Yes, but it extremely easily to do the following:
1. Create a
Specialist Unit for the Settler that has
Default Profession Settler and thus it can be placed by Worldbuilder like that
2. Give the Specialist Unit for the Settler a tiny
advantage for
starting Cities (e.g. +25% Food)
3. Allow the Specialist Unit for the Settler to use
learning by doing to become a really good Specialist
4. Make sure the Specialist Unit for the Settler can be
acquired by Immigration and also
bought in Europe
5. Make sure it can
not be
trained in schools
6. Make sure that the Specialist Unit for the Settler is
not available for
Natives /
Wild Animals
Additionally I would do the following:
(Requires adjusting the Settler code a bit - but effort is really low.)
Ensuring that the spawning of a Settler in Europe uses the new Unit.
Thus I would also simplify the code for spawning a Settler in Europe a bit.
(The current code needs to search for the Profession that can found a city, which is not necessary with a DefaultProfession)
Comments:
The
base "Specialist Unit for Settler" (if it has
no Profession) should maybe have a
tiny graphical difference to the
"Free Colonist".
(Maybe holding something like a small plant in his hand.)
This applies for :
- Button (Colopedia / Worldbuilder)
- 2D Unit Graphics (City Screen, Europe Screen)
- 3D Unit Graphics (Map)
----
Buying the "Specialist Unit in Europe" should be
a bit more expensive that buying a "Free Colonist" and equipping it.
(Because it also has a tiny advantage of starting a City.)
The
Immigration chances of this
"Specialist Unit in Europe" should be similar to other experts with equipment (like e.g. Pioneers or Scouts).
----
Voila, problem solved:
We can now place a Unit on the Map that can directly found cities.
- It makes a little bit sense for gameplay (when starting a colony)
- It is still not overpowered
- "Settler" can directly be bought in buy menu (saves time for equipping)
- It can still become a better expert later (by LbD)
- It can not be educated in schools
- Natives and Wild Animals can not get it
And it is
almost all XML and a
few new graphics - just tiny changes to the "Free Colonist" needed.
No complicated programming at all.
----
@Schmiddie:
Would you be willing to create this
base "Specialist Unit for Settler" ?
(graphics are
for Profession "None")
As I said, it could look
90% like the
"Free Colonist".
Of course we would like always need:
- Button for Colopedia and Worldbuilder
- 2D Unit graphic for Europe Screen and City Screen
- 3D Unit graphic for Map
Once I get the graphics, I can fully build and test this within about
1h of effort.
----
Changing profession of a unit... never considered that in WB. I'm not sure it's possible, but I think it can be added if it's not already possible. Assigning professions, or at least outdoor professions would be a good addition to WB in general.
It would currently only really be interesting for
"Map Scenario Makers".
(e.g. if you want to put a Slave in a certain Profession on the Map - combinations that only make sense if you want to
"tell a story")
But as I explained so often, these
scenarios are
incredibly hard to
maintain if the Units / Professions / Terrains / Terrain Features ... (which happened really a lot of the course of TAC / RaR / WTP).
Basically
every time something like that happened we had to
throw such scenarios away again.
For
normal gameplay it is
not really
useful, since you
can place - once my change above is implemented -
every single Profession in
WTP, since they all have
experts.
(Never ever had a usecase in normal gameplay to place strange combinations of Units and Professions other than the Expert with his Default Profession.)
----
@Nightinggale:
If you are interested in coding that addition in Worldbuilder, go ahead.
Although I really think it is not needed it would also
not hurt to have it.
Remarks:
Getting into the Worldbuilder interface and logic is
more difficult than you might expect.
(I once tried but could not figure out how to do it without massive effort. But I am also no big fan of coding complex logic in Python.)
However I
know that it
has been done already. (I think a lot of it was done in Python UI.)
The experienced
Civ4BTS modders can surely hint you in the right direction.