iBaseFood = 2
CvUtil.pyPrint('Base food is %d'
%(iBaseFood))
iFood = iBaseFood + CyGame().getSorenRandNum(6, "Nga EyeEater")
CvUtil.pyPrint('\nFood is now %d'
%(iFood))
pAttacker = pCity.getOwner()
eTeam = gc.getTeam(pAttacker)
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ANIMAL_HUSBANDRY')):
iFood += 2
iFood += CyGame().getSorenRandNum(5, "Ngomele")
CvUtil.pyPrint('\nThanks to Animal Husbandry, food is now %d'
%(iFood))
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_TRACKING')):
iFood += CyGame().getSorenRandNum(5, "Ngomele")
CvUtil.pyPrint('\nThanks to Tracking, food is now %d'
%(iFood))
#if iAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_NGOMELE_HUNTER')):
# iFood = iFood * 1.2
if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'):
iFood = iFood * 2
CvUtil.pyPrint('\nThis thing is huge! Food is now %d'
%(iFood))
if unit.getOwner() == pAttacker:
if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DEADGNOLLS_COPSE')) > 0:
iFood = int(Food * 0.3)
CvUtil.pyPrint('\nWe have to bury them, food is now %d'
%(iFood))
else:
iFood = int(iFood * 0.6)
CvUtil.pyPrint('\nThe copse awaits them! Food is now %d'
%(iFood))
Or if you spawn in grassland. The thing is that they really have commerce issue. I don't know about you but I had trouble making my research go up in my games... I used specialists but cottages are missing a lot I think. And I couldn't bring me to allow pasture on plains... the bonus would be so huge, on every tiles?
on plains. I had to restart 3 games, because every time, about half of the land tile in sight were plains or marshes or hill, none o which caould be used.Hm, that's a mistake from me. This should be if Deadgnoll_Copse == 0, else. But this modifier is only if the dead unit is a Ngomele unit. Theoretically, it IS good to build the copse because it will increase food gain for the death of your own units. I'll fix it.Spoiler CvEventManager / first line:2273 :Code:iBaseFood = 2 CvUtil.pyPrint('Base food is %d' %(iBaseFood)) iFood = iBaseFood + CyGame().getSorenRandNum(6, "Nga EyeEater") CvUtil.pyPrint('\nFood is now %d' %(iFood)) pAttacker = pCity.getOwner() eTeam = gc.getTeam(pAttacker) if eTeam.isHasTech(gc.getInfoTypeForString('TECH_ANIMAL_HUSBANDRY')): iFood += 2 iFood += CyGame().getSorenRandNum(5, "Ngomele") CvUtil.pyPrint('\nThanks to Animal Husbandry, food is now %d' %(iFood)) if eTeam.isHasTech(gc.getInfoTypeForString('TECH_TRACKING')): iFood += CyGame().getSorenRandNum(5, "Ngomele") CvUtil.pyPrint('\nThanks to Tracking, food is now %d' %(iFood)) #if iAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_NGOMELE_HUNTER')): # iFood = iFood * 1.2 if unit.getUnitCombatType() == gc.getInfoTypeForString('UNITCOMBAT_BEAST'): iFood = iFood * 2 CvUtil.pyPrint('\nThis thing is huge! Food is now %d' %(iFood)) if unit.getOwner() == pAttacker: if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DEADGNOLLS_COPSE')) > 0: iFood = int(Food * 0.3) CvUtil.pyPrint('\nWe have to bury them, food is now %d' %(iFood)) else: iFood = int(iFood * 0.6) CvUtil.pyPrint('\nThe copse awaits them! Food is now %d' %(iFood))
correct me, if i'm wrong - when unit dies near Ngomele city there's 50% chance to get food and
if player has Animal Husbandry - more food
if player has Tracking - more food
if defeated unit was beast - more food
if in city is Deadgnolls copse (Mages guild equivalent) - less food
so it's not good to build Deadgnolls copse in border cities or build Catacombs Libralus, right?
However, I think I will get rid of this mechanic. I don't like how it pushes you beyond the happiness cap.
... once i had 1 pop city with +100 food .. xDD ... many warriors had fallen that day ...
the city was still standing- They can gather food after combat (promotion) and then take it back to a city and add it in. However, it may have its limits if a great number a combat is fought; it would need to add many level of the same promotion.
Yeah, I could have done that, but they don't generate slaves without slavery and/or undercouncil.
Yes, I could but I won't. They don't enslave their enemies. They slice them in bits and store them. That's differentThat's why you would give them a special slaver promotion so they can always gather 'food'. Or possibly make it part of the Gnoll racial abilities.

per pop point is a bit much and that the gnoll worker not being able to work the land is annoying. What do you think of that?I found the greatest weakness of the Ngomele is that a) They can't improve plains, b) they can't discover new resources. Maybe allow Ngomele pastures the resource discover ability of Yurt?