Jean Elcard
The Flavournator
Construction Sets
That's my first "real" mod, so please be nice when it comes to critcising it. The reason for making it, was, that it always bothered me, that you are unable to get yield bonuses for sea plots in the city radius, if the city is not a coastal one. I could have just allowed lighthouses for every city, but that would have been too easy and strange looking, too. So I got the idea of construction sets, which are applicable in many ways. To solve the mentioned problem above ist only one of these ways.
What the mod does:
The main idea is, to allow the player to build improvements, which count as buildings in nearby own cities.
To build such an improvement, you need to build a special unit, which is kind of a construction set for the building you want build. It will be lost after building the improvement they are made for. As long as you stay in control of the improvement, you will notice a building in the city marked with an "(e)" for "external", which can give you various bonuses.
Lighthouse Example:
This mode contains the lighthouse example for demonstrating it's capabilities. The sailing tech allows you to build the "Lighthouse Kit" unit. This unit costs you 60 hammers (the same as a lighthouse) and is able to build once the lighthouse improvement on any plot, as long as the plot is a coastal land plot. If the lighthouse improvement is built, it counts as lighthouse for all your cities in city radius range around the improvement. If it becomes pillaged or culture flips to your enemy, your cities will lose the ability to use it. Furthermore it obsoletes, if you build a real lighthouse.
Notice: Besides it's capabilities to build the lighthouse improvement, you can use the lighthouse kit also for constructing a real lighthouse in a different city.
(See the picture below for visual impressions. And yes, that's a real flickering fire in the lighthouse. Was quite a pain to make it work. I made the screenshot of the lighthouse in the bottom left when I was a bit too optimistic regarding how big the flames should be.)
Other changes:
- Added XML tags for restricting improvements to coastal land plots.
- Marginal obsolete buildings functionality (was necessary; only one layer deep)
- Modified the lighthouse model to really light
- fiddled around with the PlotLSystem to make the forest go away and to place the lighthouse more dynamically
How to use it:
Even if I called it a mod component you can run it as a standalone vanilla mod. To add more buildings you just have to manipulate XML. The important tag is <CanPassForBuildings> in CIV4ImprovementInfos.xml. If you want to make a building obsolete by another building change <ObsoleteBuildingClasses> in CIV4BuildingInfos.xml. An example I made for the latter is, besides the lighthouse replacing the external lighthouse, the supermarket replacing the grocery.
All changes I made in the SDK or in XML are marked with comments.
The files:
Mod+Source: Download (Version: 0.1.1 for Vanilla)
Changelog:
Version 0.1.1
- Fixed a CTD as a result of a broken art link when reaching the modern era.
- Fixed a possible abuse. You have to meet the requirements for a building to get its external version granted in a nearby city. (no university (e) without a library for example)
Ideas for a possible small modpack:
- an external hydroplant and some more external buildings
- using the flame effect for forest fires or so. it looks really cool.
- let ships see the lighthouse from far away
- implement TheLopez Upgradeable Buildings modcomp
Credits & Thanks:
- thanks to all the forum members for helping wherever they can
- thanks also to the writers of the great tutorials you can find here in the forum
- special thanks to jojoweb for the lighthouse model I was using as a base for the lighthouse model with burning fire
That's my first "real" mod, so please be nice when it comes to critcising it. The reason for making it, was, that it always bothered me, that you are unable to get yield bonuses for sea plots in the city radius, if the city is not a coastal one. I could have just allowed lighthouses for every city, but that would have been too easy and strange looking, too. So I got the idea of construction sets, which are applicable in many ways. To solve the mentioned problem above ist only one of these ways.
What the mod does:
The main idea is, to allow the player to build improvements, which count as buildings in nearby own cities.
To build such an improvement, you need to build a special unit, which is kind of a construction set for the building you want build. It will be lost after building the improvement they are made for. As long as you stay in control of the improvement, you will notice a building in the city marked with an "(e)" for "external", which can give you various bonuses.
Lighthouse Example:
This mode contains the lighthouse example for demonstrating it's capabilities. The sailing tech allows you to build the "Lighthouse Kit" unit. This unit costs you 60 hammers (the same as a lighthouse) and is able to build once the lighthouse improvement on any plot, as long as the plot is a coastal land plot. If the lighthouse improvement is built, it counts as lighthouse for all your cities in city radius range around the improvement. If it becomes pillaged or culture flips to your enemy, your cities will lose the ability to use it. Furthermore it obsoletes, if you build a real lighthouse.
Notice: Besides it's capabilities to build the lighthouse improvement, you can use the lighthouse kit also for constructing a real lighthouse in a different city.
(See the picture below for visual impressions. And yes, that's a real flickering fire in the lighthouse. Was quite a pain to make it work. I made the screenshot of the lighthouse in the bottom left when I was a bit too optimistic regarding how big the flames should be.)

Other changes:
- Added XML tags for restricting improvements to coastal land plots.
- Marginal obsolete buildings functionality (was necessary; only one layer deep)
- Modified the lighthouse model to really light
- fiddled around with the PlotLSystem to make the forest go away and to place the lighthouse more dynamically
How to use it:
Even if I called it a mod component you can run it as a standalone vanilla mod. To add more buildings you just have to manipulate XML. The important tag is <CanPassForBuildings> in CIV4ImprovementInfos.xml. If you want to make a building obsolete by another building change <ObsoleteBuildingClasses> in CIV4BuildingInfos.xml. An example I made for the latter is, besides the lighthouse replacing the external lighthouse, the supermarket replacing the grocery.
All changes I made in the SDK or in XML are marked with comments.
The files:
Mod+Source: Download (Version: 0.1.1 for Vanilla)
Changelog:
Spoiler :
Version 0.1.1
- Fixed a CTD as a result of a broken art link when reaching the modern era.
- Fixed a possible abuse. You have to meet the requirements for a building to get its external version granted in a nearby city. (no university (e) without a library for example)
Ideas for a possible small modpack:
- an external hydroplant and some more external buildings
- using the flame effect for forest fires or so. it looks really cool.
- let ships see the lighthouse from far away
- implement TheLopez Upgradeable Buildings modcomp
Credits & Thanks:
- thanks to all the forum members for helping wherever they can
- thanks also to the writers of the great tutorials you can find here in the forum
- special thanks to jojoweb for the lighthouse model I was using as a base for the lighthouse model with burning fire