Closed RecursiveVision closed 3 months ago
If this code is removed in CvPlayer::setAlive()
if (getNumCities() == 0)
setFoundedFirstCity(false);
Then CvPlayer::isFoundedFirstCity() can be used to differentiate first turn settler moves from Complete Kills settler moves.
@KungCheops If ilteroi is unable, would you be interested?
@RecursiveVision Sorry to budge in but if possible preferably in set min safe distance from oppressor and one extra move from "run for your lives promo".
That was not in the proposal.
not sure i get this - where would this settler spawn? what if there is no reachable spot for settling?
anyway i think it's not too hard. do the change mentioned above. and replace the city number check in IsTestStrategy_FoundCity() with a isFoundedFirstCity() check. should work.
I implemented the Settler spawn as follows:
@ilteroi Will it work if there's no escort available, or will the settler just be locked in place?
Units already automatically spawn embarked (if needed) when using IGE+, given the player has the tech for it.
@ilteroi If an AI has a Settler and no cities with the Complete Kills game option enabled, they currently:
I don't know how to create a settle operation, and existing preconditions seem to require an escort as well (an exception would need to be made if the player has zero cities and no military units, only the Settler).
Would you be able to add code for this? It's a necessary prerequisite to implement this proposal: https://forums.civfanatics.com/threads/7-61-complete-the-complete-kills-functionality.689067/