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Views from a new player

well, i was actually grouping cultural buildings as not requiring a district. seeing as a cities culture is found throughout, not just in one 'district' so i think cultural buildings like plazas, way stones, theatres etc should stay as standalone buildings. Temples i dont think should need a district either.
 
Well Plaza can be a district where other society-oriented building will be.

We need spirituality (temples etc.) and society (monuments,theaters) types of buildings. What more? If no more types, then let's divide them and give to temple and plaza districts, why not?
 
i cant find any way to limit a building to a specific population size. at the moment the only limiting factor will be cost (making each district quite expencive ~ 150 - 200 for lvl 1, 350 - 400 for lvl 2, and 550 - 600 for lvl 3? but if we manage to get pop limits on buildings then id like to see how it works out :)

im still a bit sceptical on the cultural districts. we dont want too many districts etc.
 
Using population as a prerequisite for buildings
will probably require a new tag that checks through a new python method whether the local conditions are met.

...!...
how about an automatic free building that registers city size?
an automatic build can be triggered at turnend and by python, without any messing in the SDK.
and then this pop-level-building can then be used as a prereqisite for the district expansions.




To limit the extreme number of buildings available at once in a new city at a time when half of the technology is researched,
required building prerequisites need to be more linear.
(ie req trainingyard for barracks for targetfield for bowyer etc)

...

Did we decide on the number of maximum districts in a city?
maybe cumulative upkeep or as a corruption multiplier?
(# districts-2)*corruption
or maybe unhappyness because of many conflicting priorities and requirements.
 
Well do you remember the aqueduct from civ3? That building had some ties with the population number. I think it's a python and nothing more. I haven't started learning python yet, but I know similar languages and I used python a bit, to make a variable "pop number" and to make some function if the var > value then another boolean variable 0->1 which allows the construction of some district. Is it too hard in fact?
 
If you're a noob to python, we're equal. I just tried it 2-3 times to tweak one game, and I know C++ only. Maybe the mod-maker can implement this, because without a proper knowledge of python it's impossible to do something new and special.
 
like I wrote:
It will require adding 2 new tags to the buildingInfos schema,
one a boolean for >reqCitySize< and one an integer.
plus a python that takes the integer value given for the building, and checks it against the citysize at that plot.
Unless we manage to pervert a civ4 mechanism.
 
after having implelmented more than half of these new buildigns, ive come to realise we are going to have a building shortage in the late game. we should probably brainstorm a few new buildigns that can fill that gap, but arnt just there for the sake of it. any ideas?
 
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