Moding and Editor Question Thread:

Really? Wow. So... are there any improvement tags that do make actual happy faces?
I'm assuming then that "Unhappy faces" = Content ---> Unhappy.

IIRC it's only luxuries that do Content->Happy. Having a surplus of "content" faces just means you have a lot of content people.

Unhappy faces make citizens unhappy, until you run out of content citizens. Then they make happy content (but after you have one citizen made content from an unhappy face, the next one will make that citizen unhappy, as there is now a content citizen again.

Note that I'm basing this on what I remember from years of fanatical playing, and didn't actually perform a test to verify this this morning.
 
Thanks to you both! I understand better now.
 
A couple more questions from me:

1) Resource appearance ratio and disappearance probability - what precisely do the numbers mean?

2) Civ E can research tech e and civ M can research tech m. Techs e and m occupy the same coordinates on the tech tree. When playing either civ, which tech will be visible, and which will be 'underneath'?
 
A couple more questions from me:
1) Resource appearance ratio and disappearance probability - what precisely do the numbers mean?
Disappear: if 100, resource unit has 1 chance out of 100 to disappear each turn (and to reappear somewhere else!)
For appearance, see details here.

2) Civ E can research tech e and civ M can research tech m. Techs e and m occupy the same coordinates on the tech tree. When playing either civ, which tech will be visible, and which will be 'underneath'?
It would require some testing. I believe the last item will be on top (in the order in which they appear in the editor).
 
A couple more questions from me:

1) Resource appearance ratio and disappearance probability - what precisely do the numbers mean?

I find the civconquests help program to be very helpful in this area. If you have a question about what a button does, then look it up in the help screen. ;)
 
Disappear: if 100, resource unit has 1 chance out of 100 to disappear each turn (and to reappear somewhere else!)
For appearance, see details here.


It would require some testing. I believe the last item will be on top (in the order in which they appear in the editor).
I find the civconquests help program to be very helpful in this area. If you have a question about what a button does, then look it up in the help screen. ;)

Thanks, Steph and Meteor Man.
I'll test the tech tree sometime and will post my results.
 
I have a question:


I want only certain civs to be able to build specific wonders, for example, only Egypt and Isreal can build the Pyramids. In order to do this, I made it so these two civs can build a civ-specific wonder at the start (made possible by non-tradable, no-era techs called "Egypt" and "Isreal"). These specific wonders cost nothing and are available at the start. They put a certain building in every city. This certain building alows the creation of the Pyramids only in the cities that have that building (all Egyptian and Isreali cities).

However, even though the civ-specific wonder is available at the start, the AI won't build it. Even halfway through the game the civ-specific wonders are not built. I know that someone (i forget their name I think it was embryodead) used this principal in MEM (the Mideival European Mod) and it worked perfectly. Does anyone know how I can get the AI to biuld their civ-specific wonders?
 
I just gave them the era-none tech and made it a prerequesite for the wonder itself. As long as it's attractive enough to the AI (immediate use, not just the enabling of other wonders), it will usually work.
 
You can make a flavor. Call it Buildings or something and set it to 100%, then give that Wonder this flavor, along with the Civ, and that should help. Sometimes it seems buildings that produce production will definitely get built, or perhaps a happy / content face would assist.

I have seen the same problem myself, it is strange indeed.

Tom
 
Or have a tech called "Pyramid", very cheap, requiring Masonry and Egypt non-era tech.

Or have Pyramid requires the "Pharaoh" government, which require Egypt non-era tech.

Or have Pyramid requires a resource that requires Egypt non-era tech, so only Egypt can see it.
 
You can make a flavor. Call it Buildings or something and set it to 100%, then give that Wonder this flavor, along with the Civ, and that should help. Sometimes it seems buildings that produce production will definitely get built, or perhaps a happy / content face would assist.

I have seen the same problem myself, it is strange indeed.

Tom

But then the human player can build it. Thanks for the thought though. I have tried.


Try making it cheap:1 shield.

I did, but it doesn't help.

Or have a tech called "Pyramid", very cheap, requiring Masonry and Egypt non-era tech.

Or have Pyramid requires the "Pharaoh" government, which require Egypt non-era tech.

Or have Pyramid requires a resource that requires Egypt non-era tech, so only Egypt can see it.

I tried the first one, but then I had to make a load of new techs...

I like your last idea. I will try it. Thanks everyone! ;)

EDIT: But wait, then this can't be used for the random map secenario I'm making becuase the resource will be placed randomly around the map and not under the Egyptian's Capital. Grr.. any help?
 
I know, I use flavors a lot. They certainly can help with making some civs more inclined towards certain buildings. I wish there were flavors for units.
 
EDIT: But wait, then this can't be used for the random map secenario I'm making becuase the resource will be placed randomly around the map and not under the Egyptian's Capital. Grr.. any help?
Try the government and give it to Egypt at start.
 
Either have Egypt and Israel share a government type, or consider leaving the Pyramids to Egypt and give Israel something else (Temple Mount, Tabernacle, Ten Commandments, etc.), otherwise wonder sharing gets really tricky unless limited to governments.
 
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