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[Request] Burrough specialisation

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10 years ago
Sep 27, 2014, 10:39:01 AM
Hi everybody !



I am wondering if it is possible to mod the game in order to implement burrough specialization [Here] the way Albion suggested it :



maybe if, when placing a borough you could choose it's leaning (make this a mid-late game tech)



Industrial quarter (production)

market town (dust)

Garrison district (military)

burghal college (science)





the amount of each resource they produce contingent on the placement of the borough, of course




With a correlation between district specialization and specialized population cap.(= industrial quarter +3 industrial population cap).



Does someone know if it is currently possible ? (I would love to see that)
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10 years ago
Oct 1, 2014, 9:02:37 PM
Couple quests relating this and what you meant.



If you meant whether it's possible to do following:

After researching technology X player gets 4 new borough like buildings which he can then build I think that it's possible easily.

But if you meant that existing burough would change to 1 of those... it can be bit harder but still I think that it would be possible.





Main thing (and well this is question):

Should that building affect to only square it's build on? If yes, then you can basically just change SimulationDescription[DistrictType].Xml and DepartmentofIndustry[DistrictType] and add there new files

If not: Well then it becomes bit harder... I really would need to dive to files more to see how those actually works smiley: biggrin
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10 years ago
Oct 1, 2014, 9:27:01 PM
You beat me to it Bibool!!! I love the ideas of different types of districts. Very reminiscent of RPG style towns!!!! Love this idea, would love to see it become a reality! smiley: biggrin



I'd go down the route of 'districts'



Industrial district (bonus to industry on tile)

College district (bonus to science on tile)

Military district (bonus fortification)

Trading district (additional trade route)

Market district (bonus to dust on tile)

Entertainment district (bonus to influence on tile)
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10 years ago
Oct 1, 2014, 10:35:56 PM
First of all, my apologies ! I didn't saw it before but I made a huge spelling mistake at borough in the title.. sorry... smiley: frown



Hupailija wrote:


If you meant whether it's possible to do following:

After researching technology X player gets 4 new borough like buildings which he can then build I think that it's possible easily.

But if you meant that existing burough would change to 1 of those... it can be bit harder but still I think that it would be possible.




Hmmmm... What about : After researching technology X player gets 4 new borough like buildings which he can then build on existing borough ? Maybe using the same system used for extractors ? borough being the "ressource" ?



Hupailija wrote:
Main thing (and well this is question):

Should that building affect to only square it's build on? If yes, then you can basically just change SimulationDescription[DistrictType].Xml and DepartmentofIndustry[DistrictType] and add there new files

If not: Well then it becomes bit harder... I really would need to dive to files more to see how those actually works smiley: biggrin




Ahaha, no, sorry, the four tiles +the square smiley: biggrin ! I was thinking about something like -1 for every ressource and + twice the specific one. It's just an idea and it will need some balancing of course.



I am also thinking of a population cap. I remember that once in a game I couldn't put all my workers in one field (industry for example) because I reached a kind of limit. I'd like to use this system. It would be, for example, impossible to put more than 10 people in one field. In that way, the borough specialization would not only double the specific production, it will also allow to extend this cap.



drewwest wrote:
You beat me to it Bibool!!! I love the ideas of different types of districts. Very reminiscent of RPG style towns!!!! Love this idea, would love to see it become a reality! :




Yes I love it too ! I think it's the natural extension of the borough system amplitude came with.
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10 years ago
Oct 2, 2014, 5:24:42 AM
I did say back when ES was new to Dave that one shouldn't say that anything is hardcoded before one can be sure that it is and even then one should try to find way to go past it.



BUT



I think that atleast some of the things you want are actually hardcoded.



Anyway lets get straight this line:

1) Is it possible to make it so that you can upgrade existing buildings?

As far as I know it is possible... it may not be pretty but it is possible

2) Is it possible to upgrade existing buildings so that you don't anymore get bonuses from existing buildings?

I'm not really sure... it's been over year since I last time tested this kind of things. I think that answer is no but this is easy to go around

3) Is it possible to make building which affects to several hexes around it?

Afaik none of the buildings in game (well except some pillars) do this... This one may (notice word might) be hardcoded.



It's impossible to change hardcoded things... anyway if I ever find even bit of time I try to solve this thing out, quite interesting actually.
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10 years ago
Oct 6, 2014, 8:57:24 PM
Hupailija wrote:


3) Is it possible to make building which affects to several hexes around it?

Afaik none of the buildings in game (well except some pillars) do this... This one may (notice word might) be hardcoded.



It's impossible to change hardcoded things... anyway if I ever find even bit of time I try to solve this thing out, quite interesting actually.




Aaaah... ... Damn, Well then, I think I'll have to low my expectations smiley: sad
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10 years ago
Oct 7, 2014, 1:19:43 PM
So adding New Districts is easy... You just first have to add new district to DepartmentOfIndustry+Constructibles[DistrictImprovement].xml and then tell what it does in SimulationDescriptors[DistrictType].xml



About DepartmentOfIndustry+Constructibles[DistrictImprovement].xml.

Each district looks something like this:

[CODE]



($Count(ClassCity/DistrictTypeExtension) + 1) * 100





.../ClassEmpire,FactionTraitNecrophages12

$Property(Population) ge (($Count(ClassCity/DistrictTypeExtension) + 1) * 1)

ClassCity,CityStatusSiege


>[/CODE]



Name tells what Code! (notice not game but code, to set it's name you need to change it in localization) sees as a districtname. SubCategory tells where item is located. In this case District named SubCategory.

Next lane tells cost of District. Resorcename can be anything like Dust, Approval, Population and so on but I think that it's wisest to keep it as a Production.

After that you see bit interesting formula: Basically it tells that cost of producing this building is all existing districts + this one * 100 production. As in if you have 0 it's 100 production, if it's 1 it's 200 production and so on.

After that it tells that to which simulationdescriptor reference it's pointing. Basically SimulationDescriptors are things where it's told what item does when it's build. If you want to make any easy change to code you should first go to change SimulationDesciptors.

If you are more curious go to SimulationDescriptors[DistrictType].xml and see what for example DistrictTypeExtension and ExtractingCapacity does.

After that those last 3 lanes tells what are needed and what can't be on when building is trying to be build.

In this case building is buildable only IF: your have FactionTraitNecrophages12 and only if your Population compared to Districts after this one would be build would be allowed. (as in you can't build more than 1 district per 2 populations, you can lower it to 1 by just removing that +1 there)







Just incase someone is curious smiley: biggrin
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10 years ago
Oct 7, 2014, 1:41:12 PM
While I do like this idea and would love to see many districts added, wouldn't it clog up the build menu? Perhaps a sub menu could be added.
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10 years ago
Oct 7, 2014, 1:45:07 PM
Quess it's up to those persons who really want those... I more or less just aim to replace existing districts with race specific ones.



Actually I am atm trying to figure whether one could Terraform smiley: smile
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10 years ago
Oct 29, 2014, 5:33:52 PM
Just wondering, has anybody figured out where the location where a new district or region improvement can be built are listed, and if they are listed in the xml files at all? I think it would be interesting if we were able to mod in "mining towns" to exploit the FIDSI of strategic resources tiles, or villages on Watchtower foundations, etc, but I have so far not found any reference to where a building can be placed.
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