Yeah, what I was hinting on is the CyCity.changeExtraHappiness() method. You can use it to give a city a unhappiness penalty also.ok thanks for the free tech things, what should I do with the changeYeild class provided just look at the code and figure something out?
So there would be more than one option then?the civic swap could work on a a return basis, the player gets a popup asking which civic it wants to swap to and that is then returned to the code and encorporated into the changeCivic method![]()

I see. There are several ways of setting these things up. But have you thought what you wanna do with the actual Mission class instances? I suggest you create them only once at startup and store in an array of some sort. But since you have different kinds of missions - with different incoming calls - you might as well use separate arrays. Or a dictionary of arrays.There isn't a problem as such as I have not hooked up the code at all yetjust want to make sure what I have done is all correct
But using constants for pointing to each instance works also. It might be clearer also.
All the game events happen in the DLL and are directed to the Python interface as callbacks. All the relevant parameters - or arguments - are packed together into a data structure - a tuple - not a list - and passed along. You can access the values either by indexing the data using brackets, or with tuple assignment. You have probably seen examples of both in the code.what is the args list exactly I have always wondered about it and never thought to ask...