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Castles.... what is this?

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  • Castles.... what is this?

    While looking over the buildings XML i found this under castles

    Code:
    < CommerceChanges/ >
    < bsoleteSafeCommerceChanges >
    < iCommerce>0< / iCommerce >
    < iCommerce>0< / iCommerce >
    < iCommerce>1< / iCommerce >
    < / ObsoleteSafeCommerceChanges >
    < CommerceChangeDoubleTimes >
    < iCommerce>0 < / iCommerce>
    < iCommerce> 0 < / iCommerce>
    < i Commerce > 1000 < / iCommerce>
    < / CommerceChangeDoubleTimes>



    According to the ingame civilopedia, castles only provide defense bonus. But from the way i read that, you get commerce bonus for building a castle? Is that correct?

    The only other buildings that have something similar is the palace, the forbidden palace, that versails thing, then the obelisk, academy, library, university, theatre, temples, monestaries, holy shrines, heoric epic, national epic, globe theater, etc... some but not all wonders...


    ANyone wanna take a stab at what it might be?

    Perhaps the castle would be useful to build afterall?

  • #2
    You get +1 on culture from a castle, at least that's what it says in the mouse over

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    • #3
      That's the thingey that you can build in a city after Walls to further boost defense: that's the impression I had from playing the game.
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      • #4
        uhm yes.. i know that


        I'm talking about the "COMMERCE" thingie in my qoutes....

        If the castle were to only give defense & culture, it wouldn't need those extra lines, or would it?

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        • #5
          Well, but it apparently does only give defense and culture:



          Maybe there is some sort of advance or civic that makes it give commerce?
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          • #6
            Originally posted by MattPilot
            uhm yes.. i know that


            I'm talking about the "COMMERCE" thingie in my qoutes....

            If the castle were to only give defense & culture, it wouldn't need those extra lines, or would it?
            Culture is the third commerce type (see GameInfo/CIV4CommerceInfo.xml).
            Creator of the Civ3MultiTool

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            • #7
              Originally posted by Gramphos
              Culture is the third commerce type (see GameInfo/CIV4CommerceInfo.xml).
              Gold, research, culture. D'oh. Could have figured that one out.

              Now, this makes me wonder if you could just add more commerce types into the game by changing some XML files and it would automagically work.

              Vovan
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              • #8
                Originally posted by Gramphos

                Culture is the third commerce type (see GameInfo/CIV4CommerceInfo.xml).
                Mr Genius at work!

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                • #9
                  Originally posted by vovan
                  Now, this makes me wonder if you could just add more commerce types into the game by changing some XML files and it would automagically work.
                  Adding commerce types might require additional changes with the SDK.
                  Creator of the Civ3MultiTool

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                  • #10
                    Re: Castles.... what is this?

                    Just to clarify:

                    Originally posted by MattPilot
                    Code:
                    < ObsoleteSafeCommerceChanges >
                    < iCommerce>0< / iCommerce >
                    < iCommerce>0< / iCommerce >
                    < iCommerce>1< / iCommerce >
                    < / ObsoleteSafeCommerceChanges >
                    .. means that the Castle will provide 1 Culture per turn after it goes obsolete.

                    Originally posted by MattPilot
                    Code:
                    < CommerceChangeDoubleTimes >
                    < iCommerce>0 < / iCommerce>
                    < iCommerce> 0 < / iCommerce>
                    < i Commerce > 1000 < / iCommerce>
                    < / CommerceChangeDoubleTimes>
                    Means that the Culture value will double 1000 years after the Castle goes obsolete (for a whooping 2 Culture in this example).



                    Now the observant reader will notice that the Castle actually doesn't go obsolete.

                    For the Castle and some of the other buildings, this is just residue from an earlier build. The element has no in-game effect, if a Tech isn't specified in < ObsoleteTech >< /ObsoleteTech >

                    However, some if not all, other Wonders that do go obsolete, have the same ability, and it works for them.


                    Edit: Fixed tags around ObsoleteTech mention, as the forum didn't want to display it without blanks.
                    Last edited by isak; October 31, 2005, 18:05.
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                    • #11
                      Oh, so obsolete things give culture? That's actually sorta cool.

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