Sid Meier's Civilization V

Sid Meier's Civilization V

Buildings require empire resources [snippet for mod makers]
8 Comments
Xarsus 26 Feb, 2015 @ 6:45am 
Hey, is it possible to make Buildings that using Building_EmpireResourceOrs to show up at City Building Panel when civ does not have the resources? Just like Building_LocalResourceOrs when your city has the resource near but not the improvement for it
ciblin 11 Aug, 2014 @ 3:08am 
I lied I cannot figure it out.
ciblin 16 Jun, 2014 @ 1:20pm 
Yes that sounds easy enough. I'll try it in my mod MAD.
Machiavelli  [author] 16 Jun, 2014 @ 7:51am 
In most cases the answer would be no (or at least not without DLL modding). There isn't a structure in place for turning on or off the effects of buildings. Depending on what conditions could turn a building on or off, it could be mimicked by adding or removing a second building that had the special advanced effect.
zArkham4269 16 Jun, 2014 @ 7:45am 
Is there a way that a building could be built but would only have it's special "powers" active if certain conditions where met. In the recent Blackfoot mod, their shrine requires a river or oasis which can put them at a disadvantage. I thought it would be nice if you could always built it (like a normal temple) but it's special attirubutes would only apply if there was fresh water.
Machiavelli  [author] 16 Jun, 2014 @ 5:39am 
A unit that can only be built if a player has a specific resource but the unit itself does not use up any quantities of that resource? That would be simple, it would be 90% the same code with a PlayerCanTrain check at the end. Using the existing code in this mod as a starting point do you think you would be able to implement it yourself?
ciblin 16 Jun, 2014 @ 3:38am 
Can you make this apply to units?
Ulixes 15 Jun, 2014 @ 2:56pm 
I've no words, amazing...