platyping
Sleeping Dragon
Thanks, after testing it out in game, Waterfalls look pretty weird, so I took it out.
As for Volcano, I decided to use Krakatoa since that's the one in CiV
Some Screenshots:
Some Natural Wonders have different stats beside the random yield.
Lake Baikal for instance, provides fresh water as well
Krakatoa is set to be impassable, anyway it is mostly for graphics only since 90% of the time it is parked in the middle of the ocean...
Simple Q & A:
Easy to add more Natural Wonders?
Yes, all you need is the artwork and XML entries. Python wise, just add a new name, that's all.
Can change the benefits given to the adjacent Cities?
Yes, do what you want, extra happiness, extra health, whatever
Can change it to a modcomp activated at game start rather than as a buildable project?
Yes, dump the whole onProjectBuilt codes to onGameStart and adjust as necessary
I don't like random yield idea. Can I have different fixed yield rates for each Natural Wonder?
Yes, delete the python yield codes. Use the XML yield rate tags.
What are the conditions for deciding where to place the Natural Wonders?
1) No bonus, no city, no natural wonders, no peak
2) Check terrain with the terrain specified in XML file. The benefit of this is that you can specify more than 1 terrain type as opposed to the system used in the under development project.
3) Adjust the terrain to suit the NW, rather than check the terrain to see if it suits the NW. For instance, if the NW must spawn in flatlands, then I only bother to check if the terrain matches, then flattens it regardless whether it is flattened in the first place or not. This allows more plots to be available choices compared to the current system as well, which checks the terrain for all sorts of conditions before deciding it is an available choice.
4) Currently, there is no check to ensure that NWs are sparsely placed. In other words, it is possible that 2 NWs can spawn next to each other. Codes can be added to ensure that there are X tiles in between 2 NWs, but I don't wish to.
Why is it most NWs are not set as impassable?
Because as this is a project, the NWs are spawned halfway throughout the game. Cities that are well placed might become stupid cities, blocked by NWs if they are impassable. For instance, a coastal city with only 1 coastal tile for ships to move through, might become a stupid city, if the one and only coastal tile spawned a Sugarloaf and prevents ships from moving through.
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Krakatoa added, total 6 Natural Wonders
Added project built check for onCityBuilt, so it will not bother to check if city built adjacent to NW before project itself is built
As for Volcano, I decided to use Krakatoa since that's the one in CiV
Some Screenshots:



Some Natural Wonders have different stats beside the random yield.
Lake Baikal for instance, provides fresh water as well
Krakatoa is set to be impassable, anyway it is mostly for graphics only since 90% of the time it is parked in the middle of the ocean...
Simple Q & A:
Easy to add more Natural Wonders?
Yes, all you need is the artwork and XML entries. Python wise, just add a new name, that's all.
Can change the benefits given to the adjacent Cities?
Yes, do what you want, extra happiness, extra health, whatever
Can change it to a modcomp activated at game start rather than as a buildable project?
Yes, dump the whole onProjectBuilt codes to onGameStart and adjust as necessary
I don't like random yield idea. Can I have different fixed yield rates for each Natural Wonder?
Yes, delete the python yield codes. Use the XML yield rate tags.
What are the conditions for deciding where to place the Natural Wonders?
1) No bonus, no city, no natural wonders, no peak
2) Check terrain with the terrain specified in XML file. The benefit of this is that you can specify more than 1 terrain type as opposed to the system used in the under development project.
3) Adjust the terrain to suit the NW, rather than check the terrain to see if it suits the NW. For instance, if the NW must spawn in flatlands, then I only bother to check if the terrain matches, then flattens it regardless whether it is flattened in the first place or not. This allows more plots to be available choices compared to the current system as well, which checks the terrain for all sorts of conditions before deciding it is an available choice.
4) Currently, there is no check to ensure that NWs are sparsely placed. In other words, it is possible that 2 NWs can spawn next to each other. Codes can be added to ensure that there are X tiles in between 2 NWs, but I don't wish to.
Why is it most NWs are not set as impassable?
Because as this is a project, the NWs are spawned halfway throughout the game. Cities that are well placed might become stupid cities, blocked by NWs if they are impassable. For instance, a coastal city with only 1 coastal tile for ships to move through, might become a stupid city, if the one and only coastal tile spawned a Sugarloaf and prevents ships from moving through.
-----------------------------------------------------------------------------------------------------------------------------------------------
Krakatoa added, total 6 Natural Wonders
Added project built check for onCityBuilt, so it will not bother to check if city built adjacent to NW before project itself is built