Kailric
Jack of All Trades
My eventual plan is to develop one version for each of Castle, Town, and Monastery, so you'll automatically know which kind of settlement you're viewing(I'd done a similar thing with the Tech and "Earth" screen backgrounds in 2071 so Alien and Earthling players have a different view).
First I'd just need to know how to obtain the settlement type using a python call from CvMainInterface.py, then I should be able to set up custom backgrounds with a simple if statement.![]()
I have attempted something like this myself but did not ever come up with something I liked. I do want this in the game though so keep up the efforts
! The three city types the player uses are these...
Code:
CITYTYPE_COMMERCE
CITYTYPE_MONASTERY
CITYTYPE_OUTPOST
I believe the city types all work correctly in the Python as in this example...
Code:
iCityType = pHeadSelectedCity.getCityType()
if (iCityType == MedCityTypes.CITYTYPE_MONASTERY):
I already added a map icon (like the little city icons on the world map that show the defense, fealty, and whether the city has weapons, armor and such) that shows the type of city; commerce is a gold pile, Monastery is the hands praying, and Outpost is a star I think.
I also want to change the city scape sounds for when the city screen is up. You have any monk sounds for a monastery?
I reviewed your "Local Supply/Demand for cities" and will spend some more time going over it before I give feedback.


I'm not sure from where in the code the AudioSoundScapes are triggered, but if you get Monasteries to trigger a new <ScriptID> tag I'd probably be able to make a Soundscape for it.
This is my theory however, getting things to work exactly like you want is usually harder than it looks 







