micmc
Warlord
***Warning #1***
The AI will not use this well, or sometimes at all, so if you are looking for "fair" this isn't for you
***Warning #2***
You might think about getting TheLopez's Specialist Stacker, it makes things much easier to see
ok, I missed super cities, I mean 100+pop cities (oh com'n all you civ1'ers did it at least once) fed by hundreds of caravans. There are a couple of ways of doing it for production hammers, but none for food, --that I've read about til now.
#1 Make a specialist asset/xml/gameinfo/CIV4specialistinfo give +Xfood (be as fair or unfair as you want)
#2 Make a unit with the following:
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>SPECIALIST_FARMER</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
with "Farmer" being the name of the specialist you created in step 1.
now you will have a "free" specialist producing X food a turn at no cost other than cost of creating the Unit in step 2, and any sundry costs of extra unhappiness from the addtional population point.
#Warning 3
There is no way to obsolete or remove a free specialist, so once in place he's there forever, like herpes or in-laws, so beware of flavor issues, (ie. if you are using slavery, it won't obsolte when you hit emacipation, you'll still have the specialist in your city
If you make the specialist you created, only be made by the unit->specilaist described above (as opposed to tech/building created) you won't have to worry about fiddling with it. In theroy you could make a +gold specialist fed by units or a city so big on +food specialists that richard simmons in a death match with a teletubbie can't make your folks happy.
addtional things: if you wanted to create a series of barbarian-only units, turn thier "capture" to your unit-creating-specialist name, then you could have a lot of fun sitting outside a barbarian city yelling "Hey Olaf com'n out, I need a cheezeburger"
if you are going for 1 super-super-city with all wonders (including all nationals) you'll have to go into /assets/xml/GlobalDefines and change
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>-1</iDefineIntVal>
</Define>
the "-1" will read 2 if you have not messed with this before, it will let you make as many as you want (infinite) or you can put any number there you want.
again this is something the AI will not do on par with what you can do, I've seen the units running around during testing, and in at least 1 city somebody used the unit->specialist, but out of maybe 50 checks, that was the only time. so if Civ is a wargame to you, instead of a sandbox, you might think about the fairness of it all.
The AI will not use this well, or sometimes at all, so if you are looking for "fair" this isn't for you
***Warning #2***
You might think about getting TheLopez's Specialist Stacker, it makes things much easier to see
ok, I missed super cities, I mean 100+pop cities (oh com'n all you civ1'ers did it at least once) fed by hundreds of caravans. There are a couple of ways of doing it for production hammers, but none for food, --that I've read about til now.
#1 Make a specialist asset/xml/gameinfo/CIV4specialistinfo give +Xfood (be as fair or unfair as you want)
#2 Make a unit with the following:
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>SPECIALIST_FARMER</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
with "Farmer" being the name of the specialist you created in step 1.
now you will have a "free" specialist producing X food a turn at no cost other than cost of creating the Unit in step 2, and any sundry costs of extra unhappiness from the addtional population point.
#Warning 3
There is no way to obsolete or remove a free specialist, so once in place he's there forever, like herpes or in-laws, so beware of flavor issues, (ie. if you are using slavery, it won't obsolte when you hit emacipation, you'll still have the specialist in your city
If you make the specialist you created, only be made by the unit->specilaist described above (as opposed to tech/building created) you won't have to worry about fiddling with it. In theroy you could make a +gold specialist fed by units or a city so big on +food specialists that richard simmons in a death match with a teletubbie can't make your folks happy.
addtional things: if you wanted to create a series of barbarian-only units, turn thier "capture" to your unit-creating-specialist name, then you could have a lot of fun sitting outside a barbarian city yelling "Hey Olaf com'n out, I need a cheezeburger"
if you are going for 1 super-super-city with all wonders (including all nationals) you'll have to go into /assets/xml/GlobalDefines and change
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>-1</iDefineIntVal>
</Define>
the "-1" will read 2 if you have not messed with this before, it will let you make as many as you want (infinite) or you can put any number there you want.
again this is something the AI will not do on par with what you can do, I've seen the units running around during testing, and in at least 1 city somebody used the unit->specialist, but out of maybe 50 checks, that was the only time. so if Civ is a wargame to you, instead of a sandbox, you might think about the fairness of it all.