Afforess
The White Wizard
I can add those for 1.74, sure.
Could the invisibility system be altered? I've often wondered how units are able to see each other at such great distances. And by extension of this thinking, why couldn't units pass each other in the night, almost unaware, or totally unaware. All units start invisible. As techs come along, units gain more a ability to remain unseen, and gain more ability to see the invisible. Not just an on/off feature, but a percentile.
TechStealth
TechSeeInvisible
Just thought of another one:
BuildingInfo:
- iCityPlotRadiusAllowed
Buildings can be defined to trigger an increased plot radius in a city.
eg: A building has it set to 3. This allows a 3 city plot radius once the building is built (and the required culture is there of course).
I know there is already a 3 radius option. This idea could exclude or include that.
The idea is to allow further strategic choice for the player and flexability for Mod designers. The building that triggers the 3 radius could be limited as a world wonder, a national wonder, or could only be built once every x number of cities.
Taking the idea even further, you could limit each city in a game to a 1-plot radius by default! Then you would have to build something (ie: a granary) to trigger the 2 plot. When you couple that with a population requirement for buildings, you have a whole new ball game of strategy and design.
<PrereqNotBuildingClasses>
<PrereqNotBuildingClass>
<BuildingClassMustNotHave>BUILDINGCLASS_PALACE</BuildingClassMustNotHave>
<bPrereqNot>1</bPrereqNot>
</PrereqNotBuildingClass>
</PrereqNotBuildingClasses>
<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_COURTHOUSE</BuildingClassType>
<iNumBuildingNeeded>4</iNumBuildingNeeded>
</PrereqBuildingClass>
</PrereqBuildingClasses>
@The Rusty Gamer
Yes, there is a PrereqNotBuildingClasses.
Example:
Code:<PrereqNotBuildingClasses> <PrereqNotBuildingClass> <BuildingClassMustNotHave>BUILDINGCLASS_PALACE</BuildingClassMustNotHave> <bPrereqNot>1</bPrereqNot> </PrereqNotBuildingClass> </PrereqNotBuildingClasses>
If iNeededInCity is set to 0, then there will be no requirement, not a general civilization requirement. What you are looking for it this tag:
Code:<PrereqBuildingClasses> <PrereqBuildingClass> <BuildingClassType>BUILDINGCLASS_COURTHOUSE</BuildingClassType> <iNumBuildingNeeded>4</iNumBuildingNeeded> </PrereqBuildingClass> </PrereqBuildingClasses>
That will require 4 courthouses somewhere in the empire.
@BlackZiggurt, no, those don't exist, but they are an interesting idea.