Fullerene
Warlord
- Joined
- Aug 26, 2009
- Messages
- 228
So, I have experimented a bit with this mod component:http://forums.civfanatics.com/showthread.php?t=411157
Basically I added fourth base yield that is called raw materials. Raw materials are harvested from the land and stored in the cities. Production (hammers) is refined from the raw materials by work force (citizens, engineers, animals etc).
So my question is how do you define which yield is accumulated into the city when workers chops the forest down? In Civ4BuildInfos.XML I have set BUILD_REMOVE_FOREST .... <iProduction>0</iProduction> tag, but chopping still gives hammers to the city. And I would really like to change the yield type to raw materials not just set production to 0.
And yes I'm able to read the SDK/C++ but just thought it might save some time if someone has done something like this before.
Basically I added fourth base yield that is called raw materials. Raw materials are harvested from the land and stored in the cities. Production (hammers) is refined from the raw materials by work force (citizens, engineers, animals etc).
So my question is how do you define which yield is accumulated into the city when workers chops the forest down? In Civ4BuildInfos.XML I have set BUILD_REMOVE_FOREST .... <iProduction>0</iProduction> tag, but chopping still gives hammers to the city. And I would really like to change the yield type to raw materials not just set production to 0.
And yes I'm able to read the SDK/C++ but just thought it might save some time if someone has done something like this before.
Spoiler :
I also understand that this kind of new production system changes everything in game: balance, AI, game speed, micromanagement overheat... but I just like to do some experiments