raystuttgart
Civ4Col Modder
Hi guys,
on thing I always hated in Civ4Col was the way new cities were founded.
It is extremely unimmersive and allows early city spamming.
Any Colonist - without any equipment - can simply walk to any unclaimed place (in minimal distance away from the next colony) and settle there instantly without costs or any price whatsoever
while a Pioneer - with equipment - takes several rounds to build a simple road and even a small amount of money needs to be paid.
Thus I had always dreamt of :
1) A special "Settler" Profession that needs equipment (e.g. Tools, Food and Wood)
2) The Equipment being consumed when founding the city.
Why did I not implement it:
1) I was always afraid of completely breaking AI because I did not know how to teach that to AI.
2) I did not want to make this a "Human only rule" and allow AI to continue settling as currently.
3) I was afraid of community complaining that I make the mod even more complex.
4) The XML-attribute for being able to found a city is also used for being able to join a city AND the ability to found is currently tied to Units and Professions so it would need recoding risking bugs (not just XML changes).
However, I still don't like the current mechanics for founding new cities.
By the way:
This would also eliminate the "Founding and Abandoning" exploit that devolution has mentioned.
Looking forward to feedback / ideas / suggestions?
(I am especially worried about breaking AI ...)
Edit:
I also thought about making a buildable "Settler Unit" that would prevent most AI issues or at least make coding AI much easier because a lot of CIV logic could be reused.
But I did not really like that solution either. I simply prefer the concept of Professions.
Edit 2:
The good thing is that graphics (for Unit / Profession) would not be an issue here.
Schmiddie once created graphics that would fit perfectly. Otherwise we could reuse existing graphics from Civ4 or maybe another mod.
Best regards
ray
on thing I always hated in Civ4Col was the way new cities were founded.
It is extremely unimmersive and allows early city spamming.

Any Colonist - without any equipment - can simply walk to any unclaimed place (in minimal distance away from the next colony) and settle there instantly without costs or any price whatsoever
while a Pioneer - with equipment - takes several rounds to build a simple road and even a small amount of money needs to be paid.
Thus I had always dreamt of :
1) A special "Settler" Profession that needs equipment (e.g. Tools, Food and Wood)
2) The Equipment being consumed when founding the city.
Why did I not implement it:
1) I was always afraid of completely breaking AI because I did not know how to teach that to AI.
2) I did not want to make this a "Human only rule" and allow AI to continue settling as currently.
3) I was afraid of community complaining that I make the mod even more complex.
4) The XML-attribute for being able to found a city is also used for being able to join a city AND the ability to found is currently tied to Units and Professions so it would need recoding risking bugs (not just XML changes).
However, I still don't like the current mechanics for founding new cities.
By the way:
This would also eliminate the "Founding and Abandoning" exploit that devolution has mentioned.
Looking forward to feedback / ideas / suggestions?
(I am especially worried about breaking AI ...)
Edit:
I also thought about making a buildable "Settler Unit" that would prevent most AI issues or at least make coding AI much easier because a lot of CIV logic could be reused.
But I did not really like that solution either. I simply prefer the concept of Professions.
Edit 2:
The good thing is that graphics (for Unit / Profession) would not be an issue here.
Schmiddie once created graphics that would fit perfectly. Otherwise we could reuse existing graphics from Civ4 or maybe another mod.
Best regards
ray
Last edited: