Thunderbrd
C2C War Dog
With religions as dynamic properties I think much of what you just suggested could be made much easier implemented.
Some cool stuff brewing here!
Some cool stuff brewing here!
Any chance that national cultures will change to spread like religion or corporations? I'm the "copyright owner", as it stands, of 20+ cultures, which means they occur everywhere I spread to and magically stop at my borders. Toulouse on the other continent gets Indonesian culture, and the next turn the Indonesian hero appears in my capital over here.
I suggest it would be way cooler if Indonesian (continuing the example) existed only in Toulouse initially, and then spread first to Toulouse's neighbours rather than to my other (faraway) cities, giving their nearby city/ies as much right to the (useless but I digress) Indonesian UU as Toulouse. As religion and corporations do, the culture would spread to some of my home-continent cities sooner rather than later - because they are the same civ, and because of trade routes etc. But I would really appreciate it if the exclusivity of national cultures to one civ could be broken (obviously it could be an option rather than forced on everyone).
Does that make sense?
Diseases, probably not - still have a lot to do to finalize systems there and will probably work more closely with AIAndy on that from this point so we can hammer out a better way than has been done so far. But the problem is with 1D Properties we're talking about it being applicable when all spread and diffusion patterns are pretty much mathematically identical and don't need to be redefined between them. Diseases can't at all be said to be this way as each are unique. I think something MORE like what I was trying to do with the combat mod stuff is the right direction there.Could similar uses be used for Diseases and/or Languages?
Total sense. That's the seed from which this whole conversation is taking place basically. This is exactly what I'd prefer we model our culture system into.Any chance that national cultures will change to spread like religion or corporations? I'm the "copyright owner", as it stands, of 20+ cultures, which means they occur everywhere I spread to and magically stop at my borders. Toulouse on the other continent gets Indonesian culture, and the next turn the Indonesian hero appears in my capital over here.
I suggest it would be way cooler if Indonesian (continuing the example) existed only in Toulouse initially, and then spread first to Toulouse's neighbours rather than to my other (faraway) cities, giving their nearby city/ies as much right to the (useless but I digress) Indonesian UU as Toulouse. As religion and corporations do, the culture would spread to some of my home-continent cities sooner rather than later - because they are the same civ, and because of trade routes etc. But I would really appreciate it if the exclusivity of national cultures to one civ could be broken (obviously it could be an option rather than forced on everyone).
Does that make sense?
Could similar uses be used for Diseases and/or Languages?
Any chance that national cultures will change to spread like religion or corporations? I'm the "copyright owner", as it stands, of 20+ cultures, which means they occur everywhere I spread to and magically stop at my borders. Toulouse on the other continent gets Indonesian culture, and the next turn the Indonesian hero appears in my capital over here.
I suggest it would be way cooler if Indonesian (continuing the example) existed only in Toulouse initially, and then spread first to Toulouse's neighbours rather than to my other (faraway) cities, giving their nearby city/ies as much right to the (useless but I digress) Indonesian UU as Toulouse. As religion and corporations do, the culture would spread to some of my home-continent cities sooner rather than later - because they are the same civ, and because of trade routes etc. But I would really appreciate it if the exclusivity of national cultures to one civ could be broken (obviously it could be an option rather than forced on everyone).
Does that make sense?
Oh dear! I want missionaries to become tactical so we can reduce their numbers to 3 each. And I want religions to spread like in another mod - the World Religions mod. However having said that it may also be necessary to have two or three different kinds of religion - one set for the nomadic eras, another for the city states to nationhood eras and the final set for the later eras (organised religion onwards)
Yes, that is a correct use.No that the basics for the captives system is in place I find I need to get the Extended Diplomacy back underway since parts of the next phase of captives needs to interact with Indigenous Peoples. What I think I need is a property at the nation/player level that represents the relationship of that nation with Indigenous People. This is a single integer. It is affected by actions such as pillaging or building over a village and missions by diplomats and missionaries. The value is used by events, negative values lead to bad events and positive values lead to good events.
Is this a correct use of properties and if so how would I go about defining and using it?
@AIAndy & DH
But if you make a new property don't you have to make the + the bad and the - the good? For instance if I have +25 Air Pollution the AI will try to lower it. Thus making -25 Air Pollution a good thing to have. In fact Flammability, Crime, Disease, Air Pollution and Water Pollution all follow the + means bad and - means good model. Having a new system like Electricity should have to follow the same system because having +10 Electricity will to the AI be a bad thing. Even though it logically makes sense to read. Is there some sort of tag that inverts the properties so the AI will understand if you make + be good and - be bad?
No - can be either way - just give it a negative AIWeight if you want to reverse the AI's opinion of it
On what? A building? So if every modern building used electricity they should have a - Electricity (since they are using it) and also a negative AI weight even if their other stats are worth making?
Or should only the power plants be given a more positive AI weight because they are providing electricity. But then it might cause more poolluton from say a Coal Power Plant which creates tons of pollution.
<PropertyInfo>
<Type>PROPERTY_CRIME</Type>
<Description>TXT_KEY_PROPERTY_CRIME</Description>
<Strategy>TXT_KEY_PROPERTY_CRIME_STRATEGY</Strategy>
<ValueDisplayText>TXT_KEY_PROPERTY_CRIME_DISPLAY</ValueDisplayText>
<ChangeDisplayText>TXT_KEY_PROPERTY_CRIME_CHANGE</ChangeDisplayText>
<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_CRIME_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
<PrereqMinDisplayText>TXT_KEY_PROPERTY_CRIME_PREREQ_MIN</PrereqMinDisplayText>
<PrereqMaxDisplayText>TXT_KEY_PROPERTY_CRIME_PREREQ_MAX</PrereqMaxDisplayText>
<bSourceDrain>1</bSourceDrain>
<iAIWeight>-100</iAIWeight>
<AIScaleType>AISCALE_CITY</AIScaleType>
<iOperationalRangeMin>0</iOperationalRangeMin>
<iOperationalRangeMax>1000</iOperationalRangeMax>
Ah ok. Thanks for explaining. That should be useful if I ever get around to adding Electricity as a property.
We will see. But I don't recommend making it invisible until it is properly tested (if then).Or Quality of Life for that matter.
@AIAndy: Will Property Visibility be in the next Property System update?
Well, the amount in the constant source is an integer expression and property value is exposed to the expression system. More of the normal integers in the property manipulators can be changed if requested.Also is it possible to make Property interactions with other Properties using the Integer Expression system currently?
Dancing Hoskuld said:From previous expriance they can't be modular. That is why I removed the Malaria stuff because it was removing all the other disease stuff.
Thunderbrd said:Your problem is correct. Properties may not be made modular the way AIAndy set it up. He'd have to come back and do a lot more work on things to make it modular capable. DH has been ing about this as well.
Properties not being modular is a very broad statement that should not be the case in that generality (except by bug). Likely we are just talking about inheritance semantics that are easy to change.So the feedback is ...
Looks like the only way to make it work is to make is non-modular which also means non-optional.
This sucks because it was the one time I was really making an effort to make my stuff modular and now I can't.![]()