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World Wonders Pack II (taking requests)

Discussion in 'Civ5 - Creation & Customization' started by Artisanix, Jun 22, 2018.

  1. Artisanix

    Artisanix Warlord

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    Hi, long time no see. Anyway, I'm back for just a while....

    Recently I've released a mod on Steam: World Wonders Pack 256 (https://steamcommunity.com/sharedfiles/filedetails/?id=1413848112).
    This one adds 256 World Wonders, and I've learned a few things while creating it:

    1) overall time needed to technically create such a mod (generate all the code and graphics) was like only 7 days for me,
    2) however, searching for all those information like wonders' names, descriptions, quotes, etc. took nearly twice amount of that time,
    3) even while I created 256 world wonders, I think there's still a room for more... ;]

    So here's the current background: while I have the DATA, I can create a world wonder (code and splash) in under 10 minutes easily. However, don't have that much time anymore to participate in extensive hunting for information related to remaining world wonders.

    REQUEST:
    So if any of you wants and would be so kind to provide me with some of those information*, that would be great. But the challenge is a bit tricky though:
    - such world wonder can't be already released on Steam,
    - I'm not interested in any fantasy stuff, just the things made by us, humans, in the past.
    - the world wonder neeeds to be present on wikipedia, and should have a relatively good photo there, that I could make a splash from.

    Well, I know that these forums of C5 are pretty much dead by now, but maybe some maniacs are still here nearby, hiding somewhere under the carpet of current threads... ;P



    * the most useful information would be: wonder name, wiki link, and list of effects it should have.
     
  2. Artisanix

    Artisanix Warlord

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  3. LeeS

    LeeS Imperator Supporter

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    You need to add MinAreaSize = 10 everywhere you have Water = 1.
    Otherwise a city adjacent to a 1-tile lake will be able to construct what you intend to be a coastal-city wonder. See the setting of MinAreaSize (which is usually "-1") in the definition of the Great Lighthouse:
    Code:
    		<!-- Wonders -->
    		<Row>
    			<Type>BUILDING_GREAT_LIGHTHOUSE</Type>
    			<BuildingClass>BUILDINGCLASS_GREAT_LIGHTHOUSE</BuildingClass>
    			<Cost>185</Cost>
    			<PrereqTech>TECH_OPTICS</PrereqTech>
    			<Help>TXT_KEY_WONDER_GREAT_LIGHTHOUSE_HELP</Help>
    			<Description>TXT_KEY_BUILDING_GREAT_LIGHTHOUSE</Description>
    			<Civilopedia>TXT_KEY_WONDER_GREATLIGHTHOUSE_DESC</Civilopedia>
    			<Quote>TXT_KEY_WONDER_GREATLIGHTHOUSE_QUOTE</Quote>
    			<ArtDefineTag>GREAT LIGHTHOUSE</ArtDefineTag>
    			<MaxStartEra>ERA_MEDIEVAL</MaxStartEra>
    			<FreePromotion>PROMOTION_GREAT_LIGHTHOUSE</FreePromotion>
    			<Water>true</Water>
    			<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
    			<GreatPeopleRateChange>1</GreatPeopleRateChange>
    			<NukeImmune>true</NukeImmune>
    			<HurryCostModifier>-1</HurryCostModifier>
    			<MinAreaSize>10</MinAreaSize>
    			<ConquestProb>100</ConquestProb>
    			<FreeBuildingThisCity>BUILDINGCLASS_LIGHTHOUSE</FreeBuildingThisCity>
    			<DisplayPosition>8</DisplayPosition>
    			<IconAtlas>BW_ATLAS_2</IconAtlas>
    			<PortraitIndex>5</PortraitIndex>
    			<WonderSplashImage>WonderConceptGreatLighthouse.dds</WonderSplashImage>
    			<WonderSplashAudio>AS2D_WONDER_SPEECH_THE_GREAT_LIGHTHOUSE_01</WonderSplashAudio>
    		</Row>
    Lakes are any water-body smaller than 10 tiles, so the setting of "10" for MinAreaSize ensures the city must be on a real coast rather than situated on a lake.
     
  4. Artisanix

    Artisanix Warlord

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    Thank you LeeS.

    I thought Water means ocean and FreshWater means lake.
    So it seems now, that FeshWater means only the terrain flagged as fresh water. While ocean means Water=1 / MinAreaSize=10, and lake means Water=1,MinAreaSize=1.
    Correct? :]
     
  5. LeeS

    LeeS Imperator Supporter

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    Freshwater means adjacent to a river, lake, or oasis.
    Code:
    		<Row>
    			<Type>BUILDING_GARDEN</Type>
    			<BuildingClass>BUILDINGCLASS_GARDEN</BuildingClass>
    			<Cost>120</Cost>
    			<GoldMaintenance>1</GoldMaintenance>
    			<PrereqTech>TECH_THEOLOGY</PrereqTech>
    			<Description>TXT_KEY_BUILDING_GARDEN</Description>
    			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_GARDEN_TEXT</Civilopedia>
    			<Strategy>TXT_KEY_BUILDING_GARDEN_STRATEGY</Strategy>
    			<Help>TXT_KEY_BUILDING_GARDEN_HELP</Help>
    			<ArtDefineTag>ART_DEF_BUILDING_GARDEN</ArtDefineTag>
    			<MinAreaSize>-1</MinAreaSize>
    			<ConquestProb>66</ConquestProb>
    			<FreshWater>true</FreshWater>
    			<GreatPeopleRateModifier>25</GreatPeopleRateModifier>
    			<HurryCostModifier>25</HurryCostModifier>
    			<IconAtlas>BW_ATLAS_1</IconAtlas>
    			<PortraitIndex>24</PortraitIndex>
    		</Row>
    Water=1, MinAreaSize=1 should create a need for the city to specifically be placed next to a lake tile, but I've never actually tried that combination.
     
  6. Artisanix

    Artisanix Warlord

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    I carried out some tests, and here are results:

    Water = 1 - means that wonder can be build if city borders any tile with water (coast or lake)
    Water = 1 and MinAreaSize = 10 - means that wonder can be build on coast only as you mentioned (no lakes here)
    FreshWater = 1 - means that city needs to placed on tile with fresh water for wonder to build
    Water = 1 and MinAreaSize = 1 - is actually the same setting as Water = 1 only (because any sea and any lake meets the conditions)

    conclusion:
    There's no possible, using this way, to force building to be build by the lake exclusively.
    The closest you can get is to set three things: Water = 1, MinAreaSize = 1, FreshWater = 1
    Alas such condition is also met by the city which is placed by the coast and at the same time borders river or oasis as well.
     
  7. LeeS

    LeeS Imperator Supporter

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    You are right of course since MinAreaSize is a "minimum" value, so any and all lakes and seas would qualify.

    You would need to control whether a given city can construct a given wonder via lua, then. There is a specific lua hook-event that can be used to tell the game whether a city can construct BUILDING_X beyond any restrictions made in the game's database.
     
  8. whoward69

    whoward69 DLL Minion

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    CityCanConstruct - search the scenario Lua files (1066 IIRC uses this) or posts in these forums for usage
     
  9. LeeS

    LeeS Imperator Supporter

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    The following should work to create the restriction. You just need to fill in the correct XML names of the wonders instead of BUILDING_X, BUILDING_Y, BUILDING_Z in the preformattted lua-table. You can also add more wonders to the list by following the format in the sample.

    The code needs to placed into a blank lua file in your mod, and the file needs to be activated as an "inGameUIAddin" (see William's tutorial & post #3) : whoward69's what ModBuddy setting for what file types tutorial
    Code:
    local tWondersThatRequireLakes = {   [GameInfoTypes.BUILDING_X] = "true",
    	[GameInfoTypes.BUILDING_Y] = "true",
    	[GameInfoTypes.BUILDING_Z] = "true"    }
    
    function CityCanConstructLakesideWonders(iPlayer, iCity, BuildingType)
    	if tWondersThatRequireLakes[BuildingType] then
    		local pPlayer = Players[iPlayer]
    		local pCity = pPlayer:GetCityByID(iCity)
    		local iCityX, iCityY = pCity:GetX(), pCity:GetY()
    		for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    			local pAdjacentPlot = Map.PlotDirection(iCityX, iCityY, direction)
    			if pAdjacentPlot and pAdjacentPlot:IsLake() then
    				return true
    			end
    		end	
    		return false
    	end
    	return true
    end
    GameEvents.CityCanConstruct.Add(CityCanConstructLakesideWonders)
     
  10. Deadstarre

    Deadstarre Expert

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    helped me too, i have a custom building I made the same mistake with. I've noticed already lakes count as Coast tiles, but i keep wondering why Firaxis didn't just make them Features like Atoll is. Would have made altering their yields in different ways a bit easier, as it is they are kind of like an odd tile plot
     
  11. LeeS

    LeeS Imperator Supporter

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    There is a specific <Building_LakePlotYieldChanges> that only affects actual lake tiles, so it is somewhat easier to manipulate lake tiles if done via a building.
     
  12. Artisanix

    Artisanix Warlord

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  13. Gushis

    Gushis Chieftain

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    Golden Gate bridge, Arc de Triomphe, Burj Khalifa, Three Gorges Dam, Large Hadron Collider, Tower of Babel... Just some suggestions
     
  14. Artisanix

    Artisanix Warlord

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    I'm not taking any more requests as the mod is finished (see 2nd post info) :]

    Anyway, all structures you listed have been released on Steam in various other mods already.
     
  15. Gushis

    Gushis Chieftain

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    I feel like making unknown "world wonders" kind of defeat the points of a world wonder
     
  16. Artisanix

    Artisanix Warlord

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    Technically in game, the world wonder is just a building with one instance in the game's world. And my mods are all about just that. I've made a bunch of such structures to make the original ones to not stand out from the crowd that much.
     
  17. MariusMagnus

    MariusMagnus Chieftain

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    I don't think a structure has to be well-known to be considered a world wonder. I for one had never heard of most of Pouakai's world wonders let alone those in this pack. It's mostly subjective, really, whether something is a 'World Wonder' or not. I commend Artisanix's efforts to expose more obscure portions of human civilization by avoiding wonders that already exist on the workshop.
     
  18. Artisanix

    Artisanix Warlord

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    Yep, that was exactly my approach. I've discovered so many interesting things related to our past during creation of those mods. And populate some eras with appropriate buildings related more closely to given technologies was a bit of a challenge, especially for WWP256. Actually the research and gathering data stage was much longer than the one with actual coding and processing resources.
     

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