New factions/alliances

VOTE_FORCE_WAR works fine with factions and that's the most important thing! :devil:
 
For VOTE_FORCE_WAR, I took the one from the Pope :D

You can separate them and make a new one to have new text for example (no mention of infidels).

You can use the UN votes to force a change of Civic for example but then it applies to all Players, not just the ones in your faction, so it's not recommended to use them.

The VOTE_OPEN_BORDERS from the Pope does not seem to work but it might be because I'm playing with Afforess' Advanced Diplomacy which has changed the rules.

The other votes I changed did not appear yet in my test (like the VOTE_ASSIGN_CITY for example).
 
Per memory, here is an example of code to insert in CvGameUtils to prevent the specific faction building to be constructed if the Civ doesn't have the right Civic:

Spoiler :
Code:
	def cannotConstruct(self,argsList):
		pCity = argsList[0]
		eBuilding = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		bIgnoreCost = argsList[4]
		### Factions Mod begins ###: implies Python Callback!
		pPlayer = gc.getPlayer(pCity.plot().getOwner())
		iCivic = pPlayer.getCivics(gc.getInfoTypeForString("CIVICOPTION_GOVERNMENT"),)
		if eBuilding == gc.getInfoTypeForString("BUILDING_KREMLIN"):
			if iCivic != gc.getInfoTypeForString("CIVIC_COMMUNISM"):
				return True
		elif eBuilding == gc.getInfoTypeForString("BUILDING_MAUSOLEUM_OF_MAUSSOLLOS"):
			if iCivic != gc.getInfoTypeForString("CIVIC_POLICE_STATE"):
				return True
		### Factions Mod ends ###
		return False

Just an example!

Requires Python Callback enabled: USE_CANNOT_CONSTRUCT_CALLBACK.
 
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