Dancing Hoskuld
Deity
OK so let's start with some things in CIV4BuildingInfos.xml!
<Advisor>
Should be fixed.
<PrereqGameOption>
I'd suggest removing altogether both the Bee Bombs building and GAMEOPTION_HEART_OF_WAR inside GameOptions.xml.
Don't do this! Doing this will break save game compatibility.
<FreeBonus>
The following buildings have a non-0 number set as their number of free bonuses, but the free bonus is defined as NONE so it has no effect:
I suggest putting 0 in the number of free bonuses for consistency's sake.
Should be fixed.
Also the following buildings have "-1" set as their number of free bonuses:
BUILDING_BROADWAY
BUILDING_HOLLYWOOD
BUILDING_ROCKNROLL
BUILDING_RESEARCH_HOSPITAL
BUILDING_MOVIE_STUDIO
It seems that "-1" is interpreted as "6" in-game (the vanilla entries for Broadway, Hollywood and Rock'n Roll already had this "-1") so I guess it works (and should be let as is), though that's misleading...
I believe this was supposed to fix the number to 6 no matter what map size is used. However the variation due to map size done not seem to have been implemented in BtS. Maybe it has some other purpose.
<GreatPeopleUnitClass>
The following buildings have a <GreatPeopleUnitClass> defined but their <iGreatPeopleRateChange>
is set to 0, meaning they don't really contribute to great peoples:
...
I suggest replacing what's in <GreatPeopleUnitClass> by NONE for them.
Should be fixed. However both WIKIPEDIA and NATIONAL_LIBRARY_SERVICE should be contributing 1 to a great scientist.
<bPower>
Should be fixed.
<iHurryCostModifier>
Should be fixed.
<iYield> and <iCommerce>
Not having them there has no game affect. I understood that the fewer tags that have the default specified the faster the initial load.
<BonusHealthChanges><BonusHealthChange><BonusType>
Should be fixed.
<BonusProductionModifiers><BonusProductionModifier><BonusType>
Should be fixed.
<UnitCombatFreeExperiences><UnitCombatFreeExperience><UnitCombatType>
BUILDING_FLAVIAN has <UnitCombatType> defined with UNITCOMBAT_MELEE but with a <iExperience> of 0.
The corresponding tags could be removed.
Depends on the Coluseum. If it gives exp then the Flavian should not otherwise it should give 1 exp.
<SpecialistYieldChanges><SpecialistYieldChange><SpecialistType>
Should be fixed.
<Flavors><Flavor><FlavorType>
Many buildings have a flavor defined in <FlavorType>, but with 0 in <iFlavor>.
The corresponding Flavors could be removed.
I suspect that this was something that was being worked on but not completed. The flavors do need to be reviewed for all buildings at some stage.
Removing the zeros now is OK.
<iPrereqPopulation>I suggest only keeping the last one.
Agreed.
<PrereqOrFeature><PrereqFeature><FeatureType>
BUILDING_STRATOSPHERE has NONE defined as <FeatureType> but 1 as <bPrereqFeature>.
This could be removed.
Agreed.
<AndDependencyTypes><DependencyType>
Some <DependencyType> refer to buildings or features that are already in core:
All those dependencies could be removed, except those refering to religion (since they are defined in Modules/Custom_Religions which may not be loaded).
This may be a problem. All religions will eventually moved out into Custom Religions to allow players more options and because of the work I am doing on evolving religions.
I will need to look at each of these individually. Some can go because they were optional and now aren't but maybe some should be moved back out of core and made optional again.
BTW "core" is used for both the files in the XML folder and those in the optional modules. This is only done to confuse you.
Tags that are never used (or only with a default value)
Though they may appear in modules files, they could probably be removed when they appear in the core building file, making entries slightly easier to read...
Agreed. As I said elsewhere this is a good idea as it slightly speeds up the initial load time.