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  • Improving Farms

    Just for ****s and giggles, I want to improve standard farms by adding a single nutrient more to 'em. What can I say, I miss Large Ass Cities from SMAC.

    Looking in CIV4ImprovementInfos.xml, I see this:

    {Type}IMPROVEMENT_FARM{/Type}
    (Blah blah blah)
    - {PrereqNatureYields}
    {iYield}1{/iYield}
    {iYield}0{/iYield}
    {iYield}0{/iYield}
    {/PrereqNatureYields}
    If I change that 1 to 2, will that improve the farm? It seems that it would require the base terrain to have 2 nutrients before allowing farms to be built.
    It's a CB.
    --
    SteamID: rampant_scumbag

  • #2
    Yes. It's Food/Shields (SHIELDS DAMMIT) / Commerce, it that order, for {iYield}.

    If you want, you can also make it through a tech to add it later on - see the Biology tech for more information.
    "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
    "Bill3000: The United Demesos? Boy, I was young and stupid back then.
    Jasonian22: Bill, you are STILL young and stupid."

    "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

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    • #3
      If you want, you can also make it through a tech to add it later on - see the Biology tech for more information.
      It was actually Biology that got me thinking about it. I was getting slightly irritated that my bases would have the following growth patterns:

      1) Solid Growth For A While
      2) Stagnation For A Longish Time
      3) Get Bio, Growth Again

      I know, I prolly could just learn to play better, but I'm in the mood for some games where it didn't happen
      It's a CB.
      --
      SteamID: rampant_scumbag

      Comment


      • #4
        For a personal mod of mine, I basically made a Crop Rotation tech (Requiring Civil Service and Agriculture, since you can get Civil Service without Agriculture) that added +1 food yield, as well as allowing irrigation for kicks (removed that part from Civil Service) to allow it to be useful. It's quite nice because it prevents stagnation. Of course, happiness can be a problem... As well, it makes the non-farm improvements less useful. Perhaps a tech later on should increase the food output of Windmill/Watermil as well for balancing?
        "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
        "Bill3000: The United Demesos? Boy, I was young and stupid back then.
        Jasonian22: Bill, you are STILL young and stupid."

        "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

        Comment

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