Question for modders: multiplying costs and yields

Compromise

Emperor
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Apr 17, 2006
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This is my first post to any modding forum. I'm familiar with procedural programming and have written a few shell scripts.

My question is: can CIV be easily modified so that 1F -> 10F and a unit that costs 35H costs 350H?

Essentially, what I'd like to do is multiply all food, commerce and hammers by 10, and multiply all costs by 10.

My reasoning is that then if your city has 11 research coming in and you have a library, you will yield INT(110*1.25)=137 research (toward something that costs 10x as much) instead of INT(11*1.25)=13. Thus, roundoff error is reduced. Using a factor of 100 would be even greater savings, but might clutter the existing interface. (I'd prefer that an integer division by 10 be applied before posting to the interface, but I'm not sure if that would be more or less work.)

Of course, there are more than just tile yields to consider: specialists, shrines, etc. And you would want the visual display to remain the same so that you're not trying to show a 50F rice farm.

I'm just curious if this is an kind-of-easy or a not-very-easy-at-all type of mod to make.

Thanks for any insight.
 
Sounds like a kind-of-easy, kind-of-time-consuming, kind-of-pointless type of mod to me - if you don't like seeing wasted shields or hammers or whatever, I'd recommend that you just don't look at those numbers, look at turns remaining instead.
 
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