What can resources do wihout changing the SDK?

lugaru

Chieftain
Joined
Feb 10, 2008
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46
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Boston
So I'm working on a mod that will allow pretty much every corporation to create a unique resource. Is there a good way to use a resource to grant a promotion, boost science, culture, income, production or anything else other than happiness and health?

A few ideas of what I'm thinking of:

Aggregates - Villages/Hamlets grow faster OR boost production

Affordable Automibiles - Allows freeway creation (boost happiness, productivity, cash, -1 health)

Munitions - free collateral promotion for artillery units

Computers - happiness with university, boost research

Miracle drugs - + 1 health and happiness with hospitals (THIS I can do)



So any advice on what can be done and what can not? Any recomendations on unique resources?

So far Im thinking of 12 corporations, 8 new ones and 5 already in the game.
 
OK in order:
Growing faster isn't an option without coding deeper than the XML, however, production is easy enough if you're talking about building a cottage on the resource, and having that tile's cottge/hamlet etc pump out production, just use the <BonusTypeStructs> tag in the improventinfo file.
EDIT: be sure to set<bBonusMakes Valid> to 0, not 1, so you can still build cottages on places without that resource.

Are you thinking of freeways as a building, ala Superhighways from Civ II ?
if so then it's easy to assign those characteristics to that building.

Munitions, i have no idea., promotions i dont "think" can be granted by resource.

Computers are easy as well, just think how a harbor gives more health if you have clams, do the same with universities, but you'd have to use the <commerce changes> tag, (not modifiers, because that's for straight up +whatever% with the building alone)

and you've got miracle drugs covered.
 
but you could make a building required for the promotion (or unit that can recieve/auto recieve the promotion rather)
so you could go

resource -> building -> promotion
 
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