k4zoo / Civilization-6-Mod

A mod that tries to replicate Civ 6 (Work in progress). By Red11 (3.12.11)
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On Districts #6

Open GoldenBronze opened 3 years ago

GoldenBronze commented 3 years ago

Okay, so, this is something I'm making so that we can make sense of what has to be done regarding districts.

So, Yairm made three relevant uniques, one for buildings creating a tile improvement, tile improvements giving yields without being worked by a citizen, and boosting stats for adjacent stuff (for adjacency bonuses).

  1. "Creates a [improvementName] improvement on a specific tile" (plus "Irremovable" unique for the improvement itself because Yairm hasn't dealt with what happens if the improvement is removed but the building isn't)

  2. "Tile provides yield without assigned population"

  3. "[stats] for each adjacent [tileFilter]"

So, I'll start by updating the tile improvement json to include every district I can find (keep in mind that I have never actually played Civ 6, so I'll be using the wiki for the stuffz), then I'll update the buildings json to redirect the buildings that create districts to the appropriate district.

How does that sound @k4zoo?

GoldenBronze commented 3 years ago

Btw, quoting Yairm:

In other news - in lieu of the tile layering changes, all cities will now create a "City center" improvement upon founding.

Maintainers of base ruleset mods should add a { "name": "City center" } line into the improvements to enable the new layering to recognise them, and all tileset maintainers should add copies of the "City" tiles to "City center" tiles, e.g. "City center-Ancient era"

As an added bonus, this means that you can now target city center tiles with tileFilters, for e.g. "[+1 Production] from every [City center]", adjacency bonuses for districts, etc.