Problems with adding UBs.

Wintermoore

Chieftain
Joined
Dec 2, 2014
Messages
3
Not sure if this is the right place to ask, but I haven't had any luck with anything anywhere else.

I built a custom Civ through Kael's guide, and it works alright (i.e. I can play it and it has unique units etc.), but I cannot add any unique buildings; when I start it up, the buildings are the default ones, and if I put the BuildingClassOverides bit anywhere else, it simply removes the buildings from the game.

Buildings.xml (note that I have not changed any info of the buildings but their type and cost.)
Spoiler :
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 11/30/2014 3:20:47 AM -->
<GameData>
<Buildings>
<Row>
<Type>BUILDING_AETHER_MANIPULATOR</Type>
<BuildingClass>BUILDINGCLASS_LIBRARY</BuildingClass>
<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
<Cost>7</Cost>
<GoldMaintenance>1</GoldMaintenance>
<PrereqTech>TECH_WRITING</PrereqTech>
<Help>TXT_KEY_BUILDING_LIBRARY_HELP</Help>
<Description>TXT_KEY_BUILDING_LIBRARY</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_LIBRARY_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_LIBRARY_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_LIBRARY</ArtDefineTag>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
<HurryCostModifier>25</HurryCostModifier>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>11</PortraitIndex>
</Row>
<Row>
<Type>BUILDING_CROP_INDUCTOR</Type>
<BuildingClass>BUILDINGCLASS_AQUEDUCT</BuildingClass>
<Cost>10</Cost>
<GoldMaintenance>1</GoldMaintenance>
<PrereqTech>TECH_ENGINEERING</PrereqTech>
<Help>TXT_KEY_BUILDING_AQUEDUCT_HELP</Help>
<Description>TXT_KEY_BUILDING_AQUEDUCT</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_AQUEDUCT_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_AQUEDUCT_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_HOSPITAL</ArtDefineTag>
<SCIENCEKept>40</SCIENCEKept>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
<HurryCostModifier>0</HurryCostModifier>
<IconAtlas>NEW_BLDG_ATLAS2_DLC</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
<Row>
<Type>BUILDING_MANUFACTORIUM</Type>
<BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
<Cost>12</Cost>
<GoldMaintenance>2</GoldMaintenance>
<PrereqTech>TECH_METAL_CASTING</PrereqTech>
<Help>TXT_KEY_BUILDING_WORKSHOP_HELP</Help>
<Description>TXT_KEY_BUILDING_WORKSHOP</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_WORKSHOP_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_WORKSHOP_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
<SpecialistCount>1</SpecialistCount>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
<HurryCostModifier>25</HurryCostModifier>
<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>28</PortraitIndex>
</Row>
<Row>
<Type>BUILDING_TELARC_RESEARCH_COMPLEX</Type>
<BuildingClass>BUILDINGCLASS_UNIVERSITY</BuildingClass>
<Cost>16</Cost>
<GoldMaintenance>2</GoldMaintenance>
<PrereqTech>TECH_EDUCATION</PrereqTech>
<FaithCost>200</FaithCost>
<UnlockedByBelief>true</UnlockedByBelief>
<Help>TXT_KEY_BUILDING_UNIVERSITY_HELP</Help>
<Description>TXT_KEY_BUILDING_UNIVERSITY</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_UNIVERSITY_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_UNIVERSITY_STRATEGY</Strategy>
<ArtDefineTag>ART_DEF_BUILDING_UNIVERSITY</ArtDefineTag>
<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
<SpecialistCount>2</SpecialistCount>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
<HurryCostModifier>15</HurryCostModifier>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>13</PortraitIndex>
</Row>
</Buildings>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>4</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>4</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>3</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>4</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>10</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>50</Yield>
</Row>
</Building_YieldChanges>
<Building_TerrainYieldChanges>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>5</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_GRASS</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_SNOW</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_COAST</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>25</Yield>
</Row>
</Building_TerrainYieldChanges>
<Building_YieldModifiers>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>100</Yield>
</Row>
<Row>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>25</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>50</Yield>
</Row>
<Row>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>50</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>200</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>100</Yield>
</Row>
<Row>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>60</Yield>
</Row>
</Building_YieldModifiers>
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_TELARC</CivilizationType>
<BuildingClassType>BUILDINGCLASS_LIBRARY</BuildingClassType>
<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
</Row>
<Row>
<CivilizationType>CIVILIZATION_TELARC</CivilizationType>
<BuildingClassType>BUILDINGCLASS_AQUEDUCT</BuildingClassType>
<BuildingType>BUILDING_CROP_INDUCTOR</BuildingType>
</Row>
<Row>
<CivilizationType>CIVILIZATION_TELARC</CivilizationType>
<BuildingClassType>BUILDINGCLASS_WORKSHOP</BuildingClassType>
<BuildingType>BUILDING_MANUFACTORIUM</BuildingType>
</Row>
<Row>
<CivilizationType>CIVILIZATION_TELARC</CivilizationType>
<BuildingClassType>BUILDINGCLASS_UNIVERSITY</BuildingClassType>
<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
</GameData>
 
No such column as <SCIENCEKept>. I'm pretty sure this will cause the game to discard the file. The correct command for an Aqueduct-type building is <FoodKept>. You cannot change any of the Firaxis-supplied column names such as <Type>, <Cost>, <FoodKept>. You have to use what Firaxis used and you have to show them exactly as Firaxis used them. I.E., Capitalization is important, so that <FoodKept> is not at all the same thing as <foodkept> or <Foodkept>.

---------------------------------------------------------------------------------------------------------------------------------------------

The following is no good, but will not cause the game to discard the file. Coast and Ocean cannot be specified in that table <Building_TerrainYieldChanges>
Code:
<Row>
	<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
	<TerrainType>TERRAIN_COAST</TerrainType>
	<YieldType>YIELD_SCIENCE</YieldType>
	<Yield>5</Yield>
</Row>
<Row>
	<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
	<TerrainType>TERRAIN_COAST</TerrainType>
	<YieldType>YIELD_PRODUCTION</YieldType>
	<Yield>5</Yield>
</Row>
<Row>
	<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
	<TerrainType>TERRAIN_OCEAN</TerrainType>
	<YieldType>YIELD_SCIENCE</YieldType>
	<Yield>5</Yield>
</Row>
<Row>
	<BuildingType>BUILDING_AETHER_MANIPULATOR</BuildingType>
	<TerrainType>TERRAIN_OCEAN</TerrainType>
	<YieldType>YIELD_PRODUCTION</YieldType>
	<Yield>5</Yield>
</Row>
There is a specific table for "Sea" tiles, called <Building_SeaPlotYieldChanges>. You cannot differentiate between Ocean tiles and Coastal tiles.

----------------------------------------------------------------------------------------------------------------------------------------------------

This is also no good, but will not cause the game to discard the file:
Code:
<Building_YieldModifiers>
	<Row>
		<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
		<YieldType>YIELD_CULTURE</YieldType>
		<Yield>100</Yield>
	</Row>
	<Row>
		<BuildingType>BUILDING_TELARC_RESEARCH_COMPLEX</BuildingType>
		<YieldType>YIELD_FAITH</YieldType>
		<Yield>60</Yield>
	</Row>
</Building_YieldModifiers>
There is a specific command within the <Buildings> table to accomplish the culture effect. The command would be
Code:
<CultureRateModifier>100</CultureRateModifier>
There is no command to accomplish the effect for Faith, and Faith does not work in the <Building_YieldModifiers> table.
 
Ah, yes. A result of my shoddy Ctrl-F replacement, no doubt. Thank you.

The buildings do work now, but I am encountering a new problem: if I select my Civ in the setup screen, the UI disappears and I am left with an empty Civ background. I can still select it in the Advanced Setup.
 
There is no command to accomplish the effect for Faith, and Faith does not work in the <Building_YieldModifiers> table.

Looks like it was intentionally excluded for whatever reason. Think it might be fairly simple to override/work-around however; in CvPlayer.cpp at line ~21249:

Spoiler :
Code:
                              // Building Class Yield Stuff
						for(iJ = 0; iJ < NUM_YIELD_TYPES; iJ++)
						{
							switch(iJ)
							{
							case YIELD_CULTURE:
								// Skip, handled above
								break;
							case YIELD_FAITH:
								pLoopCity->ChangeFaithPerTurnFromPolicies(pPolicy->GetBuildingClassYieldChanges(eBuildingClass, iJ) * iBuildingCount * iChange);
								break;
							default:
								{
									eYield = (YieldTypes) iJ;
									iYieldMod = pPolicy->GetBuildingClassYieldModifiers(eBuildingClass, eYield);
									if (iYieldMod > 0)
									{
										pLoopCity->changeYieldRateModifier(eYield, iYieldMod * iBuildingCount * iChange);
									}
									iYieldChange = pPolicy->GetBuildingClassYieldChanges(eBuildingClass, eYield);
									if (iYieldChange != 0)
									{
										pLoopCity->ChangeBaseYieldRateFromBuildings(eYield, iYieldChange * iBuildingCount * iChange);
									}
								}
							}
						}


Seems like the faith thing is just an explicit case: I assume just including a few lines of the default case

Spoiler :

Code:
                                                      iYieldMod = pPolicy->GetBuildingClassYieldModifiers(eBuildingClass, eYield);
									if (iYieldMod > 0)
									{
										pLoopCity->changeYieldRateModifier(eYield, iYieldMod * iBuildingCount * iChange);
									}


into the case: FAITH would solve the issue?
 
Looks like it was intentionally excluded for whatever reason. Think it might be fairly simple to override/work-around however; in CvPlayer.cpp at line ~21249:

Spoiler :
Code:
                              // Building Class Yield Stuff
						for(iJ = 0; iJ < NUM_YIELD_TYPES; iJ++)
						{
							switch(iJ)
							{
							case YIELD_CULTURE:
								// Skip, handled above
								break;
							case YIELD_FAITH:
								pLoopCity->ChangeFaithPerTurnFromPolicies(pPolicy->GetBuildingClassYieldChanges(eBuildingClass, iJ) * iBuildingCount * iChange);
								break;
							default:
								{
									eYield = (YieldTypes) iJ;
									iYieldMod = pPolicy->GetBuildingClassYieldModifiers(eBuildingClass, eYield);
									if (iYieldMod > 0)
									{
										pLoopCity->changeYieldRateModifier(eYield, iYieldMod * iBuildingCount * iChange);
									}
									iYieldChange = pPolicy->GetBuildingClassYieldChanges(eBuildingClass, eYield);
									if (iYieldChange != 0)
									{
										pLoopCity->ChangeBaseYieldRateFromBuildings(eYield, iYieldChange * iBuildingCount * iChange);
									}
								}
							}
						}


Seems like the faith thing is just an explicit case: I assume just including a few lines of the default case

Spoiler :

Code:
                                                      iYieldMod = pPolicy->GetBuildingClassYieldModifiers(eBuildingClass, eYield);
									if (iYieldMod > 0)
									{
										pLoopCity->changeYieldRateModifier(eYield, iYieldMod * iBuildingCount * iChange);
									}


into the case: FAITH would solve the issue?
DLL (C++ ??) is just way over my head. I know there are numerous cases where Yield_X was not implimented to Table_Y. Whoward and others have been working on a community unified DLL patch to fix all those dangling and missing yield implimentations, but I'm not sure what the status is at the moment. Here is the thread for the DLL - Unified Yields.
 
DLL (C++ ??) is just way over my head. I know there are numerous cases where Yield_X was not implimented to Table_Y. Whoward and others have been working on a community unified DLL patch to fix all those dangling and missing yield implimentations, but I'm not sure what the status is at the moment. Here is the thread for the DLL - Unified Yields.

A quick translation into English (or as close as I can get it :lol:) :

Spoiler :
Code:
Loop through the yield types{

    Case CULTURE:
          Handled somewhere else (i.e. dead end code).
    Case FAITH:
          Apply flat-yield changes from buildings (policy changes).
    Case "everything-else""
          Apply percentage modifier changes on buildings (policy changes)
          Apply flat-yield changes on buildings (policy changes)
  
}
 
but I'm not sure what the status is at the moment.

It's completed. If using mine or the CP DLL, every standard yield (food, gold, science, production, culture and faith) behave the same in ALL tables.

Also, two new yields - Tourism and GA Points - also behave the same in ALL tables

Additionally, there are 56 new secondary yield tables to "fill in the holes", eg if there was only a Belief_ResourceYieldChanges table, the tables Policy_ResourceYieldChanges and Trait_ResourceYieldChanges have been added - there are still a few gaps (see the table in post #2 of the linked thread) but they're just not worth the effort to implement
 
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