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City-level resources #9774
City-level resources #9774
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- Not displayed in civ top bar - Not considered civ-level resources (for trade, non-city conditionals, etc) - Are explicitly treated in city conditionals - ARE considered for constructing buildings requiring resource - ARE NOT considered for construction units requiring resource
Sorta looking at it at a quick glance rn, will probably look with further detail later, but
Is there a way to make it considered for constructing units? I could see a modder try to use this as a more fine grained way to limit how many of a type of unit you get per city |
That sounds way out of scope - that would mean we need to track what unit came from what city, and deal with situations like what happens if the city is taken over/destroyed |
Looks fine enough to me at first look over. If anything, I wish there was some way to view where each source of the resource is coming from (even if it's just "this is from buildings, that from improvements") in the city view, but I'm not sure on how the ui should look on that one. Probably a question to ask the discord |
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requested your review on this pull request.
Quel honneur!
OK: Veni, nitlecta, sed nulli praevaricatores vidi.
Allows designating resources as city-level resources (think: Civ VI artifact slots/power, Civ IV 'health', etc)
What's really cool is that resources from tiles work as expected, which means you can make city-specific resource chains all the way from base tiles :D
City-level resources are...
Example (Civ6 mod, Districts):

@SeventhM Since you're the primary "modder and dev" I would like your feedback on this