Linkman226
#anarchy
- Joined
- Sep 14, 2007
- Messages
- 2,493
Yes, this is in the DLL... can't remember where specifically
def cannotConstruct(self,argsList):
pCity = argsList[0]
eBuilding = argsList[1]
bContinue = argsList[2]
bTestVisible = argsList[3]
bIgnoreCost = argsList[4]
# player can't build an arcology if they have shielding or advanced shielding
if eBuilding == gc.getInfoTypeForString("BUILDING_ARCOLOGY"):
if pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ARCOLOGY_SHIELDING")) or pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_DEFLECTOR_SHIELDING")):
return True
if eBuilding == gc.getInfoTypeForString("BUILDING_LIBRARY"):
if ((gc.getPlayer(pCity.getOwner()).getCurrentEra() >= con.iMedieval) and not (gc.getTeam(gc.getPlayer(pCity.getOwner()).getTeam()).isHasTech(con.iPrintingPress))):
return True
if ( eBuilding == gc.getInfoTypeForString("BUILDING_LIBRARY")
and gc.getGame().getCurrentEra() >= gc.getInfoTypeForString("ERA_MEDIEVAL") ):
return not gc.getTeam(gc.getPlayer(pCity.getOwner()).getTeam()).isHasTech(gc.getInfoTypeForString("TECH_PRINTING_PRESS")
I thought a lot if it would be worthwhile to change that ... putting all civs in a list and sorting by stability should be easy.
On the other hand, maybe it's for the better that older civs die earlier.
Cool, could you elaborate a little? The collapse system struck me as a little weird sometimes, with unstable civs surviving for too long etc.I also modded this feature. Heavily.
'bCongressEnabled': False,
'bCongressEnabled': True,