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