Ramping up production

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GaryChildress
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Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

Ramping up production

Post by GaryChildress »

Is there a way to have cities start out at a lower rate of production and then ramp up over time, sort of like on a one town random start where when you capture a city it starts out at 0 production and then ramps up to 8000 over time.

(Only this would be for cities already belonging to a nation instead of a one town start.)
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ernieschwitz
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RE: Ramping up production

Post by ernieschwitz »

Yes, there are two ways I can think of.

One is where the city starts damaged, and then slowly via autorepair gets points for production. This will have some side-effects, like "ports" being damaged locations from the start, as will "airbases". I write these in " " to signify that you would have this happen if the location had that property.

There is the other way. Make a bunch of different locations, city 1, city 2, city 3, ... etc... city n, where n is your limit to the increase. Make an event that replaces owned city n, with city n-1, and another one that replaces city n-1 with n-2... and so on, until you reach city 1 with city 2. (Important that they are in that order). You could do this once every turn. You could also do it slower if you wanted, by making a timer on each hex (using area slots or stringlists) to count down to the time it would shift.

Those are the only two ways I can think of, to make it work on individual cities...
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GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: Ramping up production

Post by GaryChildress »

How do you start a location type out damaged? Is there an editor setting for this? I can't find one. [&:]
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