Resources revealed from the beginning but only useable at certain tech?

Bringa

King
Joined
Jan 23, 2006
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Is it possible to have all resources revealed from the start but allow using them only at a certain tech level? That is to say, could I make it so that everyone can see where coal is from the very beginning, but if you build a mine on a hill with coal before you have steam power, it will behave like a plain old mine on a hill, but the moment you research Steam Power, that hill would gain two prod and your cities access to goal, assuming the mine is hooked up to your road network.

The closest I've come so far is to create a new improvement called "COALMINE" which becomes available at Steam Power and can only be built on coal (bHillMakesValid 0 and bMakesValid 1 in the BonusTypeStruct for Coal). So that when you research steam power, you have to replace your plain old mines on coal tiles with coalmines. This is somewhat clunky and I'm still hoping it could work like I described in the first paragraph without any SDK work, but I don't think it's very likely. What's the verdict, fanatics?
 
Fall From Heaven 2 does something similar to this, but the resources aren't revealed from the start, but with a later tech. However, you can't use the resource until you acquire another tech. For example, Smithing reveals Iron, and you can mine it, but your cities don't have access to the resource no matter what until you then research Iron Working.

The one thing you may not like is I believe you still get the tile production bonus even if you can't use the resource. But that may be acceptable, and seems like a better solution than having to build a special mine. :)

So yeah, I'd check out what they did in Fall From Heaven 2. I'm not sure if it's something new in SDK or what, but it seems like what you're looking for. They have two variables: "Reveals" and "Enables". Hope that helps!
 
Is it possible to have all resources revealed from the start but allow using them only at a certain tech level? That is to say, could I make it so that everyone can see where coal is from the very beginning, but if you build a mine on a hill with coal before you have steam power, it will behave like a plain old mine on a hill, but the moment you research Steam Power, that hill would gain two prod and your cities access to goal, assuming the mine is hooked up to your road network.

The closest I've come so far is to create a new improvement called "COALMINE" which becomes available at Steam Power and can only be built on coal (bHillMakesValid 0 and bMakesValid 1 in the BonusTypeStruct for Coal). So that when you research steam power, you have to replace your plain old mines on coal tiles with coalmines. This is somewhat clunky and I'm still hoping it could work like I described in the first paragraph without any SDK work, but I don't think it's very likely. What's the verdict, fanatics?

Uranium in the game works like this. You can see it with Physics. Build a Mine on it with Mining. Can't use it till Fission. So yes, it is possible to set the seeing, improvement, and acquire techs to different things. Seeing how it's done in the XML already should work. The Yield changes are a bit trickier. You could do it with python if XML fails.
 
Sure, there's TechReveal, TechCityTrade, and TechObsolete, but as you pointed out, that doesn't address the yield changes. Oh well, will probably have to accept it like that. I'm not sure if I want to mess around with Python. Thanks!
 
Is it possible to have all resources revealed from the start but allow using them only at a certain tech level? That is to say, could I make it so that everyone can see where coal is from the very beginning, but if you build a mine on a hill with coal before you have steam power, it will behave like a plain old mine on a hill, but the moment you research Steam Power, that hill would gain two prod and your cities access to goal, assuming the mine is hooked up to your road network.

The closest I've come so far is to create a new improvement called "COALMINE" which becomes available at Steam Power and can only be built on coal (bHillMakesValid 0 and bMakesValid 1 in the BonusTypeStruct for Coal). So that when you research steam power, you have to replace your plain old mines on coal tiles with coalmines. This is somewhat clunky and I'm still hoping it could work like I described in the first paragraph without any SDK work, but I don't think it's very likely. What's the verdict, fanatics?


It is done with oil and Uranium (I think) so if you made a tech free to everyone called relvealstuff which was the revealing tech and then another to enable them. If you want to upgrade the yields, make the tech as, say, coal + 3 productio and coal having a base power of 0.
 
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