Natural wonders development thread

I will say, just do it like CiV first

Adds 1 happiness to each civ that found it.
Adds x gold to first civ that found it.

Provides x yield to tile.
Provides x commerce to tile if you wanna edit SDK

Simply saying 1 happiness to the civ that controls it, or 2 additional happiness to the city itself will be problematic when the tile changes hands, city razed blah blah blah
 
it actually won't cause that many problems. Could use script data for one. if global for first to discover nothing needs be affected.

The happiness for controlling it will only need be checked on changing hands. Which could be a problem I guess...

It's up to dacubz to decide if he wants the yield. which is easy to expose in the DLL
 
expose methods to change the yeild of the tile ie 5 more commerce or production
 
features only give yield
If you want it to give commerce like culture etc, u need sdk
 
ahhh

that's interesting.... I could look into whether that's possible later...

what do you think Dacubz?

(ps. how would it be expressed when highlighting over? I am gonna have a look at asaf's foruth yield mod)

edit: There is no way I am actually gonna make that render. So it will have to be invisible, hopwever I guess there is someway I can manipulate it. I will look into adding a boost for working that tile. Can' garentee anything though :p
 
What's happening with this project now? Why did people stop posting? I, for one, am still VERY interested in this.
 
whoops :mischief: I really need to write a to do list (probably doesn't help I have been working on my new utitlity which has reached a nice round 900 lines of code :eek:)

I will look back over this tommorrow and see if I can quickly do it... *scribbles down instructions to self*
 
this is what I will implement for you:

when discovered your civ gets +2 global happiness (this also applies for when other civs find it but only +1) first to own the plot there gets the 10% culture boost.

hows that?
 
this is what I will implement for you:

when discovered your civ gets +2 global happiness (this also applies for when other civs find it but only +1) first to own the plot there gets the 10% culture boost.

hows that?
See the culture boost does not work in my opinion, it just makes it to complicated as is to unsturdy.
So any civ that discovers it gets +1 happiness. First one gets +2. When it is in your borders, that city gets +1 happiness, and that city gets +2 culture? So that way it is not a one time thing it is just a steady addition of culture

then again for that you need to check oncultureexpansion but i beleive you are already doing that anyways.

The other problem with the 10% culture boost is it is a one time effect, so if you get it first and then loose it the next turn and the other civ has it rest of game, they do not get any bonus while you got all of it.
 
problem is with the it's in your borders is there is no way of checking if it is still yours unless I do it every turn = not good. keeping the boosts one time makes sure it will work. I guess what I can do is this:

first to discover +2 happy. all other +1. if within a city radius, +1 happiness for 10 turns (therefore goes away on it's own, no problems)
 
Nahh the 10 turns just doesnt really fit it

Can't you set a variable for the whole eventmanager for each wonder. Then when you capture the wonder, you set the variable to that civ. then when the wonder switches hands you go to that variable to see which civ has it, then take away the culture
 
not sure.... It still requires ever game turn checks. I like the concept of 10 turns of happiness when it is inside your city radius. It is balanced and removes a lot of the problems with plots changing hands. Plus it is easy to code and you can increase the turns of happiness if you want!
 
Still it doesnt make sence why the happiness will go away

And why check everyturn? You check oncultureexpansion for a new wonder. So after you check for new wonder, if their is a wonder, do an if/else check to see which one it is. You then figure out which one it is, and since their is a global variable, you know which city or civ (depending on what you want the variable to be for) had the bonus, you then remove the bonus from that city or civ.
 
Checking every turn in Python, the way I understand it, can really slow down the game.
 
problem is it plots can change hands for reasons other than culture expansion which makes things difficult. I could look into it but the happiness will be a faster result (and better for lag). Plus if you think about it, when a natural wonder is discovered it slowly becomes less wonderous which fits in with the expiring of the happiness :D of course there are actually plenty of ways we could implement bonuses but we need to think of one that both works and is easy to code in :p
 
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