raystuttgart
Civ4Col Modder
Hi guys,
once more I have ported and finished a small prototype of my old abandoned mod PttT (Path to the Throne).
As I said, I currently try to save some of them, so my efforts for that abandoned mod were not completely in vain.
Background explanations:
I created this protoype about 10 years ago as a test run to try out how I could allow Improvements to give bonus effects to a City.
I was much less experienced thesed days and needed to still learn what was possible and how I could implement it.
I had lots of crazy ideas like e.g. "Windtraps", "Listening Posts", "Beaming Stations", "Bastions", "Factory Districts" ...
(And I wanted to not always use the "Worker in Profession" inside City implementation, but also sometimes something outside the City.)
My way of learning is to create a prototype, and give it a try if I can get it to work.
So that is what I did, I created an endless amount of conceptual prototypes.
Technical Comment:
I created this as a blue print / example for other modders.
It is actually pretty simple to understand once you see the existing code.
I wanted to show them how you could give Improvements the capability to give a bonus to a City.
So in case any modder considers something like this, maybe take a look.
It is of course pretty configurable in XML but I did not waste too much effort to add additional XML config options.
(Simply because e.g. "isMonastery" and "isFort" already existed in XML. Otherwise I would have implemented them of course.)
Here is the commit.
New Monastery and Fort City Effects
Basic Design Concept
Gameplay Effects:
I have ideas to expand this technical concept with other Improvements but at the moment I have other priorities.
Once I have more time I might consider to do more with it ...
once more I have ported and finished a small prototype of my old abandoned mod PttT (Path to the Throne).
As I said, I currently try to save some of them, so my efforts for that abandoned mod were not completely in vain.
Background explanations:
Spoiler :
I created this protoype about 10 years ago as a test run to try out how I could allow Improvements to give bonus effects to a City.
I was much less experienced thesed days and needed to still learn what was possible and how I could implement it.
I had lots of crazy ideas like e.g. "Windtraps", "Listening Posts", "Beaming Stations", "Bastions", "Factory Districts" ...
(And I wanted to not always use the "Worker in Profession" inside City implementation, but also sometimes something outside the City.)
My way of learning is to create a prototype, and give it a try if I can get it to work.
So that is what I did, I created an endless amount of conceptual prototypes.
Technical Comment:
Spoiler :
I created this as a blue print / example for other modders.
It is actually pretty simple to understand once you see the existing code.
I wanted to show them how you could give Improvements the capability to give a bonus to a City.
So in case any modder considers something like this, maybe take a look.
It is of course pretty configurable in XML but I did not waste too much effort to add additional XML config options.
(Simply because e.g. "isMonastery" and "isFort" already existed in XML. Otherwise I would have implemented them of course.)
Here is the commit.
New Monastery and Fort City Effects
Basic Design Concept
- Monasteries (that have a Missionary) can give a Bonus on Crosses to a City (if a citizen in that City works that plot.)
- Forts (that have Soldiers) can give a Bonus on Defense to a City (if a citizen in that City works that plot.)
- Only the City that works that plot gets the Bonus - not possible that 2 cities it from the same Improvement.
- Once destroyed, not guarded or not worked by a citizen, the Bonus is lost of course.
- Bonus can be stacked by building several Monasteries / Forts. (It adds, does not multiply though.)
- 2nd level Improvements increase the Bonus compared to 1st level Improvements
Gameplay Effects:
- Monasteries get more value and a "Cross City for immigration might consider building one in its radius.
- Forts get more value and a "Bastion City" for defense against the King should consider also building a Fort.
I have ideas to expand this technical concept with other Improvements but at the moment I have other priorities.
Once I have more time I might consider to do more with it ...
Attachments
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Civ4ScreenShot0007.JPG342.7 KB · Views: 302
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