Mountain Tiles

Rhye used both python and C++

It isn't hard to run a python function that boosts the yields of peaks. All you'd have to do is place something like
Code:
for i in range (CyMap().numPlots()):
		pPlot = CyMap().plotByIndex(i)
		if pPlot.isPeak():
			CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_PRODUCTION, 2)
			CyGame().setPlotExtraYield(pPlot.getX(), pPlot.getY(), YieldTypes.YIELD_COMMERCE, 1)
in the def onGameStart(self, argsList): define in CvEventManager.py (this code will successfully give all peaks 2 hammers and 1 commerce. I said "like" because you may want different yields)

It might slow the game while loading, but since it is only done once it shouldn't slow things down any more than using the End of Winter option. Actually, it would probably be faster, since there is no random number generation for each plot involved.


If you only wanted one civ (probably Khazad) to get the bonus, things would get a lot more complex. I'm not sure how Rhye did it, since he added things to the DLL and I don't have the C++ source files. I'd probably run code similar the above whenever cultural borders change, boosting peaks in Khazad territory and reducing it elsewhere. Of course, this could really sow things down though, and is probably not the best approach.


You could also tie this to a (probably World) Spell or the completion of a building or Ritual if you prefer, as I did in earlier versions. In this case, you'd probably boost all peaks in the civ's territory at the time.

If you want, you could also place resources, improvements, and roads on the peaks in the same place. (This would probably be done using a random number generator, and either lists or lots of if statements) (I've had some trouble placing roads, but I'm not sure why. If you change the bWater tag for ppeaks to a 0 though, then workers with the ability tom move impassible can build roads there. I'm not sure why this works but improvements don't)


A spell like Delve would work the same way, but would only effect the caster's tile instead of cycling though the entire map. Thus it would be much faster and more efficient. (Although it would need a python prereq to make sure the terrain in a peak)
 
A bit sideways perhaps, but I was thinking when playing vanilla CIV that perhaps mountains adjacent to a city could add a defensive bonus to the city. Say +5. So if you build inside a little horse-shoe of 7 mountains, you would get +35 defence.
 
I like peaks in civ 4, because they allow choke points. I think dwarves and RoK should get a production or gold bonus from peaks. I think having improvments would require you to make your workers to travle over impassible, and so could go over ice as well, which would be wierd.

This is my concern about making dwarves (or anyone else) able to work peaks, too. If peak tiles are no longer impassable, it takes out a lot of the strategy for choke points, priority military targets, etc. the fact that peaks can't be traveled across is one of my favorite things about the civ 4 setup, actually. It makes travel conduits actually mean something.
 
How about mirroring the FoL Ancient Forest creep effect for mountains inside the cultural borders of civs with RoK? Instead of Ancient Forests developing in Forested squares, augmenting their value, a new improvement could have a similar chance to "grow" over any mountain in range? Call it "Tunnels of Kilmorph" or somesuch, let it grant production ability to mountains. It wouldn't affect as many tiles as the FoL Ancient Forest expansion, so the production bonuses could be higher to compensate.

Just a thought....it doesn't ALL have to be about dwarves, after all....though it would synergize well if the Dwarven promotion allowed movement through the "Tunnelled" mountains, much like Elven workers build improvements without taking out the Ancient Forests.
 
That could be interesting, but it would require some significant SDK work or a processor intensive python function run every turn. Currently I don't think there is the capacity to to spawn religion-specific features on their own on certain terrains (or to change terrains), just to upgrade existing features. Also, I don't think that a feature can (currently, at least) make an impassible terrain passable. The way the game engine handles peaks could cause problems even if you could. You'd probably need to remove the peak and replace it with a similar looking feature.

Currently promotions cannot allow movement in impassible terrain/features. In xienwolf's xml modcomp they can, but not for specific terrains/features.

Tunnels of Kilmorph doesn't sound very good. Caverns of Kilmorph would be better.
 
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