On Mon, 28 Jan 2008 08:35:50 GMT, Paul Hyett
<pah@[EMAIL PROTECTED]
> wrote:
>On Sun, 27 Jan 2008 at 17:51:29, BP <reply@[EMAIL PROTECTED]
> wrote in
>alt.games.civ3 :
>>
>>Hmm, yeah, I wouldn't be real crazy about a bunch of new stuff like
>>that, either. I like exploring, choosing strategic sites for cities,
>>diplomacy, and military strategy. My main problems with Civ3 are
>>fromthe AI behaving stupidly in the diplomacy and strategy - all it
>>seems to know how to do is spread cities out like locusts covering the
>>land.
>
>You certainly can't do that in Civ4 unless you have Bill Gates bank
>balance!
>
>BTW, I don't suppose anyone knows which variable/file contains the
>maintenance accelerator that makes new cities so expensive in Civ4?
I believe the formula is determined in the C++ code, but I'm not sure
because I don't have the SDK. I did find a function in the python
code (pyhelpers.py) called getMaintenance associated with the city
class, but I can't seem to find the implementation of that function,
which leads me to believe it's done in the C++.
You can modify maintenance costs in the XML based on:
- the world size in ...\XML\GameInfo\CIV4WorldInfo.xml
- the difficulty level in ...\XML\GameInfo\CIV4HandicapInfo.xml
- civics in ...\XML\GameInfo\CIV4CivicInfos.xml
- buildings in ...\XML\Buildings\CIV4BuildingInfos.xml
Just search these files for 'maintenance' and you should see the
modifiers you can change. Each one is a percentage, so lowering the
percentage should lower the maintenance costs.
Also, the max maintenance due to distance is set to 25 in
GlobalDefines.xml


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