 |
|  |
 |
|
CapTVK
|
 |
Voorburg, the Netherlands, Europe
Jan 1970 time: 05:16
|
|
You mean that switching city style is dependent on the type of city improvements build (e.a building factory)? At the moment city styles are changed by techs researched, but a trigger is a trigger. Perhaps other triggers could be used as well.
Currently the rulesets are set up in the same way as in Civ2. A certain key tech will trigger your city style. (see below).
P.S
The standard triggers right now are: "University", "Railroad", "Automobile" and "Superconductors"
code:
[parameters]
add_to_size_limit = 8 ; cities >= this cannot be added to.
;
; City styles define the way cities are drawn
;
; graphic = group of tiles to use, see cities spec for
; more info on city tiles
; citizens_graphic = group of citizens tiles to use, see citizens/small
; spec for more info on citizens tiles
; tech = technology required for style to be used
; replaced_by = which style replaced this one
[citystyle_european]
name = _("European")
graphic = "city.european"
graphic_alt = "-"
citizens_graphic = "ancient"
citizens_graphic_alt = "generic"
tech = "None"
replaced_by = "Renaissance"
[citystyle_classical]
name = _("Classical")
graphic = "city.classical"
graphic_alt = "-"
citizens_graphic = "ancient"
citizens_graphic_alt = "generic"
tech = "None"
replaced_by = "Renaissance"
[citystyle_tropical]
name = _("Tropical")
graphic = "city.tropical"
graphic_alt = "city.european"
citizens_graphic = "ancient"
citizens_graphic_alt = "generic"
tech = "None"
replaced_by = "Renaissance"
[citystyle_asian]
name = _("Asian")
graphic = "city.asian"
graphic_alt = "city.classical"
citizens_graphic = "ancient"
citizens_graphic_alt = "generic"
tech = "None"
replaced_by = "Renaissance"
[citystyle_renaissance]
name = _("Renaissance")
graphic = "city.industrial"
graphic_alt = "-"
citizens_graphic = "renaissance"
citizens_graphic_alt = "generic"
tech = "University"
replaced_by = "Industrial"
[citystyle_industrial]
name = _("Industrial")
graphic = "city.industrial"
graphic_alt = "-"
citizens_graphic = "industrial"
citizens_graphic_alt = "generic"
tech = "Railroad"
replaced_by = "Modern"
[citystyle_modern]
name = _("Modern")
graphic = "city.modern"
graphic_alt = "-"
citizens_graphic = "modern"
citizens_graphic_alt = "generic"
tech = "Automobile"
replaced_by = "PostModern"
[citystyle_postmodern]
name = _("PostModern")
graphic = "city.postmodern"
graphic_alt = "-"
citizens_graphic = "postmodern"
citizens_graphic_alt = "generic"
tech = "Superconductors"
replaced_by = "-"
Last edited by CapTVK on 10-03-2005 at 23:59
|
|
|  |
 |
|
jdorje
|
|
quote: Originally posted by CapTVK
You mean that switching city style is dependent on the type of city improvements build (e.a building factory)? At the moment city styles are changed by techs researched, but a trigger is a trigger. Perhaps other triggers could be used as well. |
It wouldn't be hard at all to have requirements other than techs for the city styles, so long as the advancement of city styles is still linear (you only choose your style at the beginning, never later).
|
|
|  |
 |
|
Yog-Sothoth
|
|
Trondheim, Norway
Sep 2000 time: 06:16
|
|
quote: Originally posted by Smiley
5th city size, "Zhujiang City", an amalgamation of Hong Kong and Guangzhou.
I'm going to go back and do a new city for the third size, as it doesn't fit in with the other four. |
Looks very good. I've tried them out in-game and it's always a downer when I research the tech that makes these obsolete and the city gfx are swithed to the old version of "post modern" 
Now that this one is complete, we have two completed iso sets:
- Modern
- Tropical
These are the ones currently in the tileset lacking iso-gfx.
- European
- Industrial
- Post modern
- Classical
- Asian
There are of course possible to add additional ones also.
EDIT:
New screenshot with smileys excellent cities. This screenshot also show the new "city info bar". It still need some work (layering, etc), but I think it shows promise.
You can turn on/off parts of it in-game, and the size of the text, text color etc can be defined in the tileset.
It's used for other civs cities also, but without the bottom part (production, city growth). The small stars indicate the number of units that occupy the city.
Last edited by Yog-Sothoth on 14-03-2005 at 16:27
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
:) Smiley
|
 |
USCA, Berkeley
Feb 2001 time: 21:16
|
|
Here are some of the real world buildings that the city tiles are based from. As you can see, buildings were chosen for their iconographic value.
Waltown
Typical Walmart, suburban and rural U.S.A. (1990s)
Hated across the US yet still immensely profitable. The essence of Infinite City Sleaze.

Typical late 20th century Southwest U.S.A. suburb. (1990s)
Due to their romaticized domestic image, these are better recieved by most, but they occupy much larger spaces in endless sprawl.

Plastic Valley
Silicon Valley office park, California (1980s)
Office boxes for people, parking boxes for cars, factory boxes for machines- the home of cubicle culture.

Ciudad Latinoamericano
United Nations Bldg. New York (1953)
The architect of this building, Oscar Niemeyer, was from Brazil.

Copan Apartment Building, Sao Paolo, Brazil (1957)
Another Niemeyer highrise, and one of the earliest examples of Modernism.

PEMEX Tower, Mexico City (1984)
Until recently, Mexico City's tallest building.

Umejuku
Shinjuku Sumitomo Bldg., Tokyo (1974)
Shinjuku Mitsui Bldg., Tokyo (1974)
Two of a series of huge boxes erected by Japanese conglomerates in the days of phenomenal growth before the oil crunch.

NEC Supertower, Tokyo (1990)
An early example of the new type of high tech Late Modernist Japanese skyscraper.

Umeda Sky Building, Osaka, Japan (1993)
An Osaka landmark and another very high tech building.

Zhujiang City
China Int'l Trust & Investment Corp. (CITIC) Bldg., Guangzhou, China (1997)
The very image of technocracy.

Hongkong & Shanghai Bank, Hong Kong (1985)
One of the world's most expensive and high tech buildings.

Typical Hong Kong apartment estate (1990s to present)
Literally hundreds of these dot the hills of Hong Kong, often in large clusters called "new towns".

|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|