Modding the "maltese cross" (and other things)

tndp

Chieftain
Joined
Nov 1, 2005
Messages
16
Has anyone seen anything in the python files that might enable me to increase the footprint of cities (the plots they can work?)

Code:
[FONT="Courier New"]
 XXX
XXXXX
XX*XX
XXXXX
 XXX

 changed to:

  XXX  
 XXXXX
XXXXXXX
XXX*XXX
XXXXXXX
 XXXXX
  XXX
[/FONT]

I'm thinking of a series of modifications that will make the game favor fewer, larger cities - Hardest part of this may be changing the AI, actually.

The other modification I'm keen to add (as part of the same Mod) is a "labor adjustment" provided by worked hexes. For each full point of labor adjustment, the city gets a free specialist. The labor adjustment per hex starts at 0. The concept is that with more advanced methods it takes less than one full unit of labor to "work" a hex. A serious shortcoming of the game, in my view, is that it is entirely *missing* the advances in agricultural technology that led up to the renaissance. Civil Service does this to some extent - but come on. Anyone know if I can do this without the SDK?

The Labor Adjustment for Farms, Pastures, Plantations and Wineries goes up by 0.1 with each of the following techs: Iron Working (200), Civil Service (800), Nationalism (1600) and Combustion (2400).
The Labor Adjustment for Mines, Workshops, Windmills, Watermills and Lumbermills goes up by 0.1 with each of the following techs: Guilds (900), Steam Power (1800), Electricity (2800) and Robotics (5000).
The Labor Adjustment for Cottage etc. goes up by 0.1 with each of the following techs: Banking (700), Education (1400), Railroad (2200) and Computers (4500).
A factory raises all labor adjustments in the city by 0.1, and an additional 0.1 with power. The "emancipation" civic raises all labor adjustments by 0.1 (probably instead of making towns grow faster.)

Finally, and this is a not a technical question, but a request for commentary: do people think Plantations, Hunting Grounds, Boats, Quarries and Pastures should get better in the later stages of the game?

I'd say something like -
Plantations and Boats - +1 Food with Refrigeration
Quarries - +1 Production with a railroad (just like mines, for the same reason)
Pastures - +1 Food with Medicine (animals get anti-biotics)

Alternatively, although I'm not quite sure how I'd code this up:
Banana - +1 Food with Plantation and Refrigeration
Silk - +1 Production with Plantation and Flight
Marble - +1 Trade with Quarry and Drama
Stone - +1 Production with Quarry and Engineering
and so forth.

Oil Wells, I think, should simply be better (more trade and production). Thoughts?
 
Back
Top Bottom