God-Emperor
Deity
Use an iCost value of -1.
def citiesDestroyFeatures(self,argsList):
iX, iY= argsList
return True
def citiesDestroyFeatures(self,argsList):
iX, iY= argsList
return False
def citiesDestroyFeatures(self,argsList):
iX, iY= argsList
pPlot = CyMap().plot(iX, iY)
eFeature = pPlot.getFeatureType()
eFloodPlains = gc.getInforTypeForString("FEATURE_FLOOD_PLAINS")
return eFeature != eFloodPlains
def citiesDestroyFeatures(self,argsList):
return CyMap().plot(*argsList).getFeatureType() != gc.getInforTypeForString("FEATURE_FLOOD_PLAINS")
What seems... interesting about it?Interesting that #1 works. I guess i'm still not really in python.
It could be added that there is a projectBuilt call from the SDK to the CvEventManager Python module. This means that you can intersect the game at this juncture any time a project has been completed in the game, and run whatever code you want. It is also possible to use the beginGameTurn callup to have some code executed on any consecutive game turn.
This means that it is quite possible to script your own effects for, say, the Internet Project. Give a holler if you need code.
But... but... programming is fun!
TechObsolete in Civ4BonusInfos.XML.What XML file/line controls when a resource is rendered obsolete (such as fur, Ivory).
This might be possible within the confines of the XML. Someone else would have to figure this out for you however...I would like to make coal obsolete when fusion is researched (coal/shale plants will also obsolete, it will be paired with a rather cheap fusion reactor building becoming available).
I'd also like to make a synthetic fuel factory, producing the bonus "Synthetic_Fuel" for that city, requiring a fusion powerplant to build, with oil becoming completely obsolete by future tech (all oil requiring units will also be able to be built with Synthetic_Fuel).