Tag requests

@thunerbrd the tag for obsoleting improvements by tech, :blush: I am embarrassed to say that it turns out that it was not the improvement I needed it on but the build (the build infos file in XML/Units). The point is to stop workers building that improvement not to turn the improvement off as existing ones dhould still do their thing.:mischief:

Basically my need for yield changes on tech is to better simulate certain technologies like gathering, fishing, etc. Basically terrain yields would begin lower than they do now. You research gathering, grasslands get +1 food. You research hand fishing, you get +1 food on water tiles.

Not sure if I am explaining well enough. The base purpose is to get away from early extreme unhealthiness to simulate difficulty of maintaining food supplies.

Sounds like a good plan. More detailed than what I was going to suggest which was to do what RoM did and increase the amount of food a unit consumes a turn.
 
Sounds like a good plan. More detailed than what I was going to suggest which was to do what RoM did and increase the amount of food a unit consumes a turn.

Thank you. I always felt that the evolution of food production could be better expressed than through buildings alone. I was considering a plan to allow for the placement of "livestock" resources once the player has subdued one. Basically subdue a wild auroch and use it to build a cow breeder building. From there workers/gatherers could build a cow "grazer" tile improvement. As its worked by the city it will upgrade (also determined by tech) into rangeland, pasture, ranch etc. This could also be done with grains, fruits, and vegetables. Does that sound like something that would improve/make more fun the gameplay?
 
You're right that improvements handle that pretty well already and I will probably be doing some enhancements to improvements soon as well.

Basically my need for yield changes on tech is to better simulate certain technologies like gathering, fishing, etc. Basically terrain yields would begin lower than they do now. You research gathering, grasslands get +1 food. You research hand fishing, you get +1 food on water tiles.

Not sure if I am explaining well enough. The base purpose is to get away from early extreme unhealthiness to simulate difficulty of maintaining food supplies.
Ah... so in other words, we turn down the base rates on tiles a bit and give these to compensate, thereby stretching the prehistoric era a bit. Sounds like something that could be really useful for civilizations developing the technologies to better use new 'dead' planets too.

Ok, but I can't say it will be the HIGHEST priority. This is not a simple request. Perhaps by the end of next cycle.

@thunerbrd the tag for obsoleting improvements by tech, :blush: I am embarrassed to say that it turns out that it was not the improvement I needed it on but the build (the build infos file in XML/Units). The point is to stop workers building that improvement not to turn the improvement off as existing ones dhould still do their thing.:mischief:
Well, that's good considering that I added a tag to obsolete Builds by tech as you requested. We already had improvement tech obsoletions didn't we?
 
I'm just glad what I did was actually what you wanted bud... was not a simple project and woulda been frustrating to find out I need to have done the other instead. lol
 
GOM_YIELDS
GOM_COMMERCE
So we can easily modified them in your property system, like have buildings require a certain amount of culture, espionage, food to be built.

Do you have other attributes besides Population?
I was wondering if we could have attributes for specific yields and commerce.
 
If possible:

MaxPopulation Max population the building can exist it at. if set at 5, the building obsoletes at Population 5. The reverse of PrereqPopulation.

Message: The [building] at [city] has closed because your city is not rural anymore.


ObsoleteCulture Max culture level the building it can exist at. The reverse of cultureLevel.

Message: The [building] at [city] has closed because it is considered too barbaric by your citizens.


MaxAngerRatio If the Anger-Happiness Ratio is exceed, the building obsoletes. Example is 1.2, if there is 20% more :mad: than :) it obsoletes.
Message: The [building] at [city] has closed because the city has too many angry citizens.

MaxUnhealthyRatio If the Anger-Happiness Ratio is exceed, the building obsoletes. Example is 1.2, if there is 20% more :cry: than :health: it obsoletes.
Message: The [building] at [city] has closed because the city has too many unhealthy citizens.
 
If possible:

MaxPopulation Max population the building can exist it at. if set at 5, the building obsoletes at Population 5. The reverse of PrereqPopulation.

Message: The [building] at [city] has closed because your city is not rural anymore.


ObsoleteCulture Max culture level the building it can exist at. The reverse of cultureLevel.

Message: The [building] at [city] has closed because it is considered too barbaric by your citizens.


MaxAngerRatio If the Anger-Happiness Ratio is exceed, the building obsoletes. Example is 1.2, if there is 20% more :mad: than :) it obsoletes.
Message: The [building] at [city] has closed because the city has too many angry citizens.

MaxUnhealthyRatio If the Anger-Happiness Ratio is exceed, the building obsoletes. Example is 1.2, if there is 20% more :cry: than :health: it obsoletes.
Message: The [building] at [city] has closed because the city has too many unhealthy citizens.

The first two are easy enough to do. I'll look at implementing them this weekend.
 
lsy if you make new building tags, I requested some some time ago. TB said he has them on his to do list but it would take a year until they are implented. Could you do these too?

iCommercePerPop: Values here are multiplied by the Population of the city. TB recommended making it a decimal number so if you set it to 100 it would be "1 per pop" and if you set it to 50 it would be "0.5 per pop". This should be a list like the normal "iCommerce" is: first for :gold:, second for :science:, 3rd for :culture: and 4th for :espionage:

iCommercePerAreaPop: Same as above, but counting every Pop on the continent. iE if your empire has 2 cities with Pop 10 and build a building with iCommercePerAreaPop = 300 in one city, it will add 2*10*3.00 = 60 in total.

iCommercePerGlobalPop: As above but global (your whole empire).

iCommercePerTotalPop: As above but counting every pop (from all civs).

iYieldPerPop: Similar to the Commerce tag above; also a list like the normal iYield is.

iYieldPerAreaPop: As above.

iYieldPerGlobalPop: As above.

iYieldPerTotalPop: As above.

Note that "total" and "area" are not that important.


Are there already tags tag are like: iHappynessPerPop and iHealthPerPop?
 
lsy if you make new building tags, I requested some some time ago. TB said he has them on his to do list but it would take a year until they are implented. Could you do these too?

iCommercePerPop: Values here are multiplied by the Population of the city. TB recommended making it a decimal number so if you set it to 100 it would be "1 per pop" and if you set it to 50 it would be "0.5 per pop". This should be a list like the normal "iCommerce" is: first for :gold:, second for :science:, 3rd for :culture: and 4th for :espionage:

iCommercePerAreaPop: Same as above, but counting every Pop on the continent. iE if your empire has 2 cities with Pop 10 and build a building with iCommercePerAreaPop = 300 in one city, it will add 2*10*3.00 = 60 in total.

iCommercePerGlobalPop: As above but global (your whole empire).

iCommercePerTotalPop: As above but counting every pop (from all civs).

iYieldPerPop: Similar to the Commerce tag above; also a list like the normal iYield is.

iYieldPerAreaPop: As above.

iYieldPerGlobalPop: As above.

iYieldPerTotalPop: As above.

Note that "total" and "area" are not that important.


Are there already tags tag are like: iHappynessPerPop and iHealthPerPop?

Those are certainly doable, but I'd like to ask AIAndy if there isn't a more generic way to do 'X per pop point' type things. Also, this is a lower priority, I figure the only way to get myself back to modding C2C is to do short and easily achievable things to start.
 
Those are certainly doable, but I'd like to ask AIAndy if there isn't a more generic way to do 'X per pop point' type things. Also, this is a lower priority, I figure the only way to get myself back to modding C2C is to do short and easily achievable things to start.

You bring up a good point about how to perhaps best go about this... hmm. I don't have time on the plate to address it yet either but I do have those 'on the list' still and had not considered such a generic approach which could really help with data managing it a bit more concisely.
 
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