Tag requests

AIAndy

Deity
Joined
Jun 8, 2011
Messages
3,428
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 +:hammers: per population much like there is +:health: 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.
 
Implemented Tags

Building
<GlobalBuildingExtraCommerces>: Changes the commerces of each instance of a building in your civilization.
Spoiler :
Code:
			<GlobalBuildingExtraCommerces>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_FORGE</BuildingClass>
					<CommerceType>COMMERCE_CULTURE</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
				<BuildingExtraCommerce>
					<BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
					<CommerceType>COMMERCE_RESEARCH</CommerceType>
					<iExtraCommerce>1</iExtraCommerce>
				</BuildingExtraCommerce>
			</GlobalBuildingExtraCommerces>
 
I agree. I've compiled a list of the tags I would like to see. Most of these are straight mechanical additions to certain numbers, so I don't think they are too difficult, but I could be wrong. I copied the ones I posted in the Help Wanted thread, to put them all in one place. These are all tags for Civ4BuildingInfos.xml. (I love designing new Wonders.)

<BuildingCommerceChanges>: This would use <BuildingType> and <iCommerce> tags to allow you to increase the commerces of each instance of a building in your civilization.

<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.

I think that's enough for the moment.
 
I agree. I've compiled a list of the tags I would like to see. Most of these are straight mechanical additions to certain numbers, so I don't think they are too difficult, but I could be wrong. I copied the ones I posted in the Help Wanted thread, to put them all in one place.

<BuildingCommerceChanges>: This would use <BuildingType> and <iCommerce> tags to allow you to increase the commerces of each instance of a building in your civilization.

<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.

I think that's enough for the moment.

One thing you need to clarify (please) is which entities you want these tags on. In all of the bove cases I assume you mean on buildings (?) , though some might be appropriate on civics or on events....
 
One thing you need to clarify (please) is which entities you want these tags on. In all of the bove cases I assume you mean on buildings (?) , though some might be appropriate on civics or on events....

These are all for buildings. I realized that after I posted and edited the post.
 
Hey do u reckon agents or secret agents could be allowed them to bribe single units.
The unit would have to be alone in the tile. Couldn't be certain units. Would cost $$
This could also lead to promotions such as defensive promotions for units which make it 2x as expensive to bribe them, or spy promotions that make it cheaper and higher chance of success.

Civics could also influence the likelihood of success. Something like intolerant + nationalism means all units are immune. Something like Free market + coinage, 50% higher chance and 30% cheaper or something like this.

I think it would be a nice mechanic and would help builder style of play.
__________________
 
Should the changes apply to the player or the team?

I think these would all apply just to the player. I will admit I am unfamiliar with team play. Are there any building tags that apply to all team members?
 
I think these would all apply just to the player. I will admit I am unfamiliar with team play. Are there any building tags that apply to all team members?
Quite a lot of those tags mainly used in wonders are applied to all team members.
Like the yield or commerce changes for a building type in all cities.
 
Quite a lot of those tags mainly used in wonders are applied to all team members.
Like the yield or commerce changes for a building type in all cities.

OK, then. Most of these tags are variations on existing tags, so they should match the tags that inspired the new tags. Like this:

<BuildingCommerceChanges>, <SpecialBuildingCommerceChanges>, <SpecialBuildingHappinessChanges>, and <BuildingHealthChanges> should match <BuildingHappinessChanges>.

<SpecialistCommerceChanges> should match <SpecialistYieldChanges>.

<BonusCommerceChanges> should match <BonusYieldChanges>.

<iGlobalStateReligionHappiness> and <iStateReligionBuildingHappiness> should match <iGlobalHappiness>.

Will that work?
 
This isn't really a new tag request, but a request for an extension of an existing tag. I would like to be able to assign more than one type of DomainCargo and SpecialCargo to units.

Currently it looks like this:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>

I'd like it to be something like this:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<SpecialCargo2>WHATEVER</SpecialCargo2>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<DomainCargo2>WHATEVER</DomainCargo2>

If this is easy could you please make it?
 
@AIAndy

I don't know what to name it but could you make a tag that gives a building a requirement of X number of :culture: in a city in order to be built?
Well, there is PrereqCultureLevel to do something similar or do you need a finer resolution?
 
This isn't really a new tag request, but a request for an extension of an existing tag. I would like to be able to assign more than one type of DomainCargo and SpecialCargo to units.

Currently it looks like this:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<DomainCargo>DOMAIN_AIR</DomainCargo>

I'd like it to be something like this:

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<SpecialCargo2>WHATEVER</SpecialCargo2>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<DomainCargo2>WHATEVER</DomainCargo2>

If this is easy could you please make it?
What exactly would be the behavior of a unit that has both assigned?
 
Oh their is? How do you write the code for it? Is it already used on a building?
Code:
<PrereqCultureLevel>CULTURELEVEL_DEVELOPING</PrereqCultureLevel>
It references the city culture levels from CIV4CultureLevelInfo.xml.
Not sure if it is used for anything.
 
What exactly would be the behavior of a unit that has both assigned?

On the Help Wanted thread I discussed this and God-Emperor said that the current AI will put air units on a unit without the carrier AI, but with open air transport slots. This would mean the unit would get the same UnitAIs as the transport.

On the actual mechanics of the transport the icargo tag would be a combined pool, ie if it was 8 you could have 4 planes and 4 whatever, or 5 and 3, and so on.

The Specialcargo and Domain cargo would correspond to each other's numbers, ie in the following example

Code:
<SpecialCargo>SPECIALUNIT_FIGHTER</SpecialCargo>
<SpecialCargo2>SPECIALUNIT_UN</SpecialCargo2>
<DomainCargo>DOMAIN_AIR</DomainCargo>
<DomainCargo2>DOMAIN_LAND</DomainCargo2>

would mean that the unit could carry air units with the specialunit tag FIGHTER and land units with the specialunit tag UN. Hope that answers all of your questions.
 
Top Bottom