Making buildings give happiness from resources - possible?

skodkim

Deity
Joined
Jan 16, 2004
Messages
2,497
Location
Denmark
Hi

Is there any way of making buildings give happiness when you own certain resources?

For example, if you have gold a market will give +2 happiness - civ IV style.

\Skodkim
 
You can make buildings consume resources (for example, factories consume coal) in order to make them work. I'm not sure if there is an option to make it so that just owning a resource is enough to make the building work. You have to wander around the XML files (probably those conserning the buildings) to find out.
 
You can make buildings consume resources (for example, factories consume coal) in order to make them work. I'm not sure if there is an option to make it so that just owning a resource is enough to make the building work. You have to wander around the XML files (probably those conserning the buildings) to find out.
I believe you can only make them consume strategic resources.
 
I believe you can only make them consume strategic resources.

Hmm - I really don't see why this option was removed. It seems to be another axample of how they (trying to be diplomatic) simplified the game.

Any way to mod it in?

\Skodkim
 
I'd start by looking at the Mint, since it cares about luxury resources.

I did but the Mint provides extra gold when you have certain luxuries, not extra happiness.

In Civ IV you could do both (+health) i think...

It all just seems less flexible.

\Skodkim
 
You can make a building require a resource to be present using <Building_LocalResourceAnds> or <Building_LocalResourceOrs>. This should require its presence but not actually consume the resource. The reference is simply Resources(Type) which means both luxury and strategic resources, so I don't see any reason why it wouldn't work for either - this should apply to any Resource link from Buildings.

Finally you can use the <Happiness> field to increase happiness with that building, so it's getting close to what you want even if not exactly...

There is also <Building_ResourceCultureChanges> which allows you to create a culture increase on a particular resource.
 
I did but the Mint provides extra gold when you have certain luxuries, not extra happiness.

In Civ IV you could do both (+health) i think...

It all just seems less flexible.

\Skodkim

Just have a look through all the table definitions, there really are a lot of fields and linked tables producing a vast array of possible combined effects. Also, experiment!
 
You can make a building require a resource to be present using <Building_LocalResourceAnds> or <Building_LocalResourceOrs>. This should require its presence but not actually consume the resource. The reference is simply Resources(Type) which means both luxury and strategic resources, so I don't see any reason why it wouldn't work for either - this should apply to any Resource link from Buildings.

Finally you can use the <Happiness> field to increase happiness with that building, so it's getting close to what you want even if not exactly...

There is also <Building_ResourceCultureChanges> which allows you to create a culture increase on a particular resource.
But that requires the resource to be available locally, rather than just available in the empire, which sounds like a tighter restriction.
 
And what I would like to do is just add a small happiness bonus to a building if you have access to a resource, no requirements of resources - simple Civ IV style

\Skodkim
 
It'd be silly, simplified and probably overpowered if every Market in every city provided that bonus if your civilization controlled but a single source of gold. Wouldn't it make more sense if such building gave that bonus only if gold was a local resource?

That's probably moddable. The Mint's not the only example: Monasteries give extra culture if there's local access to incense and/or wine. As RandomPete suggested, it's possible to mix and match conditions and effects. Look into happiness buildings like the Temple and Theatre, and try to combine that with a resource requirement/enhancement.
 
It'd be silly, simplified and probably overpowered if every Market in every city provided that bonus if your civilization controlled but a single source of gold. Wouldn't it make more sense if such building gave that bonus only if gold was a local resource?

That's probably moddable. The Mint's not the only example: Monasteries give extra culture if there's local access to incense and/or wine. As RandomPete suggested, it's possible to mix and match conditions and effects.

You're right about the idea of the resources having to being local to give a happiness boost.

It's possible to add culture (like the case with Monestaries) though "Building_ResourceCultureChanges". There doesn't seem to be a similar condition for happiness though.

\Skodkim
 
Back
Top Bottom