NikG
SDK Lover
Padmewan said:I would second pap1723's version of this, which is essentially that we use certain resources as currency. (If you think about it, gold supposedly in the game as both a resource and a currency, but not connected).
Tanks could use up 1 oil maintenance just as generic units use up 1 gold maintenance. (It would be important for civic choices NOT to affect this, unless Environmentalism reduced oil maintenance or something like that).
Given that such mechanisms are already in the game, this would probably be a lot easier to implement, model, and have the AI "understand" than more radical changes like supply lines.
The supply lines are not something to understand really. It is passiv and underlying, and there is no active player interaction with the supply lines. Each unit will get supplied each turn based on how far they are from the nearest friendly city. Of course the AI should understand this, and it is very possible to add this, it only requires a small tweak so if the total amount of oil reaches a certain threshold it will either not move the unit or move it closer to friendly cities.
To truly model this, I think you would have to treat each of these resources as a "yield," like food, hammers, commerce. This would also provide you with the concept of a "proven reserve," which I might model as follows:
Terrain: Desert
Improvement: Oil Well
Yield: 0 food, 0 hammer, 1 commerce, 10 oil
No not at all! There will be no 4 yield for oil. Oil is still a normal resource, and you will x amount of oil if you control a oil well. The 4th yield magic was just an example, and more simplistic in its essens. (Not saying that it wasnt helpful) If oil should be a yield, then iron should to etc. and suddenly we have 100 different yields, which will be overkill!! The 4th yield magic is nice, becuase it models excately how it was in Master of Magic and in MoM magic was as natural as food. Oil is natural, but not as natural like food (read "the lands fertility"), and unless I find something really nice to add as a 4th yield I will stick to the original 3.
To borrow a concept from my "strip mine" mod (forthcoming), the Oil Well behaves like a reverse cottage: it "upgrades" to 8 oil, 6 oil, 4 oil, etc. To prevent exploitation of this (pillage the well and rebuild it), (a) when pillaged, the well goes UP (down in value), and (b) the first time you build the well, you "terraform" the tile into a tile on which you CAN'T build more wells. This is a hack, of course; I'm sure using the SDK or even just Python you can simply keep a variable on each tile that tells you how "old" each well is so you can set the correct amount when you rebuild after a pillage.
It is a very nice addition I must say. But I dont understand how you would added new variables without the SDK
Yes indeed Civ4 could turn into an educational game...Now the real question is: If properly modeled can we start using Civ4 for educational purposes?
