As stated before, this is not a very good candidate for a Python mod. You either get lag or something that really doesn't do what it advertises... The problem is that once you add the bonuses to the tiles they won't disappear by themselves when the changes owners. You could alternatively redefine the effect for this particular power. Like that all desert tiles adjacent to any city founded by the Arabs, or something...
I actually have a wonder that does this already in the game, trans-siberian railroad, and it improves tundra tiles and camp resources and ocean resources. It's all Python from Tsentom's Ice Hotel wonder. I've played a game with this wonder and it hasn't caused any significant lag that I've experienced.
What do you mean by this? Does the original city site get the resources within its BFC or does the player always have access to 2 free Silk resources?
Now that I'm reading your quote of course you're confused. This can be completely done in XML, I'll just have the China palace give a source of silk at two of them. Don't know why I posted it.
This has been done before, right? Then it should be possible to replicate.
I think so. I've got it set in my other mod so that if you have the civic Vassalage there is no revolt when the city is taken over. I think I know enough to edit that to rely on a Trait instead, like Trait_Colombia. But I've never tried it.
You mean get a similar unit when defeating a barbarian unit? What is the gold for?
What I'm looking for is something where if you kill a barbarian unit, you have a chance of the unit joining your side and earning and immediate 10 gold to your treasury. So if I kill a barbarian warrior I have a 20 percent chance of getting a warrior unit. Applies to land units only.
This should be relatively easy to achieve.
Actually, I think it is.
Basically same as Germany, then.
With two significant differences: First it doesn't work against barbarians, but civs you're at war with. The Germany one ONLY works against barbs. Second, you don't get that unit type, you get a worker. So if I kill a Khmer warrior, I have a 25 percent chance of getting a worker.
How will this income be declared? Is it simply added in between turns or does it show in the domestic advisor, or something?
I figured it would simply be added on, so if you have 100 dollars on one turn you get an additional 3 gold showing up the next turn. It sees how much money you have banked in your treasury when you click end turn and it adds the appropriate amount.
Sounds like a Python job to me.
Yup, we talked about it a little at one point.
Is suggest we do something along
these lines.
Looks good to me. Seems that tying the damage to trying to move through Russia is pretty much how Russian Winter worked.
Hmm... I can't really tell whether or not this is a good idea (with Python in mind). I'm guessing you add the fresh water thing to the city tile, but then it should be removed if the city is lost, right?
Right. Something like "If owner is Sumeria, then City creates source of Fresh Water."
This would have to be done every time a unit is created, but should basically be doable.
Cool, I've got the python in place to make Ships move one farther per turn thanks to Tsentom's Seafaring trait (Englands UP), but I'm having trouble applying to other types of units (like Melee, etc.).
If you know pre-existing code for any of the above, I would like to look at it. Even if I probably will rewrite the code there still is no reason to reinvent the wheel, so to speak. A good implementation is still a good implementation, even if the specifics of variables, helper functions and such will differ.
I have several modcomps downloaded off the site, but almost all of them deal with EventManager.
What powers do you think that you can do yourself - with Python? If you have some functioning code I could add that to the powers module right away. Otherwise I could make room by making empty functions for them. (That you can fill with code later.)
I don't think I am capable of making any of these things as unique powers, rather I can use EventManager to tie these abilities to having a trait, building, etc. I can do Japan's UP not by creating a player-specific code, but by say using existing work done by other modders. In the Spoiler is an example of how I intend to create Japan's Units 20 percent chance to heal fully:
Everything I think I can do in Python will be like this in the EventManager. Other than that I know of no other code to do things like the Ottoman Culture or Russian Winter..