jkp1187
Unindicted Co-Conspirator
pPlayer.revolution (CivicTypes paeNewCivics, bool bForce )
So it would be something like that ( let's say there are 4 different civic type with 6 civic in ) . that's done :
pPlayer.revolution ( (0,2,5,1) , True )
or
iCivicType0 = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_PACIFISM')
iCivicType1 = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SOMETHING')
iCivicType2 = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SOMETHING')
iCivicType3 = CvUtil.findInfoTypeNum(gc.getCivicInfo,gc.getNumCivicInfos(),'CIVIC_SOMETHING')
pPlayer.revolution ( (iCivicType0, iCivicType1, iCivicType2, iCivicType3) , True )
you must define the civic for each civic type in the order of the civic type even if they are unchanged .
Tcho !
Ahhh...I see, so you'd have to actually specify every single civic if you're using "revolution". That will work with what I was planning in a random event, but it isn't as elegant as I'd hoped for. I think I'd better figure out how to trigger a turn or two of anarchy in addition to "setCivic". (Maybe "setOccupationTimer"?)