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Author Topic: Quieres and Experiments concerning Civ Sites  (Read 1458 times)

Warlord255

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Quieres and Experiments concerning Civ Sites
« on: December 06, 2008, 02:23:11 am »

So I've noticed that tree-cities suck. Especially when transplanted to less foresty biomes. At any rate, I have some questions;

1. Is there any way that a tree-city can be made to be something OTHER than a large quantity of creatures standing around?

2. If Carpentry is disabled and/or a race is situated in a treeless biome, can a city-dwelling race make their buildings out of stone?

3. Can Dark Fortresses be made of anything other than obsidian?

4. Ropes. How can you get a civ to stop bringing them as cloth goods?

5. Ruins as an acceptable site. What happens?
« Last Edit: December 07, 2008, 03:21:37 am by Warlord255 »
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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #1 on: December 06, 2008, 02:31:35 am »

I can answer five, the first time time I generated a now dead race I used for adventure-mode. I set their towns to be ruins, the place was infact, ruins. They just had people inside of them.

(The first time I did it however, they were still towns, I probably had a spelling error however.)

As for one, the answer is going to be no, you know, unless Toady adds trees that are more than one square, are roundish, and the elves(creatures) could use them as homes.
I personally believe tending and waterring their homes will get their minds off of flesh-eating.

Three, I think it is a hardcoded thing.

For four, Civs cannot stop bring them, unless they have nothing to make them. So nudist civs with out a tailor job can accomplish this feat.
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Warlord255

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #2 on: December 06, 2008, 02:38:11 am »

Hmm. Well, that's one spiffy way to fix the tree-city problem without making humie towns. Thanks!

And the ropes thing was a pipe dream, anyway... I'd kill for more sensible traders...
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i2amroy

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #3 on: December 06, 2008, 11:04:13 am »

3. I am pretty sure that if you mod in some more [LAVA] stones that there is a chance that they will be made from those, I am not 100% sure though.

5. From what I have seen, if you set [liKES_SITE:RUINS], than they will settle in ruins left behind by other civilizations as well as ones that they created.
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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #4 on: December 06, 2008, 11:08:48 am »

I don't think dark fortresses being made of obsidian is totally hardcoded -- obsidian itself isn't hardcoded, so that would be pretty bad.  More likely the game selects a stone with the [LAVA] tag.

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Warlord255

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #5 on: December 06, 2008, 05:39:20 pm »

Hmm. Well, an interesting turn; setting a civ's default site-type as Ruin causes them to construct an ordinary human town.
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Warlord255

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #6 on: December 06, 2008, 07:16:49 pm »

Another discovery: mountain halls are hardcoded to be unembarkable, regardless of its parent civ.
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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #7 on: December 06, 2008, 08:01:55 pm »

For four, Civs cannot stop bring them, unless they have nothing to make them. So nudist civs with out a tailor job can accomplish this feat.

Does disabling butchering/hunting/plant gathering/growing prevent a civ from bringing several metric tons of food on their wagon?

It'd be nice to see a list of what jobs give a civ access to which trade goods.
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Warlord255

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #8 on: December 06, 2008, 08:22:16 pm »

For four, Civs cannot stop bring them, unless they have nothing to make them. So nudist civs with out a tailor job can accomplish this feat.

Does disabling butchering/hunting/plant gathering/growing prevent a civ from bringing several metric tons of food on their wagon?

It'd be nice to see a list of what jobs give a civ access to which trade goods.

I was mistaken about Ruins; I accidentally entered it as "RUINS" when the appropriate tag is listed in the wiki as "RUIN". Maybe cities are the default.

But back to what you just mentioned, it appears that enabling mining gives a civ access to metal weapons and armor, even without the sub-trades; whether or not this allows them to trade it, I've yet to find.

Edit: Without even MINING, they have iron weapons and armor. Preposterous!

Also, without Carpentry a biome with trees, towns will have no furniture whatsoever.
« Last Edit: December 07, 2008, 03:23:18 am by Warlord255 »
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Warlord255

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Re: Queries; Tree-Cities, Cities, Ropes
« Reply #9 on: December 07, 2008, 03:21:17 am »

A new discovery, though one I ought to have expected; setting a civ's start biome to [SUBTERRANEAN_CHASM] does not yield any fun cavern-cities, or any cities at all for that matter.
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Taritus

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Re: Quieres and Experiments concerning Civ Sites
« Reply #10 on: December 07, 2008, 05:37:27 pm »

What about setting it to one of the three ocean types?
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Marlowe

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Re: Quieres and Experiments concerning Civ Sites
« Reply #11 on: December 07, 2008, 07:36:27 pm »

Cities are the default. If you don't enter a starting site type at all they'll build a city.
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Warlord255

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Re: Quieres and Experiments concerning Civ Sites
« Reply #12 on: December 07, 2008, 09:28:10 pm »

What about setting it to one of the three ocean types?

Funny you should mention that! I'm considering experimenting with an amphibious race after this and seeing what they can do.

For land races, though, it causes them to build seaside towns.
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Re: Quieres and Experiments concerning Civ Sites
« Reply #13 on: December 07, 2008, 10:36:17 pm »

Civs that start along the shore do not seem to build any other cities, probably due to pathing problems (i.e. the shore is impassable so they cannot reach anything else).  I assume civs that start elsewhere cannot build shore cities either for the same reason.
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