Happy specialist mod

SerriaFox

King
Joined
Mar 27, 2008
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751
Location
Texas
Hi, could find anywhere else to put it so i put here.

This is probably far form simple but here goes:

To me what set a a civilization apart far the barbirians is town and city, and while towns and city do have there farmers working in the fields and miners working in the mines, the people in the city is what really make a civ. So to boost the number of specialists I boosted food production and boasted the stats of the specialist, however I hitting a pretty hard core limit on happinesses real quick, and donnot want to just increase the limit cap for free happiness, instead I would like to add a happiness booster to specialist.

However when i added <ihappyiness> to the specialist i crashed the game and it said, unexpected variable form the sckehamtic file so i added it in there, then got a whole series of crashes in other files loading, not sure this could be done with simple xml editing, any ideas?
 
Adding a new field to the XML requires SDK work to get the game to a)recognize it and b)know what to do with it.
 
I did something very similar SF (actually an attempt to have a 'worker free' mod where you didn't spend 5/10ths of the game sending workers around) you can't really do happy in specialists (as was stated it takes more coding work than I know how to do) but you can simply add in buildings, esp. those that bring global happiness or creates other buidlings....so you could do things like "harvest festival" which would create a global happiness and "Lucky Pete's Card Hall" that would create a franchise-like 'card hall" in every city (that would also spur happiness)
the other thing I did was play with bonuses, making Dye + wool = "fashion" (you need a building that needs both dye and wool as a prereq bonus and creates the bonus fashion. (similiar to movies/hit records you don't need to fuss with the bonus.nif just copy n paste the art-def.xml's and then put in your own icon into the font file (or not, it's not a huge thing if you're not a stickler)

I also renamed forest preserves to hunting preserve and gave them a happiness point (that oculd also be used on fur, deer and elephants)

I'm playign iwth the idea of adding in a worker-job to create a "festival site" (set with a prohibitvely high cost to keep you from abusing it too much)

I know that the AI works iwth the first ideas I've tested and some civs (expansive mostly it seems like) do extremely well, since I haven't implemented the worker-job idea yet I dunno how the AI will use it.

and don't forget things like orphanages, poor-houses, asylums (basically places to warehouse those folks the middle classes don't want to see) can also spur happiness...depending on your pont of view.
 
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