It would, but even that is probably not that hard to figure out. Iirc, SoI even does that flag changes too (for respawns), so I think I have migrated the necessary method into DoC already. The rest is basically just coming up with conditions and applying them, which is similar to dynamic name or leader changes.Wouldn't that require python skills? Because the flag changes would have to be situational, right? Anyway, I do not want to derail the thread... If the time permits it I should look into it then. I have only managed to fool around with modding in civ2 and civ3 so far as well as hearts of iron... The best I have managed in civ4 is leaderhead swaps.
It always shows up in the 3000 BC scenario, but rarely shows up before the end in the others.That's a good idea. I often find myself asking the same question, especially when the autoplay progress bar doesn't show up for some reason.
The problem with making forts double as improvements is that I don't want to make it too easy to have them everywhere. Building a fort should be deliberate decision.I remember you were talking about making forts better, what if forts on cultural borders were stronger than regular ones? Also, what if somehow forts could be upgraded so that they can be merged with other improvements. Forts are hardly ever by themselves. If you look at modern day forts and ancient forts, there is sometimes a town, a village, a mine, an oil field, etc. that it is protecting. So say you build a fort on wheat on the edge of your nation. You build a fort there and it gets double defense bonus or so. Then, upon building the fort, you build a farm on there. You could also possibly make it that there has to be soldiers stationed there for the farm or whatever to actually be usable. Just a thought.
Yeah, it's not a problem at all.
It is, but I will not solve it by assigning the tech. I'll simply modify the interface so that it displays the correct date regardless of techs as long as you're in autoplay.
I came up with idea about forts.
What if a fort which is built on resource would give normal fields - 1.
So that the subtraction would be taken from the least valuable type,<
<
.
Some examples: if you build a fort on pig you would get 2instead of 3.
If you build a fort top of cattle you would get 1and 1
.
If you build a fort top of marble you would get 1and 1
.
Maybe not from the beginning, otherwise workshops would be useless, but I could see some techs improving the yield from forts.