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strategyonly

C2C Supreme Commander
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This is going to be a NEW section for anything you actually want changed in C2C and have NO idea how to do it, just ask.:help:

Also for "Modders" if they are getting to bogged down (like me), requests for C2C "Players" to help out on this great mod, also.:goodjob:

So since i started this, i better start things off then:

Request for Help:

I need someone other than the regular modders to help placing units in C2C, not the art or buttons, just helping out with doing the XML work.

What this in-tales is:

Working on putting units into C2C into three XML files:

1. CIV4UnitInfos
2. CIV4UnitClassInfos
3. CIV4ArtDefines_Unit

That's it, actually pretty simple stuff but having knowledge of actually doing this does help out alot.

1. Example:

Spoiler :
Code:
		<UnitInfo>
			<Class>UNITCLASS_COMANCHE_HORSE_ARCHER</Class>
			<Type>UNIT_COMANCHE_HORSE_ARCHER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER</Description>
			

<Civilopedia>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER_PEDIA</Civilopedia>
			

<Strategy>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>1</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<bWorkerTrade>0</bWorkerTrade>
			<bMilitaryTrade>0</bMilitaryTrade>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					

<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes>
				<FlankingStrike>
					

<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
				<FlankingStrike>
					

<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
			</FlankingStrikes>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MOUNTED_ARCHERY</PrereqTech>
			<TechTypes/>
			<BonusType>BONUS_COMANCHE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_HORSE</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>70</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>100</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>2</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>1</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>20</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks>
				<TerrainAttack>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<iTerrainAttack>50</iTerrainAttack>
				</TerrainAttack>
				<TerrainAttack>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<iTerrainAttack>25</iTerrainAttack>
				</TerrainAttack>
			</TerrainAttacks>
			<TerrainDefenses>
			</TerrainDefenses>
			<FeatureAttacks>
				<FeatureAttack>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iFeatureAttack>-25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iFeatureAttack>-25</iFeatureAttack>
				</FeatureAttack>
				<FeatureAttack>
					<FeatureType>FEATURE_SWAMP</FeatureType>
					<iFeatureAttack>-25</iFeatureAttack>
				</FeatureAttack>
			</FeatureAttacks>
			<FeatureDefenses/>
			<UnitClassAttackMods>
				<UnitClassAttackMod>
					

<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					

<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
					<iUnitClassMod>50</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					

<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>5</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>2</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					

<EarlyArtDefineTag>ART_DEF_UNIT_COMANCHE_HORSE_ARCHER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					

<PromotionType>PROMOTION_COMMANDO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			<iDCMBombAccuracy>60</iDCMBombAccuracy>
		</UnitInfo>

2.

Spoiler :
Code:
		<UnitClassInfo>
			<Type>UNITCLASS_COMANCHE_HORSE_ARCHER</Type>
			<Description>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>15</iMaxPlayerInstances>
			<iInstanceCostModifier>2</iInstanceCostModifier>
			<DefaultUnit>UNIT_COMANCHE_HORSE_ARCHER</DefaultUnit>
		</UnitClassInfo>

3.

Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_COMANCHE_HORSE_ARCHER</Type>
			<Button>Art/Interface/Buttons/Units/comanchehorsearcher.dds</Button>
			<fScale>0.42</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Unique/Comanche/Comanche_HorseArcher/nativehorsearcher.nif</NIF>
			<KFM>Art/Units/HorseArcher/HorseArcher.kfm</KFM>
			<SHADERNIF>Art/Units/Unique/Comanche/Comanche_HorseArcher/nativehorsearcher.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

If interesting in this unit request, pls contact me by PM only, thx. No need to waste space here if possible.

I hope this section will bring in more people to modding that really dont know how to mod, or even want to give it a shot for experience for future stuff they want to do/change for the betterment of C2C and for that fact just plain modding itself.:goodjob:
 
I have a question. What is going on with the skin for the Assassin unit? I believe the skin is "assassinmalakim kopie.dds". I can open it in DXTBMP with no problems, but when I try to open it in GIMP, I get a completely transparent image. Any ideas?
 
I have a question. What is going on with the skin for the Assassin unit? I believe the skin is "assassinmalakim kopie.dds". I can open it in DXTBMP with no problems, but when I try to open it in GIMP, I get a completely transparent image. Any ideas?

I just tried it in Gimp, did you make a "send to editor" for the dds file first and make it a BMP? Then Gimp will make it automatically a JPEG and you can change to your hearts content, just make sure you make it "back" to a BMP, then back to DDS. I hope this helps and thx for asking . See pic attached.
 
I just tried it in Gimp, did you make a "send to editor" for the dds file first and make it a BMP? Then Gimp will make it automatically a JPEG and you can change to your hearts content, just make sure you make it "back" to a BMP, then back to DDS. I hope this helps and thx for asking . See pic attached.

Thank you. That works. Now I just have to figure out how to get the exact effect I want, but that shouldn't be too difficult.
 
Hi,
i´d volunteer to add the units as given in the example above.
I have no problem with the CIV4UnitInfo and CIV4UnitCassInfo
but i don't have a clue of CIV4ArtDefines_Unit, especially where to find the appropriate art paths whether it's the button or the animation.
Is there a tutorial available?

Edit:
I found it out myself.
Unpacking the FPK solved my problem.
 
Hi,
i´d volunteer to add the units as given in the example above.
I have no problem with the CIV4UnitInfo and CIV4UnitCassInfo
but i don't have a clue of CIV4ArtDefines_Unit, especially where to find the appropriate art paths whether it's the button or the animation.
Is there a tutorial available?

OK, 1st you need this (pakbuild) http://forums.civfanatics.com/showthread.php?t=136023

Then how to use it:

1. Put "a copy of" the mod you want to use "on your desktop."
2. Click on Pakbuild and choose PAK, a pop-up will appear then choose Desktop: on the left side, then in the directory part look for your mod you want to use, click on it, click on the Assets folder, then click on the PAK (orange colored ones) you want to unpack.
3. Then it takes you to another screen, that says "Browse for Folder", go to the mod you want but only click on it "ONCE."
4. In the "Browse for Folder" now, click OK, so it should look like (see pic 1).

5. Thats it, now you can find what you want, but NEVER ever use this folder with the open art in it, just use it as a reference only, because it will take forever other wise to individually go through all the art individually when it loads. Just a warning is all.
 
Another question while I work on the Assassin skin. Is is possible to make a building that produces more than one kind of resource at a time? I think the <FreeBonus> tag only allows you to do one resource.
 
Another question while I work on the Assassin skin. Is is possible to make a building that produces more than one kind of resource at a time? I think the <FreeBonus> tag only allows you to do one resource.

Yes, the new ExtraFreeBonuses tag does that. eg
Code:
			<ExtraFreeBonuses>
				<ExtraFreeBonus>
					<FreeBonus>BONUS_BISON</FreeBonus>
					<iNumFreeBonuses>1</iNumFreeBonuses>
				</ExtraFreeBonus>
				<ExtraFreeBonus>
					<FreeBonus>BONUS_CARCASS</FreeBonus>
					<iNumFreeBonuses>1</iNumFreeBonuses>
				</ExtraFreeBonus>
			</ExtraFreeBonuses>
 
Yes, the new ExtraFreeBonuses tag does that. eg
Code:
			<ExtraFreeBonuses>
				<ExtraFreeBonus>
					<FreeBonus>BONUS_BISON</FreeBonus>
					<iNumFreeBonuses>1</iNumFreeBonuses>
				</ExtraFreeBonus>
				<ExtraFreeBonus>
					<FreeBonus>BONUS_CARCASS</FreeBonus>
					<iNumFreeBonuses>1</iNumFreeBonuses>
				</ExtraFreeBonus>
			</ExtraFreeBonuses>

Is that tag coming in v20? I don't see that tag in the CIV4BuildingsSchema file that I have been using for my previous wonders. Either way, thank you. That will work perfectly for another Wonder I have in mind.
 
Is that tag coming in v20? I don't see that tag in the CIV4BuildingsSchema file that I have been using for my previous wonders. Either way, thank you. That will work perfectly for another Wonder I have in mind.
It should be in there already. Mind that there are sometimes two schemes in the same directory. That is something I have merged for V20.
 
Okay, I finished my Assassin reskin... but now it's turning up purple in Civ4. The skin looks correct in NifSkope, so I suspect the problem is somewhere in the CIV4ArtDefines_Unit.xml file. All of the unit art files are in the Hashishin folder. I can post any other files that may help to solve this issue.

This is my CIV4ArtDefines_Unit.xml file.
Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit art path information -->
<Civ4ArtDefines xmlns="x-schema:Alamut_CIV4ArtDefinesSchema.xml">
	<UnitArtInfos>
			<UnitArtInfo>
			<Type>ART_DEF_UNIT_HASHISHIN</Type>
			<Button>Hashishin/assassin.dds</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Hashishin/lightswordsman.nif</NIF>
			<KFM>Hashishin/lightswordsman.kfm</KFM>
			<SHADERNIF>Hashishin/lightswordsman_fx.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Hashishin/unitshadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
	</UnitArtInfos>
</Civ4ArtDefines>
 
Okay, I finished my Assassin reskin... but now it's turning up purple in Civ4. The skin looks correct in NifSkope, so I suspect the problem is somewhere in the CIV4ArtDefines_Unit.xml file. All of the unit art files are in the Hashishin folder. I can post any other files that may help to solve this issue.

This is my CIV4ArtDefines_Unit.xml file.
Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit art path information -->
<Civ4ArtDefines xmlns="x-schema:Alamut_CIV4ArtDefinesSchema.xml">
	<UnitArtInfos>
			<UnitArtInfo>
			<Type>ART_DEF_UNIT_HASHISHIN</Type>
			<Button>Hashishin/assassin.dds</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Hashishin/lightswordsman.nif</NIF>
			<KFM>Hashishin/lightswordsman.kfm</KFM>
			<SHADERNIF>Hashishin/lightswordsman_fx.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Hashishin/unitshadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
	</UnitArtInfos>
</Civ4ArtDefines>

Pls post the "whole" file and its contents, thx.
 
Here is what I have. The whole thing works if unzipped and dropped into the Wonders folder. I haven't yet added the wonder movie.
 
Here is what I have. The whole thing works if unzipped and dropped into the Wonders folder. I haven't yet added the wonder movie.

OK i got it working, but the lightswordsman_fx has an incorrect nif someplace, its all pink, so i just used the regular nif withOUT the _fx and i get (see attached)

As DH suggested i put it in "your" folder under modules:
 
OK i got it working, but the lightswordsman_fx has an incorrect nif someplace, its all pink, so i just used the regular nif withOUT the _fx and i get (see attached)

As DH suggested i put it in "your" folder under modules:

Thanks. I just deleted the <ShaderNIF> line from the CIV4ArtDefines_Unit.xml file and it seems to work fine. Is it better to just delete the line or to change the reference from lightswordsman_fx.nif to lightswordsman.nif?
 
It should be in there already. Mind that there are sometimes two schemes in the same directory. That is something I have merged for V20.

Thanks. I needed that for Svalbard Global Seed Vault. It provides 16 different food resources (every tile-based plant food crop I could find).
 
Thanks. I needed that for Svalbard Global Seed Vault. It provides 16 different food resources (every tile-based plant food crop I could find).

Might be a bit over-powered. I like the idea though, just not sure how unbalancing it might be.
 
Might be a bit over-powered. I like the idea though, just not sure how unbalancing it might be.

I was thinking two things. First, it's a GLOBAL seed vault, so it should have everything. Second, by the time the Vault is ready to be built (late Modern Era, Ecology + Genetics), I probably have most of these resources already, so the Vault fills in a few gaps and gives some extra trade resources. I rarely trade resources, so maybe it doesn't seem as unbalancing to me.
 
I was thinking two things. First, it's a GLOBAL seed vault, so it should have everything. Second, by the time the Vault is ready to be built (late Modern Era, Ecology + Genetics), I probably have most of these resources already, so the Vault fills in a few gaps and gives some extra trade resources. I rarely trade resources, so maybe it doesn't seem as unbalancing to me.

Ah, I hadn't twigged that it was late modern. Yeh, I agree it should be fine in that case.
 
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