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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