If you want to request any tags for the existing XML files, use this thread.
Describe the tag name and the behavior that you would like.
I will then copy them into the first post and we have some documentation as well once they are implemented.
Requested tags
Buildings:
<SpecialBuildingCommerceChanges>: This would be the same as <BuildingCommerceChanges>, except it would allow you to use a special building type, like SPECIALBUILDING_TEMPLE to grant a bonus to all Temples.
<SpecialBuildingHappinessChanges>: This would be the same as <BuildingHappinessChanges>, but like <SpecialBuildingCommerceChanges>, it would allow you to grant a bonus to all buildings using a special building type.
<SpecialistCommerceChanges>: This would let you add to the commerce production of a certain type of specialist. Similar to <SpecialistExtraCommerces>, except that you could modify one particular specialist instead of having to grant the same bonus to all of them.
<BonusCommerceChanges>: This would allow you to add a commerce yield to a particular bonus resources, like +1 science from all Wheat resources-- if this is even possible. I don't know if resources can have a commerce-type bonus attached the way they can have a health or happiness bonus.
Yes, I have a lot of building ideas that would like to be able to tweak a particular kind of commerce.
<BuildingHealthChanges>: I'm surprised this one doesn't exist already. Just like <BuildingHappinessChanges>, except for health, so it would change the health of all instances of a particular building in your civilization.
Two religion bonus tags. Both of these would apply regardless of what your state religion was, as long as you had one. They would not have to rely on <PrereqReligion> or <StateReligion> like <iStateReligionHappiness> seems to.
<iGlobalStateReligionHappiness>: +X happiness in all cities with your state religion.
<iStateReligionBuildingHappiness>: +X happiness from all buildings that require your state religion.
<ExtraFreeBuildings>. You can only do one building with <FreeBuilding>, so this would be a list tag that would allow more than one.
A tag that allows for say + per population much like there is + per population
<RouteMovementChanges>: a list of +X movement on a specific road
Units
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<SpecialCargo2>WHATEVER</SpecialCargo2>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<DomainCargo2>WHATEVER</DomainCargo2>
would mean that the unit could carry air units with the specialunit tag FIGHTER and land units with the specialunit tag UN.
A tag that hides units on the unit upgrade tree.
<PrereqBonusesAnd> -- No more needed, use TrainCondition
Promotion
<bCanMoveOceans>: Allows movement over oceans.
<bCanMoveIce>: Allows movement over ice.
Improvement
<bRequiresCoast>: Requires a plot next to a coast plot to be built.
<bNoAdjacent>: Can't be built right next to the same improvement.
Describe the tag name and the behavior that you would like.
I will then copy them into the first post and we have some documentation as well once they are implemented.
Requested tags
Buildings:
<SpecialBuildingCommerceChanges>: This would be the same as <BuildingCommerceChanges>, except it would allow you to use a special building type, like SPECIALBUILDING_TEMPLE to grant a bonus to all Temples.
<SpecialBuildingHappinessChanges>: This would be the same as <BuildingHappinessChanges>, but like <SpecialBuildingCommerceChanges>, it would allow you to grant a bonus to all buildings using a special building type.
<SpecialistCommerceChanges>: This would let you add to the commerce production of a certain type of specialist. Similar to <SpecialistExtraCommerces>, except that you could modify one particular specialist instead of having to grant the same bonus to all of them.
<BonusCommerceChanges>: This would allow you to add a commerce yield to a particular bonus resources, like +1 science from all Wheat resources-- if this is even possible. I don't know if resources can have a commerce-type bonus attached the way they can have a health or happiness bonus.
Yes, I have a lot of building ideas that would like to be able to tweak a particular kind of commerce.
<BuildingHealthChanges>: I'm surprised this one doesn't exist already. Just like <BuildingHappinessChanges>, except for health, so it would change the health of all instances of a particular building in your civilization.
Two religion bonus tags. Both of these would apply regardless of what your state religion was, as long as you had one. They would not have to rely on <PrereqReligion> or <StateReligion> like <iStateReligionHappiness> seems to.
<iGlobalStateReligionHappiness>: +X happiness in all cities with your state religion.
<iStateReligionBuildingHappiness>: +X happiness from all buildings that require your state religion.
<ExtraFreeBuildings>. You can only do one building with <FreeBuilding>, so this would be a list tag that would allow more than one.
A tag that allows for say + per population much like there is + per population
<RouteMovementChanges>: a list of +X movement on a specific road
Units
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<SpecialCargo2>WHATEVER</SpecialCargo2>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<DomainCargo2>WHATEVER</DomainCargo2>
would mean that the unit could carry air units with the specialunit tag FIGHTER and land units with the specialunit tag UN.
A tag that hides units on the unit upgrade tree.
<PrereqBonusesAnd> -- No more needed, use TrainCondition
Promotion
<bCanMoveOceans>: Allows movement over oceans.
<bCanMoveIce>: Allows movement over ice.
Improvement
<bRequiresCoast>: Requires a plot next to a coast plot to be built.
<bNoAdjacent>: Can't be built right next to the same improvement.