Moddable city ranges (#11708)

* Added city bombard, work and expand range ModConstants

* Changed some city range integers to city.getWorkRange() or some equivalent

* Fixed city screen

* Fixed create game error

* Improved support for CityScreen when work range is higher than expand range

* Improved WonderOverviewTab Style

* Improved Civilization.modConstants

* Improved random spacing

* Changed WonderOverviewTab to use a constant again

* Added comments in documentation
This commit is contained in:
Oskar Niesen
2024-06-10 14:22:30 -05:00
committed by GitHub
parent d39c7a97bf
commit b61961d0a5
19 changed files with 47 additions and 32 deletions

View File

@ -192,6 +192,9 @@ and city distance in another. In case of conflicts, there is no guarantee which
| cityStrengthFromTechsExponent | Float | 2.8 | [^B] |
| cityStrengthFromTechsFullMultiplier | Float | 1.0 | [^B] |
| cityStrengthFromGarrison | Float | 0.2 | [^B] |
| baseCityBombardRange | Int | 2 | [^S] |
| cityWorkRange | Int | 3 | [^T] |
| cityExpandRange | Int | 5 | [^U] |
| unitSupplyPerPopulation | Float | 0.5 | [^C] |
| minimalCityDistance | Int | 3 | [^D] |
| minimalCityDistanceOnDifferentContinents | Int | 2 | [^D] |
@ -225,6 +228,9 @@ Legend:
defensiveBuildingStrength
where %techs is the percentage of techs in the tech tree that are complete
If no techs exist in this ruleset, %techs = 0.5 (=50%)
- [^S]: The distance that cities can attack
- [^T]: The tiles in distance that population in cities can work on. Note: Higher values may lead to performace issues and may cause bugs. cityWorkRange may be greater than cityExpandRange.
- [^U]: The distance that cities can expand their borders to. Note: Higher values may lead to performace issues and may cause bugs.
- [^C]: Formula for Unit Supply:
Supply = unitSupplyBase (difficulties.json)
unitSupplyPerCity \* amountOfCities + (difficulties.json)