Dancing Hoskuld
Deity
I have found a mod that will let explorers and up explore city ruins. Unfortunately their city ruins are not not an improvement like ours.
I have changed my mind about this.
I have changed my mind about this.
<ExtraFreeBuildings>
<ExtraFreeBuilding>
<BuildingClass>BUILDINGCLASS_WALLS</BuildingClass>
</ExtraFreeBuilding>
<ExtraFreeBuilding>
<BuildingClass>BUILDINGCLASS_TTWATCH_TOWER</BuildingClass>
</ExtraFreeBuilding>
</ExtraFreeBuildings>
Hi,
Is it possible to have a tag for promotions that lets a ship cross ocean before astronomy? Similar to <bCanMovePeaks>, just <bCanMoveOceans> instead.
If it is possible, great. If not, that's okay and we'll just have to come up with something else for our Seafaring Trait.
- Micael
What would that apply to? Buildings?Is there a tag that allows for say +per population much like there is +
per population?
What would that apply to? Buildings?
It's possible, but it would be extremely powerful, since it would enable to tech trade much earlier potentially. So would need to be used very carefully (though deep ocean critters like giant squid would be a significant hinderance fir any substantial crossing in early units due to relative strength)
Yes, it would be quite powerful, but as you've pointed out there are many powerful creatures in the ocean in the early stages of the game which will simply rip ships apart (and so they should- everyone should fear the Kraken), and with the slow movement speed on a Galley, I doubt that anyone will Circumnavigate the globe or meet too many trading partners, especially on a larger map.
The whole idea behind it is for Civs who are mostly coastal, they will have learnt to cross the oceans earlier (e.g. like a Polynesia style civ). And there has been (limited) evidence of Ancient cultures interacting, and the vikings reaching America, and so on, so it makes sense Historically.
Is it also possible to have a <bCanMoveIce> for Land Units (it would enable them to walk over ice floats regardless of coast/ocean).
I'm happy to do a few of these this (V22) cycle. We just need to prioritise. So, for starters, who of the requestors is confident they will make use of something they have asked for within the v22 cycle?
I'm happy to do a few of these this (V22) cycle. We just need to prioritise. So, for starters, who of the requestors is confident they will make use of something they have asked for within the v22 cycle?
I have at least five Wonder ideas that are waiting on the <BuildingExtraCommerces> tag for their complete implementation.
These are the ones that I know just need that XML tag:
- Giverny (Monet's Garden): +4 culture from Art Gallery
- Orient Express: +2 espionage from Railroad Station
- Pleistocene Park: +5 gold and science from all Megafauna Trainers
- Dinosaur Park: +10 science from Paleontology Lab
- Monte Carlo: +4 culture from Casino
I'm a bit snowed under with performance issues and a week or so's worth of AI changes after that right now, but I should be able to do these then.
Note posts in another thread (think it was the SVN thread) about changes Hydro has made to the art gallery (subject to some discusion there, so possibly in flux), which might make the effect on Monet's Garden not quite what you want.
<ProcessedGoods>
<ProcessedGood>
<InputGood>RESOURCE_A</InputGood>
<OutputGood>RESOURCE_B</OutputGood>
</ProcessedGood>
<ProcessedGood>
<InputGood>RESOURCE_X</InputGood>
<OutputGood>RESOURCE_Y</OutputGood>
</ProcessedGood>
</ProcessedGoods>
Koshling, in the SVN thread you mentioned tanneries going obsolete and losing access to leather, and Hydro said there was a backlog of factories to make. What if instead of having one building turn a single raw resource into a single finished good (like Carcass -> Tannery -> Leather, or Carcass -> Boneworker -> Bone) you added a multientry tag that would allow a single building to process any raw resources it has available into their appropriate finished goods. So a factory could produce Leather if it has access to carcasses, and medicine if it has access to chemicals, etc. This might help with the building bloat and avoid having a whole bunch of different "Modern _____" buildings.
Something like:
Code:<ProcessedGoods> <ProcessedGood> <InputGood>RESOURCE_A</InputGood> <OutputGood>RESOURCE_B</OutputGood> </ProcessedGood> <ProcessedGood> <InputGood>RESOURCE_X</InputGood> <OutputGood>RESOURCE_Y</OutputGood> </ProcessedGood> </ProcessedGoods>
So if the building has access to A, it produces B. If it has access to X, it produces Y. Access to A or X is not required to build the building, so you could pre-build it before you finish the mine/road/orchard/conquest you need to grab the resource, but it wouldn't do anything (besides giving base/
/etc.) until you get that resource.
Might be useful for some other kinds of buildings that would have 2 tiers of products, like a Potter's Hut that gives you Pottery +with clay, but if you have fine clay you also get Chinaware +
+
.