These may need balancing as well. I for one think early farms should use my Needsirrigation and IsIrrigation flags. That way you have to build near fresh water rivers or other farmland. It would make rivers more strategic.
Another thing thats up for debate is the 'DeniedToEnemy' flag. Somehate it. But i think civ3/4 went to far in limiting roads and railroads. I think roads shouldbe left alone but railroads should be denied to someone at war because its impractical and too much of an advantage to get a 1/10th move into a territory. a big exploit for humans.
Another thing thats up for debate is the 'DeniedToEnemy' flag. Somehate it. But i think civ3/4 went to far in limiting roads and railroads. I think roads shouldbe left alone but railroads should be denied to someone at war because its impractical and too much of an advantage to get a 1/10th move into a territory. a big exploit for humans.
Code:
#-----------------------------------------------------------------------------
#
# Project : Call To Power 2
# File type : DbGen input
# Description : Terrain improvement record definition
# Id : $Id:$
#
#-----------------------------------------------------------------------------
#
# Disclaimer
#
# THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION.
#
# This material has been developed at apolyton.net by the Apolyton CtP2
# Source Code Project. Contact the authors at [email]ctp2source@apolyton.net[/email].
#
#-----------------------------------------------------------------------------
#
# Modifications from the original Activision code:
#
# - Sound : Added for construction sound like in CTP1. (Martin Gühmann)
# - Freight : Tileimp gives new trade freight costs for its
# cell for trade routing. (Martin Gühmann)
# - GovernmentsModified : Added for tielimp government modification.
# - DisplayLevel : Tileimp is forced to be displayed on a certain
# level of tileimps at its location to support
# visible wonders. (E)
# - CantPillage : Tileimp cannot be pillaged to support visible wonders. (E)
# - GovernmentType : Tileimp can only be built under the given government (E)
# - CultureOnly : Tileimp can only be researched if civ has a certain citystyle (E)
# - IsRestrictedToGood : Tileimp can only be built on a certain good. (E)
# - Added bit Wonder for visible wonders in
# - Class (FutureUse)(by E)
# - Excludes (FutureUse)(by E)
# - Added bit Urban for city sprawl in
# - Class (FutureUse)(by E)
# - Excludes (FutureUse)(by E)
# - NeedsWorker : Tileimp needs worker unit on its square to be built. (FutureUse) (E)
# - NeedsWaterSupply : Tileimp Can only be build on rivers or adjacent to
# rivers or other tileimps with flag IsWaterSupply (FutureUse) (E)
# - PlantGood : Tileimp is replaced by a good on construction completion (FutureUse) (E)
# - Enablesgood in Effect : Tileimp is replaced by a good on construction
# completion according to the position's terrain type (FutureUse)(E)
# - Added CanUpgrade flag for terrain dependent upgrading (Dec 24th 2006 Martin Gühmann)
#
#-----------------------------------------------------------------------------
TerrainImprovement {
Bits Class {
Farm,
Road,
Mine,
ATM,
OceanFarm,
OceanMine,
OceanATM,
OceanRoad,
Structure1,
Structure2,
LandDetector,
OceanDetector,
Terraform,
Wonder, // For visible wonders (E)
Urban // For future Urban Sprawl (E)
}
Bits Excludes {
Farm,
Road,
Mine,
ATM,
OceanFarm,
OceanMine,
OceanATM,
OceanRoad,
Structure1,
Structure2,
LandDetector,
OceanDetector,
Terraform,
Wonder, // For visible wonders (E)
Urban // For future Urban Sprawl (E)
}
Bits CanSee {
Standard,
Underwater,
Stealth,
UnusedBit3,
UnusedBit4,
UnusedBit5,
UnusedBit6,
UnusedBit7,
UnusedBit8,
UnusedBit9,
UnusedBit10,
UnusedBit11,
UnusedBit12,
UnusedBit13,
UnusedBit14,
UnusedBit15
}
Struct Effect {
Record Terrain[] Terrain
Bit(Int) BonusFood
Bit(Int) BonusProduction
Bit(Int) BonusGold
Bit(Int) MoveCost
Bit(Int) Freight // For trade routing (Martin Gühmann)
Bit Radar
Bit NeedsWorker // FutureUse - can't build unless IsWorker unit is on square
Bit Airport
Bit Colony // FU (future use)
Bit Fort // FU
Bit Urban // FU
Bit Installation // FU
Bit DeniedToEnemy // FU
Bit(Int) BonusFoodExport // installation gives a food modifier
Bit(Int) BonusProductionExport // Installation Gives PW
Bit(Int) BonusGoldExport // Installation gives Gold
Bit(Int) FranchiseProduction // Exports production value as a franchise to pay mil costs
Bit CanBeCaptured // FU
Bit CanUpgrade // FU
Bit(Float) Minefield // FU
Record TerrainImprovement[] GrowsToImprovement
Bit(Int) TurnsToGrowth
Bit ListeningPost
Bit Endgame
Bit(Int) VisionRange
Bit(Int) RadarRange
Bit(Float) DefenseBonus
Record CityStyle[] CultureOnly // Can only build imps if civ has certain citystyle
Record Advance EnableAdvance
Record Advance[] ObsoleteAdvance
Int ProductionCost
Record Resource[] EnablesGood // Having a TI gives a city a good
Bit(Int) GoldHunger // FU
Bit(Int) GoldCost // FU
Int BonusScience = 0 // Tileimps can give a city science points
Int HappyInc = 0 // Allows tileimps to add (or subtract) happiness
Int ProductionTime
Int TilesetIndex
#not implemented by maybe later
Int EnergyHunger = 0
Int ProducesEnergy = 0
//Bit IsWonder //remove?
Record Wonder[] IsWonder // ties this tileimp to a wonder that must be built
Bit NeedsIrrigation // Can only be built on rivers or adjacent to rivers or other tileimps with flag IsIrrigation
Bit IsIrrigation //
Bit NextToCity // Can only be built on next to Cities or other NextToCity flags
Bit RiverOnly // Can only be built on rivers
Bit Obstacle // FU makes cell impassable
Bit IsUrban
Bit NextToUrban
}
#Added Sound by Martin Gühmann
Record Sound Sound
Record Terrain[] CantBuildOn
Record Government[] GovernmentsModified
Record CityStyle[] CultureOnly // Can only build imps if civ has certain citystyle (E)
Record Government[] GovernmentType // A copy of unit Government type code (E)
Record Resource[] IsRestrictedToGood // Can only build imps if tile has good (E)
Record Resource[] EnablesGood // Having a TI gives a city a good (E)
Bit(Struct Effect) Effect
Struct Effect[] TerrainEffect
Bit DeniedToEnemy // FU
Bit CanExportTileValue // New Colony code (E)
Bit CanExportGood // New Colony code (E)
Bit CanExportTileValueRadius
Record TerrainImprovement[] PrerequisiteTileImp
Bit IsCanal //FU
Record Icon Icon
#MDS 090800 not sure about this, trying to add 2 new fields...
StringId Tooltip
StringId Statusbar
Int Level # If a farm, is it farm 1, farm 2, farm 3? same thing for any type.
Int[] ConstructionTiles
Bit(Record Terrain) TerraformTerrain # Only meaningful if Class == Terraform
Bit(Int) Column # ignored except for terraforms
Bit(Int) IntBorderRadius
Bit(Int) SquaredBorderRadius
Bit(Int) MoveBonus
Bit Colony // sends good every turn to a city
// moved to effects
//Bit(Int) BonusFoodExport // not implemented
//Bit(Int) BonusProductionExport // Installation Gives PW
//Bit(Int) BonusGoldExport // Installation gives Gold
//Bit(Int) FranchiseProduction // Exports production value as a franchise to pay mil costs
Bit GLHidden
# Display level (0 = ground level = under roads, > 0 = on top of roads)
Int DisplayLevel = 0
# Pillage prevention
Bit CantPillage // Tileimp cannot be pillaged (E)
Bit SpawnsBarbarians // Spawns Barbarians
Bit CanBuildAlly // can be built in ally territory
Bit CanBuildWasteland // can be nuilt in unclaimed land, to connect cities
Bit CanUpgrade
Bit IsCityRuin //left when cities are destroyed
#Energy Code
Int EnergyHunger = 0
Int ProducesEnergy = 0
}

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