Requesting following features

j_mie6

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Joined
Dec 20, 2009
Messages
2,963
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Bristol (uni)/Swindon (home)
I am requesting the following features for my mod,

1. While in forests certain units (not sure yet) can make catapults in 5 turns (like a worker option though instead of contructing an improvement it makes a unit). I don't know wether it should remove the forest, I don't know which would be more balanced because it could result in the removal of all forests to make a massive load of catapults. Possibly there should be a new promotion called Seige Constructor which lets them have this command.

2. I would also like civilization specific abilities as follows (not in the correct civ as the mod contains civs that do not exist in vanilla)


  • Roman - Power of the Senate - -10% maintenance in all cities

  • Carthaginian - Power of the Sea - +1 movement for all naval units

  • Greek - Power of Democracy - Enables Universal Sufferage from the start (it is available to be picked without the tech

  • Eygptian - Power of the Nile - All riverside tiles produce +1 commerce and food

  • England - Power of Rebellion - Conquored English cities suffer increased unhappiness from a new "We hate our new governers!" or alternativly just "We long to return to the motherland" and a 30% chance of revolt (like during anarchy)

  • Viking - Power of the Highlands - Hills +1 food

  • Celtic - Power of the Dun - Cities built on hills get +10% defence

  • Germany - Power of the Bards - -10% war weariness

Thanks in advance for those who can assist with this!:D

Jamie
 
Some of those powers can be done with Python, but some are clear-cut C++ jobs. So the whole thing should probably be done in the SDK.

With that said - I'm already working on similar things for another mod with Python, so that work could be transferred to yours as well. But as stated above - not everything can be achieved with Python.

edit: Rough draft here (see spoiler).
 
From that post it looks like you could easily do the Viking and Eygptian abilities, If you could adapt them that would be great.

Which ones would be the most complicated? Because I could make them simpler if required
 
From that post it looks like you could easily do the Viking and Eygptian abilities, If you could adapt them that would be great.
I can probably do all that can be done with Python, but some would probably not be worth the effort. But no need to wait for my Python if you can net a C++ programmer to take care of the whole thing... :rolleyes:

Which ones would be the most complicated? Because I could make them simpler if required
The thing is I'm not sure. Someone else would have to confirm these for you. Because it all depends on what methods are available in the CivIV Python API. You could browse the different classes (the main ones are highlighted in the menu) yourself and see if you can find anything remotely useful. One tip is to look for methods that are denoted "VOID" as those are used to manipulate different game objects - instead of simply fetching information about them.

Like there needs to be something in there that affects maintenance costs in either one city (an instance of the CyCity class) or all cities of some player (an instance of the CyPlayer class). Unless a method can be found for this, then there basically is no way forward with Python scripting. (But I'm sure the XML modders will be able to tell you how to make a invisible building that lowers the maintenance cost by 10%, and how to make a Roman trait that grants that building automatically. Or something like that. Never underestimate the inherit potential of the XML - or the imagination of the XML modder! :eek2:)
 
mmmm do you have any idea where I could catch one of these 'programmers'?

Also I wouldn't mind waiting for you to do the Eygptian/Viking one... :D
 
mmmm do you have any idea where I could catch one of these 'programmers'?
You just caught a Python programmer. Perhaps a C++ programmer will pass by here? :king:
Also I wouldn't mind waiting for you to do the Eygptian/Viking one... :D
I'm sure I could do more of them also, but I'd have to look into this first. Right now I'm busy with the other mod. (If you find anything else there you like it would be really easy to translate it to your mod.)
 
OK, my two cents...

1. Roman - Power of the Senate - -10% maintenance in all cities

You could add a dummy building which each Roman city automatically gets when it's founded. Give it this ability in Civ4BuildingInfos.xml:
Code:
<iMaintenanceModifier>-10</iMaintenanceModifier>
Make sure the building is destroyed when another civ captures the Roman city:
Code:
<iConquestProb>0</iConquestProb>

EDIT: set iCost to -1 to prevent other civs from building it.

Add the building in CvEventManager.py using the "onCityBuilt"-event

2. Carthaginian - Power of the Sea - +1 movement for all naval units

You could make a civ-specific trait and give it to all Carthaganian leaders. Add this in CvEventManager.py using the "onTechAcquired"-event:
Code:
## Carthagian Trait Start ##	

		pPlayer = gc.getPlayer(iPlayer)
		iTraitSea = CvUtil.findInfoTypeNum(gc.getTraitInfo,gc.getNumTraitInfos(),'TRAIT_CARTHAGE')

		if (pPlayer.hasTrait(iTraitSea)):

			if iTechType == gc.getInfoTypeForString('TECH_FISHING'):
				iSea = gc.getInfoTypeForString('DOMAIN_SEA')
				pTeam = gc.getTeam(pPlayer.getTeam())

				pTeam.changeExtraMoves(iSea, 1)

## Carthagian End ##

All sea unit get +1 movement after researching FISHING.
Code by TheJ ;)

3. Greek - Power of Democracy - Enables Universal Sufferage from the start

Just make a civ-specific tech i.e. "Greek Democracy".
Add it to <FreeTechs> in CIV4CivilizationInfos.xml for Greece.
In CIV4TechInfos.xml make sure iCost = -1 to prevent other civs to research the tech.
Make a copy of the Universal Suffage civic in CIV4CivicInfos.xml, call it something like "Greek Democracy" and change this:
Code:
<TechPrereq>TECH_GREEK_DEMOCRACY</TechPrereq>

You could also give Greece Universal Suffrage as starting Civic, in CIV4CivilizationInfos.xml change this:
Code:
<CivicType>CIVIC_DESPOTISM</CivicType>
to
Code:
<CivicType>CIVIC_UNIVERSAL_SUFFRAGE</CivicType>
 
OK, my two cents...

1. Roman - Power of the Senate - -10% maintenance in all cities

You could add a dummy building which each Roman city automatically gets when it's founded. Give it this ability in Civ4BuildingInfos.xml:
Code:
<iMaintenanceModifier>-10</iMaintenanceModifier>
Make sure the building is destroyed when another civ captures the Roman city:
Code:
<iConquestProb>0</iConquestProb>

EDIT: set iCost to -1 to prevent other civs from building it.

Add the building in CvEventManager.py using the "onCityBuilt"-event

It would probably be a lot easier to make the Roman palace a UB that grants the dummy building for free, just like Stonehenge gives monuments for free, done via the FreeBuilding tag in CIV4BuildingInfos.xml. No Python necessary.
 
in any case the ones I KNOW would work would be the Greek, Eygptian, Viking and the Carthagian as I believe these have all been done (Rhye's and the mod Baldyr is working on)

The thing with traits is if some of these are displayed as powers (e.g like the ryhe's ones are) then it would look weird if half are labels as powers and the other half traits...
 
...continue...

4. Egyptian - Power of the Nile - All riverside tiles produce +1 commerce and food

Again add a dummy building, just like the Roman one.
In Civ4BuildingInfos.xml change this:
Code:
			<RiverPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverPlotYieldChanges>

EDIT: Or make an Egyptian palace and add this building to each city via FreeBuilding (thanks God-Emperor)

5. England - Power of Rebellion

Seems like SDK stuff to me :p

6. Viking - Power of the Highlands - Hills +1 food

Also seems like SDK stuff to me :p

7. Celtic - Power of the Dun - Cities built on hills get +10% defence

This is probably possible in Python by using the "onCityBuilt"-event and the "onCityAcquired"-event:

Check for Civilization (=Celt), check for plot (isHill) and then add the 10% defense bonus. This won't be permanent, I guess, because bombarded Celt cities won't get the 10% back if they survive the attack.
It would be better to make a tag with SDK and add the bonus to a dummy building.

8. Germany - Power of the Bards - -10% war weariness

Just add a dummy building for the Germans and in Civ4BuildingInfos.xml set this:

Code:
<iWarWearinessModifier>-10</iWarWearinessModifier>

Probably easier is to copy the palace and make a "German Palace". In Civ4BuildingInfos.xml set this:
Code:
<iGlobalWarWearinessModifier>-10</iGlobalWarWearinessModifier>
and in CIV4CivilizationInfos.xml change this for the Germans:
Code:
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
to
Code:
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_GERMAN_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>

Hope this helps a bit...
 
well I do like the idea of the unique palaces, but i have already added 10 new buildings to the mod, will it be able to take another (maximum of) 8 (oh and the dummy buildings for rome) can the game take the addition of 19 new buildings????

Again the problem would be that there would be Powers, Traits AND Unique Palaces

but I guess if no other solution is available then this would be exceptable...


Also any ideas for the first feature (all the talk seems to be about the second one lol)
 
Have you played any Civ4 mods but your own? Some of them add hundreds of buildings.

Number of BuildingInfo entries in regular BtS = 159
Number in Rise of Mankind - A New Dawn (v1.75) = 525
 
I'd say run with the XML ideas as far as they will take you. (Because this requires no programming and is the bare minimum of effort you should put in before requesting programming help.) I'll patch the rest up with Python scripting where applicable. What remains after that you either need to redesign or get a C++ programmer to do for you (including the ever necessary compiling of the custom DLL file).
 
I have played other mods though none that have over 500!

autough doesn't that require you to edit the dll or something?
 
I will do all I can with XML but the following need to be done by programming

Vikings - Baldyr should be able to do this at some date
Celtic -
English -

also with regards to the carthagian one what am I meant to be doing?

And what about number 1!!!??? :lol:
 
Ok I have a problem with the Egyptian one...

There is only 2 yeild options for the river :hammers: and :food: not :commerce:

What do I do?

I don't really mind losing the commerce as the egyptians have a :commerce: rich start and a :hammers: poor start but I would like to know...

EDIT: You can't just add it in it says something must be done to the schema but what?
 
Ok I have a problem with the Egyptian one...

There is only 2 yeild options for the river :hammers: and :food: not :commerce:

What do I do?

I don't really mind losing the commerce as the egyptians have a :commerce: rich start and a :hammers: poor start but I would like to know...

EDIT: You can't just add it in it says something must be done to the schema but what?

The schema doesn't seem to prevent adding a 3rd yield change.
Can you post your XML?
 
I changed it now but I will change it back, it's perfectly possible that I spelt it wrong :p :lol: In that case I will quickly try again!!!

Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
			<Type>BUILDING_EGYPTIAN</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_EGYPTIAN_PALACE</Description>
			<Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>BUILDINGCLASS_POWER_OF_THE_NILE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>1</bCapital>
			<bGovernmentCenter>1</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>1</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>50</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>0</iConquestProb>
			<iCitiesPrereq>4</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>1</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>10000.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>8</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>2</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_POWER_OF_THE_NILE</BuildingClass>
			<Type>BUILDING_POWER_OF_THE_NILE</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_POWER_OF_THE_NILE</Description>
			<Civilopedia>TXT_KEY_BUILDING_LEVEE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_LEVEE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_EGYPTIAN_OBELISK</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_EGYPTIAN</PrereqTech>
			<TechTypes/>
			<Bonus>NONE</Bonus>
			<PrereqBonuses/>
			<ProductionTraits/>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>0</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>2</iAsset>
			<iPower>2</iPower>
			<fVisibilityPriority>1.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges>
				<iYield>1</iYield>
				<iYield>1</iYield>
                                [B]<iYield>1</iYield>[/B]	
                        </RiverPlotYieldChanges>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges/>
			<CommerceChanges/>
			<ObsoleteSafeCommerceChanges/>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound>AS2D_BUILD_AQUEDUCT</ConstructSound>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqBuildingClasses/>
			<BuildingClassNeededs/>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_PRODUCTION</FlavorType>
					<iFlavor>10</iFlavor>
				</Flavor>
			</Flavors>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>
 
Vikings - Baldyr should be able to do this at some date
Celtic -
English -
I doubt that any of these can be done with Python, but I'll look into it if you remind me later. But I'm pretty convinced that the Viking one isn't gonna happen, because the Python method for increasing individual tile yields can only be used to add yields - not to set them back to the default value. And this means that all Hill tiles that have ever belonged to the Vikings will yield the extra Food. :p
 
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