Trade Routes and Lua

Mewr11

Warlord
Joined
Dec 13, 2014
Messages
118
Location
Within 5 parsecs of beta centauri
Does anyone know what can be done with the results from calling pPlayer:GetTradeRoutes()?

Specifically, I'd like to know how to get the civ each trade route is going to, but any/all information will likely be used in the future.

Thanks in advance.
 
From disassembling the CvLuaPlayer.cpp method

Code:
for route in pPlayer:GetTradeRoutes() do
  print("Domain", route.Domain)
  print("FromCivilizationType", route.FromCivilizationType)
  print("FromID", route.FromID)
  print("FromCityName", route.FromCityName)
  print("FromCity", route.FromCity)
  print("ToCivilizationType", route.ToCivilizationType)
  print("ToID", route.ToID)
  print("ToCityName", route.ToCityName)
  print("ToCity", route.ToCity)
  print("FromGPT", route.FromGPT)
  print("ToGPT", route.ToGPT)
  print("ToFood", route.ToFood)
  print("ToProduction", route.ToProduction)
  print("FromScience", route.FromScience)
  print("ToScience", route.ToScience)
  print("ToReligion", route.ToReligion)
  print("ToPressure", route.ToPressure)
  print("FromReligion", route.FromReligion)
  print("FromPressure", route.FromPressure)
  print("FromTourism", route.FromTourism)
  print("ToTourism", route.ToTourism)
  print("TurnsLeft", route.TurnsLeft)

  -- For completeness
  if (bModdedDLL) then
    print("TradeConnectionType", route.TradeConnectionType);
    print("UnitID", route.UnitID);
    print("IsRecalled", route.IsRecalled);
    print("CircuitsCompleted", route.CircuitsCompleted);
    print("CircuitsToComplete", route.CircuitsToComplete);
    print("MovingForward", route.MovingForward);
  end
end
 
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