It took a long time but I redesigned the whole tooltip system to automatically read from the database (just buildings so far), and rebuilt the code from ground up in way that's easy to extend and read. It's in the alpha version on the first post. Alpaca's work finding which functions to call to get values for each building stat was invaluable for this!
I'm putting a lot of work into this because of how much time I spend tooltip editing. Steam says I've had CiV open over 900 hours, all but the first week of that has been modding, and easily 1/4 of it's been spent on updating tooltips. The past 20 hours' work on the new system will save me literally hundreds of hours in the future!
The best part of this means once I find someone to translate the file handling the text for this... all tooltips the system is adapted to, in all mods using it,
will have automatic language localization! I really don't know why Firaxis didn't do it this way in the first place, I can't over-emphasize how excited I am... now I'm working on nixing default "help" text previously containing this information, and will add a box to the Civilopedia interface to display it.
If you get the alpha version, please check for any tooltips on the tech tree containing the words "MISSING DESCRIPTION" or where information seems inaccurate, there's a lot to look over and it's easy to miss some things.
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With riverside tiles so much stronger now this would be a great way to encourage settling on the river rather than one tile off.
For the human player.
What makes you think the AI player will do that, particularly if its forced into suboptimal (from its perspective) settlement patterns by increasing minimum settlement distance to 3?
I worry that such a change would increase the human-AI gap, because the human player would know to always settle on a river, whereas the AI wouldn't try so hard to do so.
Actually we have the capability to alter the AI prioritization of rivers, and with an edit of river-city flavor values from 5 to 10 I discovered they now settle on them somewhat more often instead of 1-tile away like before.
@Dunkah
I do understand what you're saying. In vanilla we have more resources than we need, and in this mod they're 25% less.
Something to ask... I've started some games with only 2 horses but 10+ iron, other games reversed with 10 horses and 2 iron. It's largely up to map generation luck, the "balanced" option in map settings can make it non-random. In the game where you had 2 iron, how many horse resources did you have? Horsemen, Chariot Archers, Archers, and Spearmen were
all are buffed in this mod and Catapults don't need iron, so we can do a lot even if random map generation gives us limited iron.
It'd be very difficult to add a new resource like Bronze or unit like a Battering Ram to the game, since I wouldn't have artwork for them. I think it might also be felt of as a move away from vanilla too, quite a few people got upset when I added the national wonders and aqueduct. I do feel it's a step in the right direction, as a few months later Firaxis added two of the same national wonders and adjusted population growth (which the Aqueduct is designed to help).
I think Firaxis intended strategic resources to be scarce, otherwise they wouldn't have decided to change from unlimited resources in Civ IV to limited in Civ V. I do feel this 25% reduction in availability enhances balance between strategic and non-strategic units.
@Txurce, Seek
In this particular case the numbers are actually scattered around hundreds of lines of code due to how it was programmed by the developer of the resource distribution system.
It
would be easy to split it into a different file though (the stuff that makes Siege units require no iron, and reduces strategic resource availability 25%). I could separate this part and include instructions on how to remove it from the package if desired. Would this accomplish what you want Dunkah, Truetom?
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attaching something for alpaca