Migrating Great People

Well, I have not seen any Wonder that gives free Great People.

Currently, it allows evacuation only if there is a unit which can settle to become that specialist.
In short, for BTS only Great People.
You can't evacuate a normal Scientist or Citizen, since there is no "Normal Scientist" or "Citizen" unit

So if C2C has units that can settle to become "normal specialists" then you will probably need additional checks to exclude those specialists.
 
OK, just checked, std BtS doesn't. I was thinking of RoM;)

In the building you can set them via the FreeSpecialistCounts tag, eg a building gives a Great Engineer if it has:-
Code:
			<FreeSpecialistCounts>
				<FreeSpecialistCount>
					<SpecialistType>SPECIALIST_GREAT_ENGINEER</SpecialistType>
					<iFreeSpecialistCount>1</iFreeSpecialistCount>
				</FreeSpecialistCount>
			</FreeSpecialistCounts>

Yes, I am trying to work on a similar mod in C2C. With the various great specialists do different things eg Military Trainers help the partisans or the other units escape. Some get captured, some killed and others run away.;)
 
Thats why u will need extra codes if you do have buildings like those.
Something like:
If city has building x,
And the specialist u r trying to evacuate is the same type as the free one
Allow it only if number of that free specialist is more than that provided by the building.

Else change it to give 2 free normal engineers and that solve the problem
 
Except giving 2 engineers does not give you two engineers it gives you two free specialists and two extra engineer slots, you don't have to assign those free specialists as engineers;)

What happens to the Bad People? They can be settled but they aren't actually yours. Do they also migrate?
 
If I recall, Industrial Park gives 1 free Engineer, and you cannot assign it elsewhere.

Currently, whether you can evacuate a specialist or not depends on one check:
Whether there are any units that can settle to become that specialist.

Thus, if you are thinking of merging it with Bad People Mod, that check will fail.
An alternative will be:
1) Check if the Specialist Type has "GREAT" in it or
2) Hard coded array
 
Edit:
It will work with bad people mod without modifications.
The bad people units do not settle into those specialists via standard XML tag.
That tag is to allow units to settle in own cities
 
Very good idea, but it might be a bit exploitable for human players. Maybe a small penalty for removing a great person might be a helpful addition. Loosing a certain amount of gold, removing a building fitting to the great person (e.g. University for Great Scientist) or one permanent unhappiness should do the trick I guess.
 
Updates

1) You now pay the old man some $$$ to travel.
100 Gold for standard gamespeed, scales with Gamespeed. (Basically the ResearchPercent)
AI does not have to pay, since they don't have fingers to press.

2) Added a "GREAT" check before the previous check.
Only able to kick great people out, even if your mod does have units that can settle into non-great specialists, popular ones like Slaves.

Edit:
Checked Industrial Park.
It is like Great Library as I mentioned.
It adds a free Engineer, and not a Free Specialist + 1 Engineer Slot.
You are not allowed to move it.
 

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1) You now pay the old man some $$$ to travel.
100 Gold for standard gamespeed, scales with Gamespeed. (Basically the ResearchPercent)
AI does not have to pay, since they don't have fingers to press.

:goodjob:
 
I like this idea. It is very good what wrote SaibotLieh too.
You responded so quickly and I have one idea more.
A player should be able to choose between two options:

1/ Keep great peoples in captured city
2/ Makes great peoples free by way described above .
What do you think about?
 
Only the AI will automatically evacuate GP in captured cities so that they can resettle them elsewhere or use them for other purposes.

For humans, GPs remain in captured cities as per normal.
You are then, able to choose whether you want to evacuate or leave them there.
 
Bug Fix:

You can no longer evacuate GPs of other players
(Same problem as Raze City where you can view other cities of team mates, vassals, espionage)
 
Updates:

1) Now takes into consideration GP which are UU.

2) Gold Cost scales with difficulty now, as well as game speed.
200 Gold at Noble Normal, 1200 Gold at Deity Marathon.
Remains Free for AI.

3) GP spawned can no longer move immediately.
 
Minor changes to codes to fix OOS bug, though I did not test it.
Thanks to BennyPL for reporting.
 
Reuploaded so that GP granted by buildings cannot be kicked, although none existed in BTS
 
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