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?
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 ...
- 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.
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?