Civilization IV Python Documentation
CyCity
Method Resolution Order
- CyCity
- Boost.Python.instance
- __builtin__.object
Methods defined in this class
- AI_countBestBuilds(...)
- AI_isEmphasize(...)
- __init__(...)
- allUpgradesAvailable(...) - int UnitTypes (int eUnit, int iUpgradeCount)
- alterSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex, int iChange)
- alterWorkingPlot(...) - void (iIndex)
- angryPopulation(...) - int (iExtra) - # of unhappy citizens
- area(...) - CyArea() () - returns CyArea instance for location of city
- at(...) - bool (iX, iY) - is the city at (iX, iY) ?
- atPlot(...) - bool (CyPlot) - is pPlot the cities plot?
- badHealth(...) - int (bool bNoAngry) - total unhealthiness
- calculateCulturePercent(...)
- calculateDistanceMaintenance(...) - int ()
- calculateNumCitiesMaintenance(...) - int ()
- calculateTeamCulturePercent(...)
- calculateTradeProfit(...) - int (CyCity) - returns the trade profit created by CyCity
- calculateTradeYield(...) - int (YieldType, int iTradeProfit) - calculates Trade Yield
- canConscript(...) - bool () - can the city conscript units?
- canConstruct(...) - bool (int eBuilding, bool bContinue, bool bTestVisible, bool bIgnoreCost)
- canContinueProduction(...) - bool ()
- canCreate(...) - bool (int eProject, bool bContinue, bool bTestVisible)
- canHurry(...) - bool (HurryTypes eHurry, bool bTestVisible = 0) - can player eHurry in this city?
- canJoin(...) - bool () - can a Great Person join the city
- canMaintain(...) - bool (int eProcess, bool bContinue)
- canTrain(...) - bool (int eUnit, bool bContinue, bool bTestVisible)
- canWork(...) - bool (CyPlot*) - can the city work the plot?
- changeBaseGreatPeopleRate(...)
- changeBuildingProduction(...) - void (BuildingID, iChange) - adjusts progress towards BuildingID by iChange
- changeBuildingProductionTime(...) - int (int eIndex, int iChange)
- changeConscriptAngerTimer(...) - void (int iChange) -changes the amount of time left on the conscript anger timer
- changeCulture(...)
- changeDefenseDamage(...) - void (iChange) - adjust damage value by iChange
- changeExtraHappiness(...) - void (int iChange)
- changeFood(...) - void (iChange) - adjust stored food by iChange
- changeForceSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex, int iChange
- changeFreeSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex, iChange
- changeGreatPeopleProgress(...) - void (int iChange) - adjusts great person progress by iChange
- changeGreatPeopleUnitProgress(...)
- changeHealRate(...) - void (int iChange) - changes the heal rate of this city to iChange
- changeHurryAngerTimer(...) - void (iChange) - adjust Hurry Angry timer by iChange
- changeOccupationTimer(...) - void (iChange) - adjusts the Occupation Timer by iChange
- changeOverflowProduction(...) - void (iChange) - adjust overflow production by iChange
- changePopulation(...) - void (int iChange) - adjusts the city population by iChange
- changeProduction(...)
- changeReligionInfluence(...) - void (ReligionID, iChange) - adjust ReligionID influence by iChange
- changeSpecialistCommerce(...) - void (int /*CommerceTypes*/, iChange) - adjusts Specialist contribution to CommerceType by iChange
- changeStateReligionHappiness(...) - void (int /*ReligionTypes*/ ReligionID, iChange)
- changeUnitProduction(...) - void (UnitID, iChange) - adjusts production towards UnitID by iChange
- chooseProduction(...) - void (int /*UnitTypes*/ eTrainUnit, int /*BuildingTypes*/ eConstructBuilding, int /*ProjectTypes*/ eCreateProject, bool bFinish) - Chooses production for a city
- clearOrderQueue(...)
- clearWorkingOverride(...) - void (int iIndex)
- conscript(...) - void () - conscripts a unit
- countNumImprovedPlots(...) - int ()
- countNumWaterPlots(...) - int ()
- countTotalCulture(...)
- createGreatPeople(...) - void (int /*UnitTypes*/ eGreatPersonUnit, bool bIncrementThreshold) - Creates a great person in this city and whether it should increment the threshold to the next level
- cultureDistance(...) - int (iDX, iDY) - culture distance
- cultureGarrison(...) - int (ePlayer)
- cultureStrength(...) - int (ePlayer)
- doTask(...) - void (int eTaskTypes, int iData1, int iData2, bool bOption) - Enacts the TaskType passed
- extraFreeSpecialists(...) - int () - # of specialist that are allowed for free
- extraPopulation(...) - int () - # of extra/available citizens
- extraSpecialists(...) - int () - # of extra/available specialists
- findBaseYieldRateRank(...) - int (int /*YieldTypes*/ eYield)
- findCommerceRateRank(...) - int (int /*CommerceTypes*/ eCommerce)
- findHighestCulture(...)
- findYieldRateRank(...) - int (int /*YieldTypes*/ eYield)
- flatHurryAngerLength(...) - int ()
- foodConsumption(...) - int (bool bNoAngry, int iExtra)
- foodDifference(...) - int (bool bBottom) - result of getYieldRate(Food) - foodConsumption()
- getAirModifier(...) - int () - returns the air defense modifier
- getBaseCommerceRate(...) - int (int /*CommerceTypes*/)
- getBaseGreatPeopleRate(...) - int () - base great person rate
- getBaseYieldRate(...) - int (int /*YieldTypes*/) - base rate for YieldType
- getBaseYieldRateModifier(...)
- getBonusBadHealth(...) - int ()
- getBonusGoodHappiness(...) - int ()
- getBonusGoodHealth(...) - int ()
- getBonusHappiness(...) - int (BonusID) - total happiness bonus from BonusID
- getBonusHealth(...) - int (BonusID) - total health bonus from BonusID
- getBonusPower(...) - int (int /*BonusTypes*/ eBonus, bool bDirty)
- getBonusYieldRateModifier(...) - int (int /*YieldTypes*/ eIndex, int /*BonusTypes*/ eBonus)
- getBuildingBadHappiness(...) - int ()
- getBuildingBadHealth(...) - int ()
- getBuildingCommerce(...) - int (int /*CommerceTypes*/) - total effect of cities buildings on CommerceTypes
- getBuildingCommerceByBuilding(...) - int (int /*CommerceTypes*/, BuildingTypes) - total value of CommerceType from BuildingTypes
- getBuildingDefense(...) - int () - building defense
- getBuildingGoodHappiness(...) - int ()
- getBuildingGoodHealth(...) - int ()
- getBuildingHappiness(...) - int (int eBuilding)
- getBuildingHealth(...) - int (int eBuilding)
- getBuildingOriginalOwner(...) - int (BuildingType) - index of original building owner
- getBuildingOriginalTime(...) - int (BuildingType) - original build date
- getBuildingProduction(...) - int (BuildingID) - current production towards BuildingID
- getBuildingProductionModifier(...) - int (BuildingID) - production multiplier for BuildingID
- getBuildingProductionTime(...) - int (int eIndex)
- getBuildingProductionTurnsLeft(...) - int (BuildingID, int iNum) - # of turns remaining to complete UnitID
- getCityIndexPlot(...)
- getCityPlotIndex(...)
- getCivilizationType(...) - CivilizationID () - owners CivilizationID
- getCommerceFromPercent(...) - int (int /*CommerceTypes*/, int iYieldRate)
- getCommerceHappiness(...) - int () - happiness from all CommerceTypes
- getCommerceHappinessByType(...) - int (int /*CommerceTypes*/) - happiness from CommerceType
- getCommerceHappinessPer(...) - int (int /*CommerceTypes*/) - happiness from each level of entertainment
- getCommerceRate(...) - int (int /*CommerceTypes*/) - total Commerce rate
- getCommerceRateModifier(...) - int (int /*CommerceTypes*/) - indicates the total rate modifier on CommerceType
- getConscriptAngerTimer(...) - int () - returns the amount of time left on the conscript anger timer
- getConscriptUnit(...) - UnitID () - UnitID for the best unit the city can conscript
- getCulture(...)
- getCultureLevel(...)
- getCulturePercentAnger(...)
- getCultureThreshold(...)
- getCurrentProductionDifference(...) - int (bool bIgnoreFood, bool bOverflow)
- getCurrentStateReligionHappiness(...) - int ()
- getDefenseDamage(...) - int () - value of damage city defenses can receive
- getDefenseModifier(...) - int (bool bIgnoreBuilding)
- getExtraBuildingBadHappiness(...) - int ()
- getExtraBuildingGoodHappiness(...) - int ()
- getExtraHappiness(...) - int ()
- getExtraSpecialistYield(...) - int (int /*YieldTypes*/ eIndex)
- getExtraSpecialistYieldOfType(...) - int (int /*YieldTypes*/ eIndex, int /*SpecialistTypes*/ eSpecialist)
- getExtraTradeRoutes(...) - int () - returns the number of extra trade routes this city has
- getFeatureBadHealth(...) - int () - returns the bad health provided by the feature this city is built on
- getFeatureGoodHealth(...) - int () - returns the good health provided by the feature this city is built on
- getFirstBuildingOrder(...) - int (int /*BuildingTypes*/ eBuilding)
- getFirstProjectOrder(...) - int (int /*ProjectTypes*/ eProject)
- getFirstUnitOrder(...) - int (int /*UnitTypes*/ eUnit)
- getFood(...) - int () - stored food
- getFoodTurnsLeft(...) - int () - how many food turns remain?
- getForceSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex)
- getFreeBonus(...) - int (int eIndex)
- getFreeExperience(...) - int () - # of free experience newly trained units receive
- getFreeSpecialist(...)
- getFreeSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex
- getFreshWaterBadHealth(...) - int ()
- getFreshWaterGoodHealth(...) - int ()
- getGameTurnAcquired(...) - int ()
- getGameTurnFounded(...) - int () - GameTurn the city was founded
- getGreatPeopleProgress(...) - int () - current great person progress
- getGreatPeopleRate(...) - int () - total Great Person rate
- getGreatPeopleRateModifier(...) - int ()
- getGreatPeopleUnitProgress(...)
- getGreatPeopleUnitRate(...)
- getHandicapType(...) - HandicapType () - owners difficulty level
- getHighestPopulation(...) - int ()
- getHurryAngerTimer(...) - int () - Anger caused by Hurrying timer
- getID(...) - int () - index ID # for the city - use with pPlayer.getCity(ID) to obtain city instance
- getMaintenance(...) - int () - cities current maintenance cost
- getMaintenanceModifier(...) - int () - total value of the city maintenance modifier
- getMaxSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex)
- getMilitaryHappiness(...) - int () - happiness created by military units stationed in the city
- getMilitaryHappinessUnits(...) - number of military units creating happiness
- getMilitaryProductionModifier(...) - int () - value of adjustments to military production
- getName(...) - string () - city name
- getNameForm(...) - string () - city name
- getNameKey(...) - string () - city name
- getNaturalDefense(...) - int ()
- getNoMilitaryPercentAnger(...)
- getNukeModifier(...) - int ()
- getNumBonuses(...) - int (PlayerID)
- getNumGreatPeople(...) - int () - # of great people who are joined to the city
- getOccupationTimer(...) - int () - total # of turns remaining on occupation timer
- getOrderFromQueue(...) - OrderData* (int iIndex)
- getOrderQueueLength(...)
- getOriginalOwner(...)
- getOvercrowdingPercentAnger(...) - int (iExtra)
- getOverflowProduction(...) - int () - value of overflow production
- getOwner(...)
- getPersonalityType(...)
- getPopulation(...) - int () - total city population
- getPowerBadHealth(...) - int ()
- getPowerGoodHealth(...) - int ()
- getPreviousOwner(...)
- getProduction(...) - bool () - is city producing anything?
- getProductionBuilding(...) - BuildingID () - ID for building that is under construction
- getProductionModifier(...) - int () - multiplier (if any) for item being produced
- getProductionName(...) - str () - description of item that the city is working on
- getProductionNameKey(...) - str () - description of item that the city is working on
- getProductionNeeded(...) - int () - # of production needed to complete construction
- getProductionProcess(...) - int /*ProcessTypes*/ ()
- getProductionProject(...) - int /*ProjectTypes*/ ()
- getProductionToCommerceModifier(...) - int (int /*CommerceTypes*/) - value of production to commerce modifier
- getProductionTurnsLeft(...) - int () - # of turns remaining until item is completed
- getProductionUnit(...) - UnitID () - ID for unit that is being trained
- getProductionUnitAI(...) - int eUnitAIType ()
- getProjectProductionModifier(...) - int (int /*ProjectTypes*/ eProject)
- getProjectProductionTurnsLeft(...) - int (int /*ProjectTypes*/ eProject, int iNum)
- getRealPopulation(...) - int () - total city population in "real" numbers
- getReligionBadHappiness(...) - int ()
- getReligionCommerce(...) - int (int /*CommerceTypes*/) - effect on CommerceType by Religions
- getReligionCommerceByReligion(...) - int (int /*CommerceTypes*/, ReligionType) - CommerceType effect from ReligionType
- getReligionGoodHappiness(...) - int ()
- getReligionHappiness(...) - int (int eReligion)
- getReligionInfluence(...) - int (ReligionID) - value of influence from ReligionID
- getReligionPercentAnger(...) - int ()
- getScriptData(...) - str () - Get stored custom data (via pickle)
- getSeaPlotYield(...) - int (int /*YieldTypes*/) - total YieldType for water plots
- getSpaceProductionModifier(...) - int ()
- getSpecialistCommerce(...) - int (int /*CommerceTypes*/) - value of CommerceType adjustment from Specialists
- getSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex)
- getSpecialistPopulation(...) - int () - # of specialists
- getStateReligionHappiness(...) - int (int /*ReligionTypes*/ ReligionID)
- getTeam(...)
- getTotalCommerceRateModifier(...) - int (int /*CommerceTypes*/)
- getTotalDefense(...) - int (bool bIgnoreBuilding)
- getTradeCity(...) - CyCity (int iIndex) - remove SpecialistType[iIndex]
- getTradeRouteModifier(...) - int ()
- getTradeRoutes(...) - int ()
- getTradeYield(...) - int (int /*YieldTypes*/) - trade adjustment to YieldType
- getUnitProduction(...) - int (UnitID) - gets current production towards UnitID
- getUnitProductionModifier(...) - int (UnitID) - production multiplier for UnitID
- getUnitProductionTurnsLeft(...) - int (UnitID, int iNum) - # of turns remaining to complete UnitID
- getVisibleDefenseModifier(...) - int ()
- getWallOverridePoints(...) - python::tuple getWallOverridePoints()
- getWarWearinessModifier(...)
- getWarWearinessPercentAnger(...)
- getWorkingPopulation(...) - int () - # of citizens who are working
- getX(...) - int () - X coordinate for the cities plot
- getY(...) - int () - Y coordinate for the cities plot
- getYieldRate(...) - int (int /*YieldTypes*/) - total value of YieldType
- getYieldRateModifier(...) - int (int /*YieldTypes*/) - yield rate modifier for YieldType
- goodHealth(...) - int () - total health
- growthThreshold(...) - int () - value needed for growth
- happyLevel(...)
- hasActiveBuilding(...) - bool (BuildingID) - is BuildingID active in the city (present & not obsolete)?
- hasBonus(...) - bool - (BonusID) - is BonusID connected to the city?
- hasBuilding(...) - bool - (BuildingID) - does city have BuildingID (real or free)?
- hasTrait(...) - bool (TraitID) - does owner have TraitID?
- healthRate(...) - int (bool bNoAngry, int iExtra)
- hurry(...) - void (HurryTypes eHurry) - forces the city to rush production using eHurry
- hurryAngerLength(...) - int (HurryID)
- hurryCost(...) - int ()
- hurryGold(...) - int (HurryID) - total value of gold when hurrying
- hurryPopulation(...) - int (HurryID) - value of each pop when hurrying
- hurryProduction(...) - int (HurryID)
- isAreaCleanPower(...)
- isBarbarian(...) - bool () - is owner a barbarian?
- isBombardable(...) - bool (int eTeam)
- isBombarded(...) - bool ()
- isBuildingOnlyHealthy(...) - bool () - is the city ?
- isCapital(...) - bool () - is city the owners capital?
- isCitizensAutomated(...) - bool () - are citizens under automation?
- isCoastal(...) - bool () - is the city on the coast?
- isConnectedTo(...) - bool (CyCity*) - is city connected to CyCity* via the Trade Network?
- isConnectedToCapital(...) - bool (iOwner) - connected to the capital?
- isDirtyPower(...)
- isDisorder(...) - bool () - is the city in disorder?
- isFoodProduction(...) - bool () - is item under construction being created with food instead of production?
- isFreeBuilding(...) - bool (BuildingID) - was Building ID free (ie: from a Wonder)
- isGovernmentCenter(...) - bool () - is city the government center?
- isHasRealBuilding(...) - bool (BuildingID) - real building or a free one?
- isHasReligion(...) - bool (ReligionID) - does city have ReligionID?
- isHolyCity(...) - bool () - is the city ReligionID's holy city?
- isHolyCityByType(...) - bool (ReligionID) - is the city ReligionID's holy city?
- isHuman(...) - bool () - is owner human?
- isNeverLost(...) - bool ()
- isNoUnhappiness(...) - bool () - is the city unaffected by unhappiness?
- isNoUnhealthyPopulation(...) - bool () - is the city unaffected by unhealthiness?
- isNone(...) - void () - is the instance valid?
- isOccupation(...) - bool () - is the city under occupation?
- isPower(...)
- isProduction(...) - bool () - is city producing?
- isProductionAutomated(...) - bool () - is production under automation?
- isProductionBuilding(...) - bool () - is city constructing a building?
- isProductionProcess(...) - bool () - is city maintaining a process?
- isProductionProject(...) - bool ()
- isProductionUnit(...) - bool () - is city training a unit?
- isRevealed(...)
- isSpecialistValid(...) - bool (int /*SpecialistTypes*/ eIndex, int iExtra)
- isTradeRoute(...) - bool ()
- isUnitFoodProduction(...) - bool (UnitID) - does UnitID require food to be trained?
- isVisible(...) - bool (int /*TeamTypes*/ eTeam, bool bDebug)
- isWallOverride(...) - bool isWallOverride()
- isWorkingPlot(...) - bool (iIndex) - is working plot?
- isWorkingPlotByIndex(...) - bool (iIndex) - is working plot?
- kill(...) - void () - kill the city
- maxHurryPopulation(...) - int ()
- plot(...) - CyPlot () - returns cities plot instance
- popOrder(...) - int (int iNum, bool bFinish, bool bChoose)
- productionLeft(...) - int () - result of (getProductionNeeded() - getProduction()
- pushOrder(...)
- setBuildingProduction(...) - void (BuildingID, iNewValue) - set progress towards BuildingID as iNewValue
- setBuildingProductionTime(...) - int (int eIndex, int iNewValue)
- setCitizensAutomated(...) - void (bool bNewValue) - set city animation bNewValue
- setCitySizeBoost(...) - setCitySizeBoost(int iBoost)
- setCulture(...)
- setForceSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex, int iNewValue
- setFreeSpecialistCount(...) - int (int /*SpecialistTypes*/ eIndex, iNewValue
- setGreatPeopleUnitProgress(...)
- setHasRealBuilding(...) - (BuildingID, bAdd) - if bAdd = 1 the building is Added, 0 it is removed
- setHasReligion(...) - void (ReligionID, bool bNewValue, bool bAnnounce, bool bArrows) - religion begins to spread
- setHighestPopulation(...) - void (iNewValue)
- setName(...) - void (TCHAR szNewValue, bool bFound) - sets the name to szNewValue
- setOccupationTimer(...) - void (iNewValue) - set the Occupation Timer to iNewValue
- setOverflowProduction(...) - void (iNewValue) - set overflow production to iNewValue
- setPopulation(...) - void (int iNewValue) - sets the city population to iNewValue
- setProduction(...)
- setProductionAutomated(...) - void (bool bNewValue) - set city production automation to bNewValue
- setRevealed(...)
- setScriptData(...) - void (str) - Set stored custom data (via pickle)
- setUnitProduction(...) - void (UnitID, iNewValue) - sets production towards UnitID as iNewValue
- setWallOverride(...) - setWallOverride(bool bOverride)
- setWallOverridePoints(...) - setWallOverridePoints(const python::tuple& kPoints)
- totalBadBuildingHealth(...) - int ()
- totalFreeSpecialists(...)
- totalGoodBuildingHealth(...) - int ()
- totalTradeModifier(...) - int () - total trade adjustment
- unhappyLevel(...)
- unhealthyPopulation(...) - int (bool bNoAngry), int (iExtra)
- visiblePopulation(...)
- waterArea(...) - CyArea* ()
Other Attributes
Inherited Attributes
- __dict__ = <dictproxy object>
- __new__ = <built-in method __new__ of Boost.Python.class object>
- T.__new__(S, ...) -> a new object with type S, a subtype of T
- __weakref__ = <member '__weakref__' of 'Boost.Python.instance' objects...