(Cue huckster/infomercial voice)
Roads, aren't roads cool?
Do you love using roads, but can't use them to get between all of your cities because they travel through another Kingdom's cities?
Or having roads taking long side jaunts between your cities, increasing your commute time?
Sure, you could wipe out your neighbor, but who wants to deal with that hassle?
Introducing: The ACME Roadbuilding System! Yes, you too can build your own roads!
(huckster voice off)
OK, after multiple auto-roadbuilding fiascos, I enabled mods and added the following code/file to the documents->my games->Legendary Heroes->Mods->Data Folder.
You can use notepad for this. Just paste this code into notepad, and save as roadbuilding.xml (or whatever other title you want). Make sure you save as an .xml file in the save options, not as a .txt file.
This is a work in progress, as I still want to add some additional requirements (population, resource requirements, etc.)
Code: xml
- <?xml version="1.0" encoding="iso-8859-1"?>
- <!-- -->
- <AbilityBonuses>
- <AbilityBonus InternalName="BuildRoadsAbility">
- <AbilityBonusType>Unit_Design</AbilityBonusType>
- <AbilityBonusOption InternalName="BuildRoads">
- <DisplayName>Road Building Ability</DisplayName>
- <Description>Allows unit to build roads</Description>
- <Icon>Ability_RoadWarriors_Icon.png</Icon>
- <Cost>50</Cost>
- <Type>Army</Type>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>UnlockAction</Attribute>
- <StrVal>BuildRoad</StrVal>
- <Provides>Allows the unit to build roads</Provides>
- </GameModifier>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <StrVal>UnitStat_Moves</StrVal>
- <Value>-1</Value>
- <Provides>Reduces Movement to 1</Provides>
- </GameModifier>
- <Prereq>
- <Type>Tech</Type>
- <Attribute>Trading</Attribute>
- </Prereq>
- <Prereq>
- <Type>Tech</Type>
- <Attribute>Construction</Attribute>
- </Prereq>
- <AdditionalTrainingTurns>12</AdditionalTrainingTurns>
- <AIData AIPersonality="AI_General">
- <AIPriority>5</AIPriority>
- </AIData>
- </AbilityBonusOption>
- </AbilityBonus>
- <AbilityBonuses>
Note that I made Trading and Construction the prerequisite techs. You can certainly change these fields to other prerequisite techs, but these techs seemed to make sense to me. If you want roadbuilding from the start, simply delete the prerequisites.
Also note the -1 to movement. This slows down the pace of roadbuilding, hence making Capitar's roadbuilding ability more valuable. Also, I'm undecided on the costs and such (12 turns for training, 50 cost), plus, as mentioned, I still need to add resource requirements and such.
If I could figure out how to code a 75% reduction in movement (so that horses wouldn't increase this over 1 MP, should you choose to upgrade to horses), that'd be fine. I also thought about requiring horses for roadbuilding units, but I haven't dug that far into prereqs yet. Again, the goal here is let Capitar keep their roadbuilding advantage, but let the rest of us fix AI weirdness.
Once the prerequisites are met, this should appear next to the scout ability icon/armies header in unit design.
Consider this an eWIP for now. I've tested it and it works, but again I am still working on balancing/better implementation of my concept.