Existing Buildings Discussion

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Just wondering about the Assassin's Den.. .

I have Code of Laws tech, I have Barter Post(as required), but i am STILL unable to build the Assassins Den:confused:

Maybe the "or" for Trading Post is making it a preq also?? Or what am i missing here?

sidenote, in the cities i have Trading Post, I can build the Assassins Den. . .
 
Just wanted to say I like the changes in the new version to the disease management being done more by buildings than healers/apoths in the early eras. Also some of the buildings that made no sense to build (like town well) have been fixed. Nice job.
 
Just wanted to say I like the changes in the new version to the disease management being done more by buildings than healers/apoths in the early eras. Also some of the buildings that made no sense to build (like town well) have been fixed. Nice job.

although they seem a little too powerful. Entering Renaissance and have cities at -300 disease. Im on Epic (or is it Marathon? the speed before snail). One of these cities is over 50 pop too.
 
governors pet and governors menagerie give +stabillity points in every city not just the city it was build in . The two buildings are realy OP. so even if i have a realy unhappy population the revolution slider don't go up thanks to the pet buildings
 
They only give stability bonus in the cities they are in, not in all. That's a missconception and missprinting more than anything.

"+2 local stability bonus per turn in each city" should read more like "Every city with a (insert name here) gets a +2 stability bonus every turn".

Cheers
 
governors pet and governors menagerie give +stabillity points in every city not just the city it was build in . The two buildings are realy OP. so even if i have a realy unhappy population the revolution slider don't go up thanks to the pet buildings

Every one keeps telling me this but the documentation and the pedia say that it is only giving the stability in the city it is in. So who do I believe?

From doco

The Modder's guide to A New Dawn
New XML fields:

In CIV4BuildingInfo.xml, I've added:

  • iRevolutionIndexModifier
    • How much the building modifies the revolution index of the city
 
oh tanks for your corection , for me as an non native english speaker i always thought that "+2 local stability bonus per turn in each city" means that the bonus counts for every city
 
oh tanks for your corection , for me as an non native english speaker i always thought that "+2 local stability bonus per turn in each city" means that the bonus counts for every city

Yes it can be read that way. Perhaps it needs to be worked a bit less ambiguously.

@Modders anyone know where that text is and what it really means? The latter first naturally.
 
Ok, the designers of Rev were not too greatly explanatory unfortunately. From what I've read, it appears that the Local stability is a national factor but accounts for what they term Local stability which amounts to 'local CAUSES of stability or instability'. National Stability on the other hand has something more to do with international causes of stability or instability such as cross cultural influence. Take all this with a grain of salt though because I'm not 100% sure and until we get the coding sorted out from python into the dll I probably won't be.
 
Ok, the designers of Rev were not too greatly explanatory unfortunately. From what I've read, it appears that the Local stability is a national factor but accounts for what they term Local stability which amounts to 'local CAUSES of stability or instability'. National Stability on the other hand has something more to do with international causes of stability or instability such as cross cultural influence. Take all this with a grain of salt though because I'm not 100% sure and until we get the coding sorted out from python into the dll I probably won't be.

Well that one is supposed to be in the dll since Afforess did it, not the Rev team. perhaps it is a case of two tags for the same thing.
 
naw... I was given a link recently to the design thread that got these tags started and yeah some of the tags were drawn into the dll but not much info on what they DO as that takes place in python still since Afforess stated there he felt the rev code was too vast to import into the dll code.
 
@Dancing Hoskuld

I made you some icon/buttons for your Winery buildings. Since I had no idea which grapes match which wine I made you 5 different winery images with different color grapes.

- Purple
- Blue
- Green
- Yellow
- Red

Pick and choose what you want and enjoy! :goodjob:

Purple: Shiraz, Cabernet Sauvignon, Burgundy
Blue: Pinot Noir
Green: 'white' wines (which tend to be yellowish) come from green grapes, so Chardonnay, Chablis, Semillon, Sauvignon Blanc
Yellow: Botrytis dessert wines such as Sauternes
Red: Merlot, Pinot Rouge, Claret
 
Purple: Shiraz, Cabernet Sauvignon, Burgundy
Blue: Pinot Noir
Green: 'white' wines (which tend to be yellowish) come from green grapes, so Chardonnay, Chablis, Semillon, Sauvignon Blanc
Yellow: Botrytis dessert wines such as Sauternes
Red: Merlot, Pinot Rouge, Claret

I only made red, white and Champagne as wine trade goods. So far even when I have grapes I have not had enough cities with them to make the trade goods. ;)
 
Hmm looks like TB needs to convert the Hero units too. They still have the old system.

And to answer your question, DH has been asking em to redo the metal processing for awhile now. However it took me awhile to figure out how exact I would do it. So last week I redid all the buildings and wonders while TB did the units.

There are now 3 types of metals; "ore", "ingots" and "wares".

Ores - These are the map resources and use the same tags as the original resources had. They were renamed to have the name "Ore" attach to them so they would not be confused with the other 2 types. Note that city vicinity buildings and corporation buildings still use them.

Ingots - Ingot are the processed material of the ore. they are made from Smelters which require an ore resource to be in their city vicinity. However there are ore types of ingots than there are ores. Such as Bronze, Brass and Electrum Ingots that ate made by combinations of ingots.

Wares - Wares are the metal products that are used in everything from tools, weapons, pipes, utensils, nails, etc. They are made by the "smith" buildings and require an ingot plus a Forge or Foundry. This fixes much of the trade problems we had with the vicinity buildings. While trading ore won't help you trading ingots or wares will. Wares have filled the old role of most unit and building requirements. Including making units or buildings faster. There are some exceptions such as Gold Ingots in Fort Knox and World Trade Center, but for the most part everything now requires wares.

While this is now a longer process to get metals it does allow for more resources to be traded and thus 1 iron ore resource could become 10 Iron Wares. Thus supplying all the region with the resource needed to make units and buildings.
 
His first screenshot shows that the unit requires Copper Wares or Iron Wares. I believe the unit has been successfully converted to the new system. However, he may not have the proper Smith Building? Apparently he does not have access to Copper WARES though he has access to copper.
 
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