StandardGaussian
Chieftain
- Joined
- Mar 8, 2017
- Messages
- 15
I want to add a building (BUILDING_IMPERIAL_COURT) that can only be built after learning a particular Civic and only in the capital as a civ's trait. This is easy enough to add, though it causes a few problems. The build option will appear in all your cities, grayed out, since it's using BUILDING_PALACE as a pre-req and I don't know how to remove the entry otherwise.
I do, in fact, want the imperial court to have a build cost, but I don't want you to have to rebuild it if your capital gets taken, as that's a double-whammy for a civ whose trait is a strong capital. I'd be more than happy just attaching modifiers that change the BUILDING_PALACE for your civ, if it comes down to it. It seems to be the case that you can't actually replace the Palace, as the game seems to make sure you have specifically BUILDING_PALACE in your capital even if you have a valid (and working) entry under BuildingReplaces.
Given either case (either modifying the palace, or adding a new building), my intended solution, then, is to turn it into a Project. Completing the project "unlocks" the buffed Palace and it stays buffed even if your capital ends up changing. Projects seem to be gated entirely by Prereq Techs, Prereq Civics, Prereq Resources, Prereq Projects and Prereq Districts, though. I see no way of tying the Project to a specific civ trait, so I can't only make it appear for my civ. The completion modifiers can have the appropriate requirements, but the project still seems like it'd appear for every civ if the other pre-reqs are met.
Any advice? I tried to give a lot of context for my problem since there are usually many ways to skin a cat in the database system Civ VI seems to use. An alternate thought I had was to silently replace the city center district for my civ with an exactly identical one, whose only difference is that it counts as a new kind of district for project prereq purposes (like Brazil's Street Carnival), but I don't know what kind of havoc replacing the city center could cause, as I don't think that was ever intended. The same could be said of making a dummy resource, but again, weird side effects make the solution seem unpolished. It'd have to not appear anywhere... on the top resource bar, in the Reports tab, etc:. Dummy techs/civics have similar problems. I'm looking for the solution that requires the least amount of effort and messing with the game, of course.
I haven't found any effect types that directly address my problem. I either need to automatically grant my civ's intended capital bonuses when the appropriate civic is reached, which means I'd need to rebalance it due to it being free, or I need to figure out a way to make the player pay for the bonuses that doesn't seem obviously hacked together with duct tape.
I figured I'd throw this out there for you fine folks and see what kind of ingenuity I might be missing. Maybe there's a simple solution that I'm not seeing.
EDIT: Just prior to posting this, I realized I could attach a modifier to my civ trait the first time a BUILDING_IMPERIAL_COURT is built that would auto-grant it from then onwards, but that doesn't solve the "unbuildable building" problem in non-capital cities, and it just doesn't look right from a design point of view (why would the player expect a buildable building to be auto-built later?) It still makes the most sense as a Project and I'd still like to figure out how to do that.
I do, in fact, want the imperial court to have a build cost, but I don't want you to have to rebuild it if your capital gets taken, as that's a double-whammy for a civ whose trait is a strong capital. I'd be more than happy just attaching modifiers that change the BUILDING_PALACE for your civ, if it comes down to it. It seems to be the case that you can't actually replace the Palace, as the game seems to make sure you have specifically BUILDING_PALACE in your capital even if you have a valid (and working) entry under BuildingReplaces.
Given either case (either modifying the palace, or adding a new building), my intended solution, then, is to turn it into a Project. Completing the project "unlocks" the buffed Palace and it stays buffed even if your capital ends up changing. Projects seem to be gated entirely by Prereq Techs, Prereq Civics, Prereq Resources, Prereq Projects and Prereq Districts, though. I see no way of tying the Project to a specific civ trait, so I can't only make it appear for my civ. The completion modifiers can have the appropriate requirements, but the project still seems like it'd appear for every civ if the other pre-reqs are met.
Any advice? I tried to give a lot of context for my problem since there are usually many ways to skin a cat in the database system Civ VI seems to use. An alternate thought I had was to silently replace the city center district for my civ with an exactly identical one, whose only difference is that it counts as a new kind of district for project prereq purposes (like Brazil's Street Carnival), but I don't know what kind of havoc replacing the city center could cause, as I don't think that was ever intended. The same could be said of making a dummy resource, but again, weird side effects make the solution seem unpolished. It'd have to not appear anywhere... on the top resource bar, in the Reports tab, etc:. Dummy techs/civics have similar problems. I'm looking for the solution that requires the least amount of effort and messing with the game, of course.
I haven't found any effect types that directly address my problem. I either need to automatically grant my civ's intended capital bonuses when the appropriate civic is reached, which means I'd need to rebalance it due to it being free, or I need to figure out a way to make the player pay for the bonuses that doesn't seem obviously hacked together with duct tape.
I figured I'd throw this out there for you fine folks and see what kind of ingenuity I might be missing. Maybe there's a simple solution that I'm not seeing.
EDIT: Just prior to posting this, I realized I could attach a modifier to my civ trait the first time a BUILDING_IMPERIAL_COURT is built that would auto-grant it from then onwards, but that doesn't solve the "unbuildable building" problem in non-capital cities, and it just doesn't look right from a design point of view (why would the player expect a buildable building to be auto-built later?) It still makes the most sense as a Project and I'd still like to figure out how to do that.
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