Old Wonders - New Abilities

We've shown those tags do work now Vokarya... with the one exception that they still need some text for the tags to show up their details on the descriptions of the mounds themselves. Otherwise, they work and they show, on the tumulus, that they are working.
 
We've shown those tags do work now Vokarya... with the one exception that they still need some text for the tags to show up their details on the descriptions of the mounds themselves. Otherwise, they work and they show, on the tumulus, that they are working.

OK, but that's for someone else to figure out. I was the one who asked for the tag, and I've been using it for several wonders, but I didn't actually create it in the code.
 
I wasn't suggesting you should. I should be able to myself but I must admit that I'm not quite sure enough of myself in working with the commerces yet. I may eventually circle back around to that down the road here. For now its a minor issue.
 
I dont like the Manhatten Project the way it is now.

Is it possible to get the free Tech "nuclearbombs" when built the Manhatten Project which cant be researched but only get from that wonder? This way the Nation who build the Project have a huge advantage from it but in the long run more and more nations would be able to get this Tech (via Spi-Missions or simply trading).
 
Yeah, I was thinking about making it a national wonder, but this way it would be too easy to get that tech. Is it possible to have a World wonder which could be built 3 times in game? Like some national Wonders ("3 allowed")?
 
Yeah, I was thinking about making it a national wonder, but this way it would be too easy to get that tech. Is it possible to have a World wonder which could be built 3 times in game? Like some national Wonders ("3 allowed")?

Yes it is possible, but I hate the idea:lol:
 
In Realism Invictus mod to build nuclear weapon you have to:

1 Build Great Scientist special building - uranium enrichment facility or something (we can add enriched uranium resource produced by this building)
2 Build First Nuclear test - national wonder
3 In every city that you want to build nuclear wepon you must first build Nuclear Silo building

This is a good and work weel in that mod
 
Personally, I really want to keep the Manhattan Project name, but I think I've suggested this before:

  • Manhattan Project is a World Project.
  • First Nuclear Test is a National Wonder
  • Nuclear Silo is a regular building.

One civilization has to build the Manhattan Project before anyone can build nuclear weapons. Once the Manhattan Project is built, any civilization can build a First Nuclear Test. The civilization that actually builds the Project gets their First Nuclear Test for free. Once you build a First Nuclear Test, then you can build Nuclear Silo, and a Nuclear Silo is required to build any nuclear unit. This would all be doable in XML, with one Python routine to place the free First Nuclear Test in the city that completes the Manhattan project.
 
I dont like the Manhatten Project the way it is now.

Is it possible to get the free Tech "nuclearbombs" when built the Manhatten Project which cant be researched but only get from that wonder? This way the Nation who build the Project have a huge advantage from it but in the long run more and more nations would be able to get this Tech (via Spi-Missions or simply trading).

If you want it realistic, it would be more a national wonder.
So, or you steal/exchange tech, or you built it

Yeah, I was thinking about making it a national wonder, but this way it would be too easy to get that tech. Is it possible to have a World wonder which could be built 3 times in game? Like some national Wonders ("3 allowed")?

Personally, I really want to keep the Manhattan Project name, but I think I've suggested this before:

  • Manhattan Project is a World Project.
  • First Nuclear Test is a National Wonder
  • Nuclear Silo is a regular building.

One civilization has to build the Manhattan Project before anyone can build nuclear weapons. Once the Manhattan Project is built, any civilization can build a First Nuclear Test. The civilization that actually builds the Project gets their First Nuclear Test for free. Once you build a First Nuclear Test, then you can build Nuclear Silo, and a Nuclear Silo is required to build any nuclear unit. This would all be doable in XML, with one Python routine to place the free First Nuclear Test in the city that completes the Manhattan project.

Currently, the Manhattan Project IS a national wonder! I did a lot of work to make that possible... if someone changed it back to a world wonder it would make it so that only one nation would ever get nuke capabilities. Not cool.

The idea to have a World Wonder opening up National Wonders is... something that would require some programming in the dll on a highly non-critical issue which amounts basically to little more than a dispute over the naming of the National Wonder that gives a nation Nuclear access.

However, since we're on the subject... Heavy Water (a manufactured resource) and Enriched Uranium (processed from natural uranium) should be prereqs for both the project, Nuclear Facilities, and of course nuclear weapons.
 
Currently, the Manhattan Project IS a national wonder! I did a lot of work to make that possible... if someone changed it back to a world wonder it would make it so that only one nation would ever get nuke capabilities. Not cool.

The idea to have a World Wonder opening up National Wonders is... something that would require some programming in the dll on a highly non-critical issue which amounts basically to little more than a dispute over the naming of the National Wonder that gives a nation Nuclear access.

However, since we're on the subject... Heavy Water (a manufactured resource) and Enriched Uranium (processed from natural uranium) should be prereqs for both the project, Nuclear Facilities, and of course nuclear weapons.

If THE Manhattan Project enables nuclear attacks for all players, but you still need a few more steps to be able to build any actual nuclear weapons, would that work? I was thinking that the Manhattan Project would actually be converted back to a Project, and then would simply use the <EveryoneSpecialBuilding> tag to unlock the First Nuclear Test for each player. That is:
  • Manhattan Project uses <EveryoneSpecialBuilding> to open up First Nuclear Test.
  • First Nuclear Test is a <PrereqBuildingClasses> for Nuclear Silo. This may need a separate Goods building to pull off.
  • Nuclear Silo is a <PrereqBuildingClasses> for any nuclear weapon.
I don't think any dll modification is necessary.
 
If you guys want to make Heavy Water and Enriched Uranium as resources go right ahead. I will gladly tweak my buildings if we need to. It would be nice to see someone else besides DH and I making resources and resource producing buildings for a change.
lol... well, when you're the one practiced at it we all tend to go soft on learning the steps. (Not that this is completely justified of course... I can empathize with your position on that. Thanks for all you've done there - its one of the biggest core developments that has made this mod amazing!)

I've got a lot to do myself so its just a suggestion thrown out there to deepen the process if someone wants to develop out the idea. It gives more pegs in the structure of getting to nuclear weapons that spies can knock out from under a nation.

If THE Manhattan Project enables nuclear attacks for all players, but you still need a few more steps to be able to build any actual nuclear weapons, would that work? I was thinking that the Manhattan Project would actually be converted back to a Project, and then would simply use the <EveryoneSpecialBuilding> tag to unlock the First Nuclear Test for each player. That is:
  • Manhattan Project uses <EveryoneSpecialBuilding> to open up First Nuclear Test.
  • First Nuclear Test is a <PrereqBuildingClasses> for Nuclear Silo. This may need a separate Goods building to pull off.
  • Nuclear Silo is a <PrereqBuildingClasses> for any nuclear weapon.
I don't think any dll modification is necessary.
Not bad planning. THAT could be done.
 
*chuckles*

I see now. Its all great until you have to do it yourself. :p

But yeah adding building made resources is not hard. Look in the Resource folder under the Mods folder to see one that were already made. If you have any questions let me know. I would be glad to answer any questions. Having another person helping out with resource creation would be great.
 
It's not a reluctance - its just a big list ahead of it, which I'm sure you have as well ;) I'd be happy to try to work it in though, if nothing else for the experience.
 
I finally committed the first round of Wonder tweaking. I was waiting for v26 to be officially released. Some of these are just minor tweaks.

  • Alamo: Added +25% Great General emergence within cultural borders.
  • Ishtar Gate: New Python routine and help text - only contacts civilizations on same continent.
  • Machu Picchu: Removed Golden Age, general Happiness bonus, specialist slots, and bonus from Stone. Added Mountaineering tech requirement and Peak in city vicinity terrain requirement. Added Python routine and help text: places Machu Picchu improvement on random peak, additional benefits to Peak squares controlled.
  • Maginot Line: New Python routine and help text - builds line of Bunker improvements along your frontiers on completion.
  • Marco Polo's Embassy: Lowered trade routes from +3 to +1. Added Python routine and help text - contacts all civilizations on same continent on completion.
  • Space Elevator: Added +50% global production speed of Communication Satellites, Military Satellites, Orbital Factory, Orbital Hotel, Solar Power Satellite, Zero-G Sports Arena.
  • Willow Run: Added provides 3 Aircraft Resource.
 
Marco Polo's Embassy: Lowered trade routes from +3 to +1. Added Python routine and help text - contacts all civilizations on same continent on completion.
It 's "Marco Polo"...So why "on same continent"?
And when you build it, if you start in Ancien or Prehistoric era, I think you already have these contacts
 
@LumenAngel

Because we had complain that making all contacts enable we making game to easy. This is true i think. So this change will stay.
 
@LumenAngel

Because we had complain that making all contacts enable we making game to easy. This is true i think. So this change will stay.

That's exactly what I was trying for. Ishtar Gate was the real problem -- you could get cross-ocean contacts way before ocean-going ships. I wanted to do the same thing with Marco Polo's Embassy. Also, you may not have all the contacts if new civilizations are arising. The routine could be upgraded; all it does is run through each team, check to see if they have any cities on the same continent, and then have them meet the builder. It would be easy enough to add another one-time effect like +1 relations with those leaders, or get so much gold per leader, or get so much espionage per leader. There's a lot that can be done now that I know what to do.

If we ever implement the movement range limitations idea, I think Ishtar Gate/Marco Polo's Embassy will be much more useful on big maps, because you may not be able to get a unit all the way across a big continent (like from Europe to China).

I will admit that this particular routine feels way more appropriate to Rhye's and Fall, or another mod where civilizations don't all appear at the very beginning, and it's harder to get contact with distant civilizations.
 
You cant do something like "Gain X new contact"?
Of course making all contact is OP, bit gain only contact that you already have is not really exciting... Or I dont understand it well, and if a civ appear in your continent, you will automatically have the contact?

Maginot Line: New Python routine and help text - builds line of Bunker improvements along your frontiers on completion.
Over other improvment?
As an human, if I see an AI bulding this, I will keep some units ready to attack and capture bunker... Building a line of unprotected bunker can be really dangerous
 
Back
Top Bottom