@Merkava
Ultrapack already comes with a civic screen
Big enough to display 2 billion Civics.
Should be enough for you.
@Keldath
Yeah, continue means hack care.
Add another if condition before the append statement.
If Terrain is Desert: Append the plot.
Because it reads UNIT not UNITCLASS
I can of course, alter the codes to accomodate Naval Units and allow them to spawn on Water Plots while all others spawn on Land Plots.
The reason why I ignore them is to make life simple so that all units can spawn on same plot, so that they will be stronger rather than spread all over the place and die like flies.
__________________
Special promotion for you since you provided pretty much half the artwork for my wonders
Code:def onCityDoTurn(self, argsList): 'City Production' pCity = argsList[0] iPlayer = argsList[1] ## if pCity.getNumActiveBuilding(gc.getInfoTypeForString("BUILDING_STONEHENGE")): if not pCity.isDisorder(): iUnit = -1 iRandom = CyGame().getSorenRandNum(100, "zzz") if iRandom < 2: iUnit = gc.getInfoTypeForString("UNIT_ARCHER") elif iRandom < 4: iUnit = gc.getInfoTypeForString("UNIT_WARRIOR") if iUnit > -1: pNewUnit = gc.getPlayer(iPlayer).initUnit(iUnit, pCity.getX(), pCity.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION) CyInterface().addMessage(iPlayer,True,15,CyTranslator().getText("TXT_HROCHLAND",(pNewUnit.getName(), pCity.getName(),)),'',0, pNewUnit.getButton(),ColorTypes(11), pCity.getX(), pCity.getY(), True,True) pCity.addProductionExperience(pNewUnit, False) ## CvAdvisorUtils.cityAdvise(pCity, iPlayer)
It assumes that the 2 units are specific ones like modern armors, which do not have UUs.
If you want it to spawn units which have UUs, then codes will be more complicated.
The last line adds XP to the new units as though they were built.
Remove if you want.
Code:<Tag>TXT_HROCHLAND</Tag> <English>[COLOR_HIGHLIGHT_TEXT]%s1 [COLOR_POSITIVE_TEXT]bleh bleh bleh [COLOR_HIGHLIGHT_TEXT]%s2[COLOR_POSITIVE_TEXT]![COLOR_REVERT]</English>