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#1 |
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Chieftain
Join Date: Oct 2010
Posts: 5
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Can you add a trait that changes ocean plot yields?
Hola my fellow modders
I was just messing around, trying to create a custom naval civilization, with the emphasis on coastal cities. I therefore wanted to give them a bonus yield on ocean squares, with several buildings to improve upon this. However, I can't seem to get this to work. Here's the last thing I tried: Code:
<GameData> <Traits> <Row> <Type>TRAIT_COMMERCE</Type> <Description>TXT_KEY_COMMERCE</Description> <ShortDescription>TXT_KEY_TRAIT_COMMERCE_SHORT</ShortDescription> </Row> </Traits> <Trait_SeaPlotYieldChanges> <Row> <TraitType>TRAIT_COMMERCE</TraitType> <YieldType>YIELD_GOLD</YieldType> <Yield>1</Yield> </Row> </Trait_SeaPlotYieldChanges> </GameData> ![]() I could of course come up with a different way of bolstering sea resources (like the lighthouse and seaport already do), but I was still wondering if this really can't be done or if I'm just not seeing something here. Any help would be appreciated. |
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#2 |
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Chieftain
Join Date: Feb 2007
Posts: 28
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I'm not experienced with civ modding, but for what it is worth, I had a look over the tables, and I couldn't see a natural way to do it either.
It seems you might be able to make a trait which alters strategic resource quantity dependent upon terrain, but not tile yields. You could make a unique building which cost 1 hammer and has the effect you desire, but it is a very inelegant solution. I'd be very interested in seeing if an experienced modder has a way to do this. |
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#3 |
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Chieftain
Join Date: Oct 2010
Posts: 5
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Yeah, that was my back-up idea; give the civ a free building that provides the bonus.
I was thinking of creating a maritime Civ that profits from having a few large cities, instead of a lot of smaller ones. This would fit with that development idea |
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