Salutations all you awesome people!
So I am working on the first of a set factions with more distinctly divergent play styles.
But I am running into a hurdle with the first plan already.
My desire is for the faction to entirely ignore the normal improvements in favor of their own. Most of the ideas are straightforward to implement. But I want for their main improvement to be a sort of weak, “generalist” improvement with two objectives I am trying to determine how to implement.
The first, is that the improvement can be endlessly tiled across any map, but becomes more costly to build the more difficult the terrain they are built in. To do this I assume I could make several mostly identical versions of the improvement that differ only in adding values with the <LandPercentageMin> tag so that nodes while otherwise identical, have a higher manufacturing cost in more “difficult terrain”. Will that work?
The trickier problem I am running into is that I want the improvement to become more costly to manufacture based on the number of the same improvement which already exist on a world. I can't determine if there is a way to add to the manufacturing cost effect type based on the number of identical improvements already on the planet. All the Improvements I could find are a flat value. Is it possible in to have the cost to build a given improvement be variable? And if so, how do I achieve it?
Also, on that topic, is there a way to have a certain technology reduce the cost of building particular improvements?
Thanks a ton folks!