SDK Component Requests:

Right on to both of those, i've recently been looking for both in the game myself.
 
Is there a way to make a food consumption limiting tag for the Units? So that it would allow you to allot 1 or 2 food consumption per turn to make a unit, instead of everything available. Maybe iFood2Build... My thought is that warriors and other such manpower units would require a larger amount of food to be built. Such is the case during basic training. Feed them hearty, work them mad, build them strong.
Edit:
I'd like to see a similar such tag for Culture. Perhaps iCulture2Build. And definately iGold2Build. It costs to build. Just thoughts.
 
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.
 
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
Edit:
Might this be better expressed as promotions?
Edit2:
Scouts would have a high Stealth & SeeInvisible, while Crusaiders would perhaps have negative Stealth.
Edit3:
iVisibilityRange might be enhanced by TechVisibilityRange. Innovations such as basic optics make the spyglass an immediate and sweeping change to unit functions.
 
iCityPlotRadius would be a good tag to have for the buildings, as a wonder may allow it for 1 reason or another, but it would be a function of governance. A city has to be able to stably maintain the territory about it.
Edit:
In the mod I've been building, all cities start at 0 culture, and so they start at 1 city size till they accrue sufficient culture. It's important to note that culture radius isn't an arbitrary boundary. Its a reflection of you're people's influence over the surrounding peoples. Every tile has people. Who they are, their identity, is chaotics, conflicting, and most importantly, not you. As your city's culture increases, those things that make your people who they are seep and ripple outward. Random bands and tribes begin to pick up your ways. Becoming you, or near enough to you to accept you. When that happens, the color of your civilization fills the tile, and those peoples will not resist your control over the land or sea. Your ability to direct and utilize the resources of that tile are, however, a different story. Asphault roads, concrete, highway system, etc would allow productive access to a wider net of tiles. Telephone system, rail system, etc.
 
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

Thinking of how this kind of thing was done with ships in Stars!, units might have these two extra variables:

  • iInvisibleLevel
  • iSeeInvisibleLevel

The levels could potentially go on indefintely.

If the iSeeInvisibleLevel of a unit is equal to or greater than another Civ's unit's iInvisibleLevel, and it is within the units visible range, then that unit can see the other.

Range should remain a seperate issue - starting to have things like minimum invisibility range might make it all too complicated IMO.

Levels could be improved with such things as promotions or techs, buildings and all the rest.

They could also be altered with a civic or leadership attribute. Perhaps a Stealth attribute or civic could increase the levels by +3. On the other hand, some civics may decrease the levels slightly or bring one up and the other down.
 
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.

as i read your prior post i had exactly thought of this too. i wanted to make something like that earlier but it was impossible until now. however i think there should also be a prerequisite tag on the culture level too.

my problem generally was that cities with 3 radius become too powerful so i wanted to limit them and have a control at which age they can occur.

my idea was to represent the important step of civilizations of urbanization. i.e. where people began to live together in cities and started to specialize and of peasants became the first craftsman. right now civ has specialists but you usually have them in much later ages. so my concept was to reflect the development by giving buildings that give free specialists (town hall, city council, ...). and then there is the development form a city to a metropolis - which would only be available for a limited amount of cities unlocked by a building that requires e.g. 3 city councils (like cathedrals).
 
Ok. Great. We're agreeing. Great minds think alike eh? Why didn't we have these in the game to begin with? We'll finally get what we want and then Civ V will be here and we'll have to start all over again.

Anyway, here's my next idea:

In BuildingInfos, there is this kind of thing:

<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_NAME</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>


Now, so far as I understand it, if NeededInCity is set to 0 (and I don't see any example of this in the file), it simply means if the building is built ANYWHERE in the civilization, then the prerequsite is met. Which is NOT what I want.

So, I think within <BuildingClassNeededs> we need to allow this additional optional format:

<BuildingClassNotWanted>
<BuildingClassType>BUILDINGCLASS_NAME</BuildingClassType>
<bNotWantedInCity>1</bNotWantedInCity>
</BuildingClassNotWanted>



In a nutshell, this would allow us to state that certain buildings can NOT be present in a city as a prerequisite for a building. We could then create such things as either/or situations. eg: You may build a Barracks or a Granary in a city but not both.

If bNotWantedInCity is set to false, then it may mean that that building can not be ANYWHERE in your civlization at all. You might then (taking my previous but perhaps not the best design-wise but rather simple for demonstration purposes example :)), you have to decide whether to build granaries in your cities or barracks but you can only have one or the other throughout your civilization.
 
Does the Tag exist in the TerrainSchema TechRiverYieldChange or TechYieldChange ??? Both tags would be very useful. This would allow terrain to be worth nothing, until certain techs are discovered. SpearFishing, Fishing, Netting, etc... these would affect how rivers, coasts, and deep waters would evolve w a civ. Very useful!
Edit:
Is there a tech tag PrereqBonus? Thus making a bonus necessary in the civ before a tech can be researched. How can you research Bronzeworking without access to copper?
 
Quote:
>Anyway, here's my next idea:
>
>In BuildingInfos, there is this kind of thing:>
>
><BuildingClassNeededs>
><BuildingClassNeeded>
><BuildingClassType>BUILDINGCLASS_NAME</BuildingClassType>
><bNeededInCity>1</bNeededInCity>
></BuildingClassNeeded>
></BuildingClassNeededs>

Reply: I like the tag format that you are seeking, but I don't understand your example. Why would a Barracks and Granary conflict? Ancient Egypt would have been a very different place if these could not be together.
 
@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.
 
Forget the example design-wise, I know its bad. I showed an extreme example to make the point. :mischief:

A better idea might be, a choice between a granary or (say) a farming shed. The granary does what it does. The farming shed increases the plot radius to 2. You create an either/or situation - do you want to speed up population growth early on or increase the amount of land that can be worked? For balance, you could have another building in the second era that also increases the plot radius to 2 but without the same prerequsite. It would mean a strategic choice in early gameplay on how you wish to grow.
 
@The Rusty Gamer
...No prob, just watching what you say, to learn how to work w the game as it evolves.
 
is there a tag to allow a building to be built repeatedly in the same city? Or in an escalating format? Multiple monuments in a city. Multiple graneries, multiple skyscrapers... etc. Also, competing National Wonders. Who has the biggest Temple, biggest Grave, biggest monument, biggest skyscraper, biggest... etc. And whichever civ has the biggest of a competing building gets a bonus to trade, prod, culture, etc. But the mantal of 'biggest' whatever can be taken, without nullifying the previous biggest whatever.
 
@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.

wow! Was that in the original BTS or have they been added?
BTW, there seems no point to the bneededincity flag. If you want to set it to 0, for whatever reason, then there's no need for the <BuldingClassNeeded> entry. So I have no idea why Firaxis put it there.
 
The PrereqBuildingClasses is in general BTS, the PrereqNotBuildingClass I added. It's listed in the Modder's Guide. Take a tour of it, I've add a lot.
 
Back
Top Bottom