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Kevni92

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May 28, 2016
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Please consider add effects to change ownership of buildings. With create_building i can set the ownership, but for existing building i can't change.

I'm working on a mod that adds company headquarters that are like finance districts. Companies owns their own buildings. But when a company is removed, i want to change the ownership of that building levels. Currently i can't.

Also, please add some documentation of how i can mod additional ownership holding buildings like financial district. As i said, i added a company headquarter building. But my problem now is, that this building is spawned all around my country automatically. My idea was that the player can build own level of this building in a state of choice. All buildings that are build by this company are then owned by this building. Instead the ownership ist spread around that automatically created buildings.

For example, the "auto_place_buildings" setting in building_groups has no effect. Even set this to no or remove it completely, there where build company headquarters in random states.

For the "investment_scores" setting in buildings i also can't find a documentation.

I've made a scripted_trigger for every building that checks if my country has any company that build this building. With this i can control which buildings are build in my headquarters. But that is only for building_groups. I need this for buildings. A company that build iron mines shouldn't build sulfur mines.

I would very much like to hear from you, thank you.
 

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  • 01_company_headquarter.txt
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  • 01_building_group_headquarter.txt
    673 bytes · Views: 0
  • states_with_company_headquarter.txt
    231 bytes · Views: 0
  • has_company_buildings_triggers.txt
    24,6 KB · Views: 0
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I tried to implement a mod that makes harbors buildable indefinitely, but at the same time introduces convoys as a good. To simulate the consumption of convoys, I wanted to iterate the trade routes owned by the country and add the required convoys as consumption to the local trade center.

This would result in an appropriate convoy consumption in states with large trade centers.

I also wanted to count the port connection in the end states. Unfortunately, I cannot implement this. There is a scope for shipping lanes, but unfortunately I can't access them in the scripts (but in gui >.<).

I would need the convoy consumption of a shipping lane as well as the type (trade route, port connection, supply routes) and the start state as well as the end state.

Alternatively, I tried to manually calculate the port connection convoy costs, but I need to be able to determine whether a certain state requires a port connection. So there should also be a trigger that tells me whether a state needs a port connection.

Let me summarize again what I would need and what does not exist:
every_shipping_lane
Input Scope: country

For scope shipping_lane
start_state
end_state
convoy_usage
type = [trade_route, port_connection, supply_route]

It would be great if these suggestions found their way into the game at some point :oops:
 
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Please consider add effects to change ownership of buildings. With create_building i can set the ownership, but for existing building i can't change.
I'm curious about this. I haven't found any create_building effects in the game that sets the ownership, and the wiki doesn't seem to include anything about that either. How do you manage to accomplish this? I haven't found any way of manually setting ownership of a building so far, which has been really frustrating cause I would like to create buildings that are automatically owned by the local workforce.