would have to be extremely crude, but you can do most of the things that were in Civ4. Want to make an option that bans nukes? Tie it into the CityCanConstruct GameEvent to make it impossible for anyone to construct a new nuke once the bill is passed. That sort of thing.
 
If I know how to make a basic mod, I'd do it. But I have no experience in it. However, nothing stops from somebody else trying it. Now if only hotseat had mods then the whole AI concept wouldn't be as important to me.
 
Back
Top Bottom