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MrBaggins
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Right... that works... when you include the tileimps freight values, the valuations make sense.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:33
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quote: The Big Mc
Slave trading has long time been a dream of many people (to represent real world)
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Looks like the dev team was thinking along these lines too:
code:
enum ROUTE_TYPE {
ROUTE_TYPE_RESOURCE,
ROUTE_TYPE_FOOD,
ROUTE_TYPE_GOLD,
ROUTE_TYPE_SLAVE,
};
There's a lot of unimplemented stuff in the source.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:33
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I've implemented Goodmod's effects into CityData.cpp so that a city will include any food/production/gold bonuses from goods in it's radius when it collects resources.
Martin, I notice that the data in the Goods.txt I'm using is identical for all goods:
code:
Gold 1
Food 10
Production 10
Do you want to put in data like GoodMod or shall I do it?
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:33
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quote: Originally posted by Peter Triggs
I've implemented Goodmod's effects into CityData.cpp so that a city will include any food/production/gold bonuses from goods in it's radius when it collects resources.
Martin, I notice that the data in the Goods.txt I'm using is identical for all goods:
code:
Gold 1
Food 10
Production 10
Do you want to put in data like GoodMod or shall I do it? |
Obviously I missed here something. The data in these fields are all the same, because they hadn't any effect, I just added these fields, I think only the Gold field had an effect, but I think that was one that made me to leave it at 1. I hold off to make the change, because of that we talked earlier in this thread. However I came to the conclusion that if we hold off to do changes to do them later but better and better planed, we will never do them. Therefore I suggest that you post what you have espeacily about the AI, so that we can test the code and do the necessary debugging. For the data here in the good fields you can fill them of course, you should find the according data in GM1_tileimp.txt or any other tileimp.txt derived from that file.
-Martin
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Maquiladora
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Ripped from the Playtest thread:
quote: As far as I am concerned I am always playing with the Updater2 so I need Gold to pay the updates... and I need much Gold. |
I suggested commerce from trade routes and well commerce would obviously still generate gold, just a smaller effect depending on your science tax.
I saw an idea in civ general about cities with trade providing growth. I cant find it but the arguement was basically that excess food doesnt always lead to growth, (mainly in modern cities) and a lot of old cities grew because of big trade routes and all they brung with it.
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