Planar Gates(Its a strange world)

Madhatter4

Chieftain
Joined
Feb 29, 2008
Messages
74
Ok I'm playing my first game as The Sheiam and dont really know much about these Planar Gates. I realize they randomly spawn units according to the other building in a given city and also based on the AC Clock. My question is lets say I have a Planar Gate in a city with Zero other buildings... will that gate still spawn units? Also should I do everything in my power to raise the AC with this CIV? including adopting the AV religion?
 
Without the other buildings it would spawn nothing.

Code:
		if pCity.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_PLANAR_GATE')) > 0:
			iMax = 1
			iMult = 1
			if CyGame().getGlobalCounter() >= 50:
				iMax = 2
				iMult = 1.5
			if CyGame().getGlobalCounter() >= 75:
				iMax = 3
				iMult = 2
			if CyGame().getGlobalCounter() == 100:
				iMax = 4
				iMult = 2.5
			if CyGame().getSorenRandNum(10000, "Planar Gate") <= gc.getDefineINT('PLANAR_GATE_CHANCE') * iMult:
				listUnits = []
				iMax = iMax * pPlayer.countNumBuildings(gc.getInfoTypeForString('BUILDING_PLANAR_GATE'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_GAMBLING_HOUSE')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_REVELERS')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_REVELERS'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_MAGE_GUILD')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MOBIUS_WITCH')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_MOBIUS_WITCH'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_CARNIVAL')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_CHAOS_MARAUDER')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_CHAOS_MARAUDER'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_HIPPODROME')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MANTICORE')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_MANTICORE'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_PUBLIC_BATHS')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_SUCCUBUS')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_SUCCUBUS'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_WEAPONSMITH')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_MINOTAUR')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_MINOTAUR'))
				if pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_TEMPLE_OF_THE_VEIL')) > 0:
					if pPlayer.getUnitClassCount(gc.getInfoTypeForString('UNITCLASS_TAR_DEMON')) < iMax:
						listUnits.append(gc.getInfoTypeForString('UNIT_TAR_DEMON'))
				if len(listUnits) > 0:
					iUnit = listUnits[CyGame().getSorenRandNum(len(listUnits), "Planar Gate")]
					newUnit = pPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
					CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSAGE_PLANAR_GATE",()),'AS2D_DISCOVERBONUS',1,gc.getUnitInfo(newUnit.getUnitType()).getButton(),ColorTypes(8),pCity.getX(),pCity.getY(),True,True)
					if iUnit == gc.getInfoTypeForString('UNIT_MOBIUS_WITCH'):
						promotions = [ 'PROMOTION_AIR1','PROMOTION_BODY1','PROMOTION_CHAOS1','PROMOTION_DEATH1','PROMOTION_EARTH1','PROMOTION_ENCHANTMENT1','PROMOTION_ENTROPY1','PROMOTION_FIRE1','PROMOTION_LAW1','PROMOTION_LIFE1','PROMOTION_MIND1','PROMOTION_NATURE1','PROMOTION_SHADOW1','PROMOTION_SPIRIT1','PROMOTION_SUN1','PROMOTION_WATER1' ]
						newUnit.setLevel(4)
						newUnit.setExperience(14, -1)
						for i in promotions:
							if CyGame().getSorenRandNum(10, "Bob") == 1:
								newUnit.setHasPromotion(gc.getInfoTypeForString(i), True)

Raising the AC with them s a good idea, and they are kinds designed for the Veil. The summoning trait is good for Balors and the religion's temple is needed to get Tar Demons. Of course, they still suffer the negative consequences like blight and wrath, since they don't have the fallow of Barbarian traits. Be sure you are prepared for each of the big events. Also, as you can see from the code, small increases in the AC are worthless unless they take you over certain thresholds.
 
Remember that the amount of the spawned units depends on AC so the higher AC the more units you can have.

Big events:
- AC 40: blight - huge unhealthinesses in all cities in the world, the bigger the city the bigger the mallus
- AC > 40: chance for pestilence I believe, damage to all living units?
- AC 60: first of the horsemen of apocalypse
- AC x: second horsemen
- AC x:third horsemen
- AC x: forth of the horsemen
- AC 90: Avatar of wrath comes to Errebus, a mighty barbarian unit randomly placed, 33% of all living units get the enraged promotion
- AC 100: ARMAGEDDON: ..., half of the population in the world die,

Someone fill up the gaps as I do not remember exacly.
 
65, 68, 72 - something like that IIRC.
 
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