No...More and more requests. You must hate me![]()
Its you who is helping me out.This seems doable, but can you exemplify what you're doing with it so that it will be useful to you?I need sth like that: science(iBeakers=0, iTech=None) so you can add or subtract amount of beakers from target/now being researched technology.
I don't think this is doable with Python - manipulation individual buildings in cities like this. But I can see what methods I can find in the CivIV Python API... (It does sound like a C++ mod to me.)Another one: buildingyield(tCoords=None, iBuliding=0, iCommerce=0, iHammers=0, iFood=0, iGold=0, iScience=0, iCulture=0, iHappiness=0, iHealth=0) (target building in target city produces additional... (as in library event [library +2 science]). Really I need iFood but other this still may be useful).
You could probably have a yield on every turn but it wouldn't come from the building as such, but from the Trigger that clears a find-building type method every turn...
This wouldn't be visible in the city screen either.iHaH?iHaH(iHealth=0, iHappiness=0, iDuration=-1, bFading=True) +/- Health/Happiness for civ, for iDuration turns (or infinitely if -1) lowered every 10 turns by 1 (like whipangry) or not.
You'd like to change the amount of health and happiness in a city? I'll have to get back to you on this also...What exactly are you planning to do? Because this seems to me like modding that is beyond the scope of PyScenario (i e historical events and such).

There will be a way of getting back those in the next update.
Worse, if I remember wrong and there is no such an event (but I doubt it) 
It takes tCoords and name as potential settings, and builds a new city over the old one - if found. Hmm... I'll have to think more about this.
(Maybe it could be called key() in order not to cause confusing with tiles() and target()? Yeah, I think I have something to work with here. 
