Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
As I told Hydro, there are tags for buildings that aren't utilized, but can have powerful effects.
For starters, there is the Expression System AI Andy put into place.
For example, this code can give a building +5 Air Pollution, if you have the Tech Industrialism.
Obviously, it works the same for all properties, so you can give a police station -5 Crime if you have Law Enforcement (for example).
Instead of the Tech, you can change it that a building gives +3 Water Pollution if you have the resource lead. In theory, it should be possible to put another building as req for being active, so that your bank gives +5 crime IF you have a gun shop built in your city. This can open up new possibilities and I'm sure Hydro or Pepper can see some applications for their buildings. Obvious stuff for me would be increasing pollution with certain resources and tech during the industrial era, and then a decline of these through the modern and TH era.
Another cool set of tags was introduced by TB earlier. It was me who asked him to program them, but then I never got around to do something with them (sorry
)
With them you can have a building that generates X
per population in a city. Or another building that costs y
per population. If you had a national wonder that gives such a building for free, I can see a good way to boost smaller empires:
Free Education would give the Free Education - Effect for free in all cities.
The Effect would give you a -50% cost modifier for all educaltional buildings (libraries, universities...) and a nice research bonus to them. But it would cost like 10
per population.
If you have a small empire (4 cities with 20 pop) that would be 800
for a nice effect, but if you want to achieve this with 20 cities at 20 pop, that's a crippling 4000
per turn! The key point is to get the balance right in a way, that huge empires can't really afford these buildings, while smaller ones can and get a massive bonus for it.
The tags are:
<CommercePerPopChanges>
and
<YieldPerPopChanges>
For starters, there is the Expression System AI Andy put into place.
For example, this code can give a building +5 Air Pollution, if you have the Tech Industrialism.
Code:
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
<iAmountPerTurn>5</iAmountPerTurn>
<Active>
<Has>
<GOMType>GOM_TECH</GOMType>
<ID>TECH_INDUSTRIALISM</ID>
</Has>
</Active>
</PropertySource>
</PropertyManipulators>
Obviously, it works the same for all properties, so you can give a police station -5 Crime if you have Law Enforcement (for example).
Instead of the Tech, you can change it that a building gives +3 Water Pollution if you have the resource lead. In theory, it should be possible to put another building as req for being active, so that your bank gives +5 crime IF you have a gun shop built in your city. This can open up new possibilities and I'm sure Hydro or Pepper can see some applications for their buildings. Obvious stuff for me would be increasing pollution with certain resources and tech during the industrial era, and then a decline of these through the modern and TH era.
Another cool set of tags was introduced by TB earlier. It was me who asked him to program them, but then I never got around to do something with them (sorry

With them you can have a building that generates X


Free Education would give the Free Education - Effect for free in all cities.
The Effect would give you a -50% cost modifier for all educaltional buildings (libraries, universities...) and a nice research bonus to them. But it would cost like 10

If you have a small empire (4 cities with 20 pop) that would be 800


The tags are:
<CommercePerPopChanges>
and
<YieldPerPopChanges>
Last edited: