Dancing Hoskuld
Deity
There are a number of buildings where Education would be better than
as output, I am teching far too fast at a new tech every 3 turns in the Renaissance.

There are a number of buildings where Education would be better thanas output, I am teching far too fast at a new tech every 3 turns in the Renaissance.
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jesse Smith (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Commerce Infos -->
<Civ4CommerceInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<CommerceInfos>
<CommerceInfo>
<Type>COMMERCE_GOLD</Type>
<Description>TXT_KEY_COMMERCE_GOLD</Description>
<iInitialPercent>0</iInitialPercent>
<iInitialHappiness>0</iInitialHappiness>
<iAIWeightPercent>100</iAIWeightPercent>
<bFlexiblePercent>0</bFlexiblePercent>
<Button>Art/Interface/Buttons/Process/ProcessWealth.dds</Button>
</CommerceInfo>
<CommerceInfo>
<Type>COMMERCE_RESEARCH</Type>
<Description>TXT_KEY_COMMERCE_RESEARCH</Description>
<iInitialPercent>100</iInitialPercent>
<iInitialHappiness>0</iInitialHappiness>
<iAIWeightPercent>[COLOR="RoyalBlue"]125[/COLOR]</iAIWeightPercent>
<bFlexiblePercent>1</bFlexiblePercent>
<Button>Art/Interface/Buttons/Process/ProcessResearch.dds</Button>
</CommerceInfo>
<CommerceInfo>
<Type>COMMERCE_CULTURE</Type>
<Description>TXT_KEY_COMMERCE_CULTURE</Description>
<iInitialPercent>0</iInitialPercent>
<iInitialHappiness>10</iInitialHappiness>
<iAIWeightPercent>25</iAIWeightPercent>
<bFlexiblePercent>0</bFlexiblePercent>
<Button>Art/Interface/Buttons/Process/ProcessCulture.dds</Button>
</CommerceInfo>
<CommerceInfo>
<Type>COMMERCE_ESPIONAGE</Type>
<Description>TXT_KEY_ESPIONAGE_CULTURE</Description>
<iInitialPercent>0</iInitialPercent>
<iInitialHappiness>0</iInitialHappiness>
<iAIWeightPercent>25</iAIWeightPercent>
<bFlexiblePercent>1</bFlexiblePercent>
<Button>Art/Interface/Buttons/Process/ProcessCulture.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,16</Button>
</CommerceInfo>
[COLOR="RoyalBlue"]<CommerceInfo>
<Type>COMMERCE_EDUCATION</Type>
<Description>TXT_KEY_ESPIONAGE_CULTURE</Description>
<iInitialPercent>0</iInitialPercent>
<iInitialHappiness>0</iInitialHappiness>
<iAIWeightPercent>25</iAIWeightPercent>
<bFlexiblePercent>1</bFlexiblePercent>
<Button>Art/Interface/Buttons/Process/ProcessCulture.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,16</Button>
</CommerceInfo>[/COLOR]
</CommerceInfos>
</Civ4CommerceInfo>
Every 10 Education reduces Crime by 1.
aIconMap[L"[ICON_GOLD]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_GOLD).getChar());
aIconMap[L"[ICON_RESEARCH]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_RESEARCH).getChar());
aIconMap[L"[ICON_CULTURE]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_CULTURE).getChar());
aIconMap[L"[ICON_ESPIONAGE]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_ESPIONAGE).getChar());
[COLOR="RoyalBlue"]aIconMap[L"[ICON_EDUCATION]"] = std::wstring(1, (wchar)GC.getCommerceInfo(COMMERCE_EDUCATION).getChar());
[/COLOR]
enum CommerceTypes // Exposed to Python
{
NO_COMMERCE = -1,
COMMERCE_GOLD,
COMMERCE_RESEARCH,
COMMERCE_CULTURE,
COMMERCE_ESPIONAGE,
[COLOR="RoyalBlue"]COMMERCE_EDUCATION,[/COLOR]
enum FontSymbols // Exposed to Python
{
// 'OTHER' symbols
HAPPY_CHAR = 0,
UNHAPPY_CHAR,
HEALTHY_CHAR,
UNHEALTHY_CHAR,
BULLET_CHAR,
STRENGTH_CHAR,
MOVES_CHAR,
RELIGION_CHAR,
STAR_CHAR,
SILVER_STAR_CHAR,
TRADE_CHAR,
DEFENSE_CHAR,
GREAT_PEOPLE_CHAR,
BAD_GOLD_CHAR,
BAD_FOOD_CHAR,
EATEN_FOOD_CHAR,
GOLDEN_AGE_CHAR,
ANGRY_POP_CHAR,
OPEN_BORDERS_CHAR,
DEFENSIVE_PACT_CHAR,
MAP_CHAR,
OCCUPATION_CHAR,
POWER_CHAR,
[COLOR="RoyalBlue"]EDUCATION_CHAR,[/COLOR]
python::enum_<CommerceTypes>("CommerceTypes")
.value("COMMERCE_GOLD", COMMERCE_GOLD)
.value("COMMERCE_RESEARCH", COMMERCE_RESEARCH)
.value("COMMERCE_CULTURE", COMMERCE_CULTURE)
.value("COMMERCE_ESPIONAGE", COMMERCE_ESPIONAGE)
[COLOR="RoyalBlue"] .value("COMMERCE_EDUCATION", COMMERCE_EDUCATION)[/COLOR]
.value("NUM_COMMERCE_TYPES", NUM_COMMERCE_TYPES)
;
python::enum_<FontSymbols>("FontSymbols")
.value("HAPPY_CHAR", HAPPY_CHAR)
.value("UNHAPPY_CHAR", UNHAPPY_CHAR)
.value("HEALTHY_CHAR", HEALTHY_CHAR)
.value("UNHEALTHY_CHAR", UNHEALTHY_CHAR)
.value("BULLET_CHAR", BULLET_CHAR)
.value("STRENGTH_CHAR", STRENGTH_CHAR)
.value("MOVES_CHAR", MOVES_CHAR)
.value("RELIGION_CHAR", RELIGION_CHAR)
.value("STAR_CHAR", STAR_CHAR)
.value("SILVER_STAR_CHAR", SILVER_STAR_CHAR)
.value("TRADE_CHAR", TRADE_CHAR)
.value("DEFENSE_CHAR", DEFENSE_CHAR)
.value("GREAT_PEOPLE_CHAR", GREAT_PEOPLE_CHAR)
.value("BAD_GOLD_CHAR", BAD_GOLD_CHAR)
.value("BAD_FOOD_CHAR", BAD_FOOD_CHAR)
.value("EATEN_FOOD_CHAR", EATEN_FOOD_CHAR)
.value("GOLDEN_AGE_CHAR", GOLDEN_AGE_CHAR)
.value("ANGRY_POP_CHAR", ANGRY_POP_CHAR)
.value("OPEN_BORDERS_CHAR", OPEN_BORDERS_CHAR)
.value("DEFENSIVE_PACT_CHAR", DEFENSIVE_PACT_CHAR)
.value("MAP_CHAR", MAP_CHAR)
.value("OCCUPATION_CHAR", OCCUPATION_CHAR)
.value("POWER_CHAR", POWER_CHAR)
[COLOR="RoyalBlue"] .value("EDUCATION_CHAR", EDUCATION_CHAR)[/COLOR]
.value("MAX_NUM_SYMBOLS", MAX_NUM_SYMBOLS)
;
I think it's where you told SO to shield his eyes. Andy's tutorial documents where and how to add the symbol somewhere.
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_EDUCATION</PropertyType>
<iAmountPerTurn>1</iAmountPerTurn>
<Active>
<Has>
<GOMType>GOM_TECH</GOMType>
<ID>TECH_CHIEFDOM</ID>
</Has>
</Active>
</PropertySource>
</PropertyManipulators>
Not sure this is right. Better education just makes crims better at crime or doing crime that requires better planning or is more difficult to find out about.
Maybe we can make high education levels obsolete some Crimes with the expression system. Like Pickpocketing can't exsist if education is over 100.
Not sure if this is right though. Not everyone will be smart just the general education is high.
We also may want to have them dislike oppressive government types the more educated they get. Thus wanting freedoms and not tolerating tyrannical rule. Thus we could add some revolution property to the auto-buildings and maybe even some straightor
from civics.
I like where you going with this. And yes I agree that the Anno series has some great ideas that we can translate into C2C.
And I agree that it would not have to be done by era.