raystuttgart
Civ4Col Modder
Hi guys,
first before anybody gets scared, the Buildings (Windmill and Watermill) inside the City have not been touched.
This implementation just adds new stuff considering Improvements (also "Mills") or slightly improves.
(It is a implementation of DLL capabilities configurable in XML which I implemented a few examples with.)
And now to the new feature:
Windmill, Sawmill and Ironmill
(City Effects from Improvements - Part 2, + more balancing options in XML)
-----
But with new 3D Improvement graphics (by @hrochland) I created new Improvements:
(All of that stuff is animated.
)
All 2D stuff I did myself.
(Buttons and Builds.)
------
Also, this existing Improvement has been heavily modified:
(It is not an "Upgrade" anymore, but an Improvement of its own and works totally different.)
(His stuff is of course also awesome but the graphic was already in use not new.
)
-----
Basic GameConcept:
You can now decided if you want to build "Production Improvements" or "Support Improvements"
Production: They produce the actual Yields, and can grow, cheaper
Support: They add Bonus modifiers (% modifiers on whole City), can not grow, expensive
But be carful:
Support Improvements are not helpful in early game.
But in late game, when your city production is high they can become extremely powerful.
Generally you need to have a mixture of both.
One kind alone will be a bad idea. (Too many "Support" will not work without "Production".)
-----
Also "Support" Improvements have limitations on how / where they are allowed to be built.
(Except that they genrally produce less raw Yields themselsves than pure "Production" Improvements.)
They need to have a distance between each other.
(Only checking for the same kind.)
By the way:
Distance restrictions also count for "Monasteries" and "Forts" now.
------
first before anybody gets scared, the Buildings (Windmill and Watermill) inside the City have not been touched.
This implementation just adds new stuff considering Improvements (also "Mills") or slightly improves.
(It is a implementation of DLL capabilities configurable in XML which I implemented a few examples with.)
And now to the new feature:
Windmill, Sawmill and Ironmill
(City Effects from Improvements - Part 2, + more balancing options in XML)
-----
But with new 3D Improvement graphics (by @hrochland) I created new Improvements:
(All of that stuff is animated.

- Windmill
- Ironmill
All 2D stuff I did myself.
(Buttons and Builds.)
------
Also, this existing Improvement has been heavily modified:
(It is not an "Upgrade" anymore, but an Improvement of its own and works totally different.)
- Sawmill
(His stuff is of course also awesome but the graphic was already in use not new.

-----
Basic GameConcept:
You can now decided if you want to build "Production Improvements" or "Support Improvements"
Production: They produce the actual Yields, and can grow, cheaper
Support: They add Bonus modifiers (% modifiers on whole City), can not grow, expensive
But be carful:
Support Improvements are not helpful in early game.
But in late game, when your city production is high they can become extremely powerful.
Generally you need to have a mixture of both.
One kind alone will be a bad idea. (Too many "Support" will not work without "Production".)
-----
Also "Support" Improvements have limitations on how / where they are allowed to be built.
(Except that they genrally produce less raw Yields themselsves than pure "Production" Improvements.)
They need to have a distance between each other.
(Only checking for the same kind.)
By the way:
Distance restrictions also count for "Monasteries" and "Forts" now.
------
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