Cumulative Wonder Effects

Heretic_Cata

We're gonna live forever
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I've been told to ask over here for more info.

In the mod i am making i have PLENTY of new wonders and most of them have the same effect with at least 1 corespondent in the normal game (like Golden Horde has effect of Wall Street but you can actualy build wall street a little later in the game- there are LOTS of these kind of coincidences). This might not have been the best example because the Golden Horde expires relatively quick... but you get the idea, right?

And so the question IS : EXACTLY wich traits from the editor (the wonder related traits of course) have cumulative effects ? Is there a chart somewhere ? 'cause i'm sure all modmakers must know these things :mischief:
 
What do you mean cumulative? As in they add up with each other? Or do they just use their effect as it is?

I can tell you that 2 +1 ship movement things don't add up togeather.
 
Bluemofia said:
What do you mean cumulative? As in they add up with each other?

Yes: Would 2 wonders that do EXACTLY the same thing built in the same city have the effect of just one wonder or doubled effect.

Like Copernicus' Observatory does the same thing as SETI - but if you build them both in the same city, that city would have +300% research bonus.
 
well Leo's, Newtons and SETI do the same thing, doubles research, and i think they work in conjunction with each other.
 
found out by CyberChrist
Here is a list of the flags that have been confirmed as being cumulative and not cumulative:

Cumulative
*Doubles Sacrifice (!)
+50% Research Output
+50% Luxury Output
+50% Tax Output
Resistant to Propaganda
Reduce Corruption
Reduce War Weariness
Increases Food in Water
*Increases Trade in Water
Increases Shields in Water
+1 Trade in Each Trade-Producing Tile
Doubles Research Output
*Treasury Earns 5% (max total earned from interest is still 50gpt)
Reduce Corruption
Reduces War Weariness in All Cities
Doubles City Defenses (Bombardment defense only)

Not Cumulative
Defense bonuses of improvements
Removes Pop. Pollution
Removes Bldg. Pollution
*Increase Luxury Trade
Doubles Combat Strength vs. Barbarians
+1 Ship Movement
+2 Ship Movement
Halves Unit Upgrade Cost
*City Growth Causes +2 Citizens
Increase Chance of Leader Appearence
Build Larger Armies
*Allows Healing in enemy Territory

Text in italics indicates a wonder effect.

There ya go.
 
That's simply PERFECT :goodjob: - it will help a lot at fine-tunning my mod ... :thanx:

Btw what does the- * -mean :).
 
dunno. he did say, i don't think.
 
found out by CyberChrist
Here is a list of the flags that have been confirmed as being cumulative and not cumulative:

Cumulative
*Doubles Sacrifice (!)
+50% Research Output
+50% Luxury Output
+50% Tax Output
Resistant to Propaganda
Reduce Corruption
Reduce War Weariness
Increases Food in Water
*Increases Trade in Water
Increases Shields in Water
+1 Trade in Each Trade-Producing Tile
Doubles Research Output
*Treasury Earns 5% (max total earned from interest is still 50gpt)
Reduce Corruption
Reduces War Weariness in All Cities
Doubles City Defenses (Bombardment defense only)

Not Cumulative
Defense bonuses of improvements
Removes Pop. Pollution
Removes Bldg. Pollution
*Increase Luxury Trade
Doubles Combat Strength vs. Barbarians
+1 Ship Movement
+2 Ship Movement
Halves Unit Upgrade Cost
*City Growth Causes +2 Citizens
Increase Chance of Leader Appearence
Build Larger Armies
*Allows Healing in enemy Territory

Text in italics indicates a wonder effect.
There ya go.
What does the * mean?
 
Hmm, I am not sure about the ship movement not compounding, since it appears to do so in the mods that I have done. I will need to go back and check.
 
I'm (almost) sure it applies to improvements as well as wonders.
 
Well, there's a bunch of flags that only apply to Wonders, but I think you've already checked that. As for cumulative effects, city bonuses do stack e.g. Market+Bank+Stock Exchange.
 
Well, there's a bunch of flags that only apply to Wonders, but I think you've already checked that. As for cumulative effects, city bonuses do stack e.g. Market+Bank+Stock Exchange.

Are there limits? or can you just keep adding 50%tax output+50%tax output+50%tax output ad infanitum?
 
What'd be the point? I'm not sure about hard-coded limits, as Firaxis has been overly moronical in that department. Until a couple years ago, I used to say 'they can't have hard-coded that'. Now, I say 'they can have hard-coded that'.
 
What'd be the point? I'm not sure about hard-coded limits, as Firaxis has been overly moronical in that department. Until a couple years ago, I used to say 'they can't have hard-coded that'. Now, I say 'they can have hard-coded that'.

I've experienced the frustration myself. :wallbash:
 
As far as I'm aware, you can go ad infinitum. At most, I'd guess you can have 256 improvements and wonders with the same effects before the game breaks ;)
 
See? There is a hardcoded limit somewhere.
 
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