As a test project, I thought I'd try to make it so that the Horse resource required a road before you had access to Horses.
I have been able to alter the tile yield based upon the presence of a road. There is a table called "Improvement_RouteYieldChanges" which has this effect. I verified this functionality using the following code:
Using this code, a farm does yield an extra 10 gold after a road is placed to it, and the trading post does yield the extra science when it has a route.
However, I can't see any table which might alter the access to the strategic resource based upon a road to the improvement which accesses the strategic resource. The only thing I can change based upon roads are tile yields (eg. gold, production, etc.), and not strategic resource yields (horse, iron etc)
Can anyone help?
I have been able to alter the tile yield based upon the presence of a road. There is a table called "Improvement_RouteYieldChanges" which has this effect. I verified this functionality using the following code:
Spoiler :
Code:
<GameData>
<Improvement_RouteYieldChanges>
<Row>
<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
<RouteType>ROUTE_ROAD</RouteType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>10</Yield>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_TRADING_POST</ImprovementType>
<RouteType>ROUTE_ROAD</RouteType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
</Improvement_RouteYieldChanges>
</GameData>
Using this code, a farm does yield an extra 10 gold after a road is placed to it, and the trading post does yield the extra science when it has a route.
However, I can't see any table which might alter the access to the strategic resource based upon a road to the improvement which accesses the strategic resource. The only thing I can change based upon roads are tile yields (eg. gold, production, etc.), and not strategic resource yields (horse, iron etc)
Can anyone help?