Maybe this is a bit much, but I would love to see all religious wonders, including shrines, only working if their state religion is active. For instance, Kotoku-in would only work if buddhism was active.
I say this because if a player gets a significant tech lead and is able to found and spread multiple religions, then their wonder power is much higher than another player left in the dust. For instance, if I found Hellenism and Judaism, I can build all the wonders for those. Adding in Angkor Wat, my priests now do 52
2
. That's ridiculously powerful, turning my empire into a scientific commercial industrial powerhouse that no civ could ever match.
By restricting religious wonder stacking, it would encourage the player to stick with one or two religions tops.
Zoroastrian Tower Of Silence: Priesthood
Pir-e Naraki: Sanitation, Siege Warfare, Aesthetics
Seti Pir: Siege Warfare, Feudalism, Aesthetics
Behistun Inscription: Code Of Laws, Aesthetics
I posted this a few posts above, after I realized I forgot to specify tech requirements for these wonders. Seti Pir and Behistun Inscription would be a wee bit on the unbalanced side if all you needed to create them would be Dualism.
What are the other buildings on the graveyard tree? I must admit I rarely build this building unless a given city is suffering health or happiness issues.
Maybe this is a bit much, but I would love to see all religious wonders, including shrines, only working if their state religion is active. For instance, Kotoku-in would only work if buddhism was active.
Thanks. I think the graveyard only leads to ancient and modern embalmers which give a small money boost.
@Hydromancerx, is it possible for a building (wonder) to change the commerce on all of another building in the Nation? ie wonder gives +4 espionage on all courthouses?
If not directly, then it could at least indirectly by providing a free building to all cities that thehad the commerce modifier.
If not directly, then it could at least indirectly by providing a free building to all cities that thehad the commerce modifier.
@Hydromancerx, is it possible for a building (wonder) to change the commerce on all of another building in the Nation? ie wonder gives +4 espionage on all courthouses?
Yes via python. Done it with 2 wonders, Bolshoi and Porcelain
Bolshoi adds 2 culture to each theatre.
Porcelain doubles effects of each temple.
no callbacks required.
Just some simple codes onbuildingbuilt (when the wonder is built)
and extra codes for new cities built, cities acquired (when wonder changes hands as well as apply the effects to new cities) and city razed (when wonder razed)
def onCityLost( argsList):
'City Lost'
city = argsList[0]
player = PyPlayer(city.getOwner())
## Great Bath Start #
global gi_GreatBath, gi_RainWaterBasin, gb_GreatBathBuilt, gi_GreatBathBuiltBy, gi_GreatBathObsoleteTech
iX = city.getX()
iY = city.getY()
pPlot = CyMap().plot(iX +0, iY +0)
if ( pPlot.getFeatureType() == gi_RainWaterBasin):
pPlot.setFeatureType(-1, 0)
## Great Bath End #
Those 2 aren't included in C2C mod.
You can get them from my thread though.
Bolshoi is easier wonder since it only adds 2 culture to theatres in all cities.
Porcelain on the other hand adds both culture and happiness, and apply to temples of all religions, so slightly more stuff to do
When I make my wonders, I make them working based on default BTS engine.
Thus, I didn't consider any modfications due to BUG or other mods, or modifier recalc thing, since I don't have any of those anyway.
Thus, some codes have to be remodified to be compatible.
Edit:
Since you said onBuildingBuilt effects are all wiped when this modifer recalc thing happens, you may want to check those python wonders already added to C2C mod since some are using that.
Examples:
Nazca Lines, EmpireStateBuilding
1 question I was thinking when I looked through Great Bath codes:
Am I right to say, when a city with GB wonder is lost, the Basin Feature is removed?Code:def onCityLost( argsList): 'City Lost' city = argsList[0] player = PyPlayer(city.getOwner()) ## Great Bath Start # global gi_GreatBath, gi_RainWaterBasin, gb_GreatBathBuilt, gi_GreatBathBuiltBy, gi_GreatBathObsoleteTech iX = city.getX() iY = city.getY() pPlot = CyMap().plot(iX +0, iY +0) if ( pPlot.getFeatureType() == gi_RainWaterBasin): pPlot.setFeatureType(-1, 0) ## Great Bath End #
Shouldn't the basin be kept instead?
Nazca Lines modify the effects of the wonder itself.
Empire State Building modify the city itself.
If Nazca Lines work, then Bolshoi will definitely work. They work on the same principles
Elaborated explanation on how they work:
Nazca gives a random modification to the wonder itself, in just the wonder city
Bolshoi gives a fixed modification to theatres, in all cities.
However, strictly speaking, the modifications are done to the cities, not to the buildings.
Thus, if you tested Nazca with this modifier recalc thingy and it still works, then no reason for Bolshoi to fail