LeeS
Imperator
Support Issues Related to the Impending Release of Civ6:
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&
Some Guidance on <Buildings> Table Structure for Dummy and Hidden Buildings
With Particular Attention to Dummy and Hidden Buildings
When Using Either XML or SQL Methods to Insert Such Buildings and Building-Classes Into the Game's Database
Note on Usage of the terms "Dummy Building" and "Hidden Building":
Introduction: <BuildingClass> Table Structuring
As many more-experienced Mod-Creators already know, there are certain limitations to successfully getting Buildings to have an expected or anticipated effect in-game. Most of these limitations can be directly traced back to how a building is inserted into its corresponding Building-Class. In essence, without LUA intervention, the game will not allow certain kinds of building effects to "stack", or to be given at all via a building to which a specific civilization is not entitled from within a specific Building-Class. So, for purposes of this "guidance", the structure of a Building-Class includes not only the setting of the Default Building within such a class, but also the settings of all unique buildings from within the class that have been specified in <Rows> within the <Civilization_BuildingClassOverrides> table. Any building that has been inserted into a specific Building-Class, and which is neither the DefaultBuilding, nor has been assigned to a specific civilization (via the <Civilization_BuildingClassOverrides> table), will fail to give the effects to be discussed in this guidance.
Consider the following 'Mock-Up' Building-Class and the Buildings Assigned:
Only Germany would be able to make use of the Tourism effect within such a structure. By "such a structure" I mean that the <BuildingClass> Table and the <Civilization_BuildingClassOverrides> table are entered as follows:
It would still be possible to assign via LUA a BUILDING_ALE_HOUSE to a city not belonging to Germany, but there would be no Tourism effect in that non-German city coming from the BUILDING_ALE_HOUSE. The opposite is also true: adding a BUILDING_TAVERN to a German city would not have the correct effects for such things as Tourism.
If the structure of the 'mock' building-class were as this:
Germany would get 2 Tourism for every BUILDING_ALE_HOUSE constructed, and every other civilization would get 1 Tourism for every BUILDING_TAVERN constructed. Contrary to some conclusions drawn and discussed elsewhere on the internet (and here on CivFanatics) it does not matter how many buildings within a class give Tourism (or the other effects that will be discussed later), it only matters if the building is correct for the civilization in question.
Important Definition for Further Reference within this Guidance:
It is important to note that hereinafter whenever I refer to a civilization being "normally entitled" to a particular building within a class, or that the building is "correct for a particular civilization" , I mean by such a structuring of the Building-Class as it appears within the Database after all mods have loaded and made thier respective changes.
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The Two Issues Involved:
There are two main issues involved in the way a Building-Class' structure will affect the way buildings within the class function in-game: "Stacking" and "Refusal".
These may seem like they are the same issue, but they are not.
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Issues With Effect "Stacking":
<Buildings> Column | Stacks | Verified by Test/Comment
<TechEnhancedTourism> | FALSE | VERIFIED
<UnmoddedHappiness> | TRUE | VERIFIED (1)
<BuildingProductionModifier> | TRUE | VERIFIED
<WonderProductionModifier> | TRUE | VERIFIED
<GreatPeopleRateChange> | X | NOT VERIFIED
<Defense> | TRUE | VERIFIED
<ExtraCityHitPoints> | TRUE | VERIFIED
<GlobalPlotCultureCostModifier> | X | NOT VERIFIED
<GlobalPlotBuyCostModifier> | X | NOT VERIFIED
<PlotCultureCostModifier> | TRUE | VERIFIED
<PlotBuyCostModifier> | TRUE | VERIFIED
<TradeRouteSeaGoldBonus> | FALSE | VERIFIED
<TradeRouteLandGoldBonus> | FALSE | VERIFIED
<TradeRouteLandDistanceModifier> | X | NOT VERIFIED
<TradeRouteSeaDistanceModifier> | X | NOT VERIFIED
<TradeRouteTargetBonus> | X | NOT VERIFIED
<TradeRouteRecipientBonus> | X | NOT VERIFIED
<CityConnectionTradeRouteModifier> | X | NOT VERIFIED
<NumTradeRouteBonus> | X | NOT VERIFIED
<EspionageModifier> | X | NOT VERIFIED
<GlobalEspionageModifier> | X | NOT VERIFIED
<ExtraSpies> | X | NOT VERIFIED
<SpyRankChange> | X | NOT VERIFIED
<InstantSpyRankChange> | X | NOT VERIFIED
<Happiness> | TRUE | GAME RULES AFFECTED (1)
<UnhappinessModifier> | TRUE | VERIFIED
<HappinessPerCity> | X | NOT VERIFIED
<HappinessPerXPolicies> | FALSE | VERIFIED (3)
<CityCountUnhappinessMod> | X | NOT VERIFIED
<MilitaryProductionModifier> | TRUE | VERIFIED
<SpaceProductionModifier> | X | NOT VERIFIED
<GlobalSpaceProductionModifier> | X | NOT VERIFIED
<GlobalGreatPeopleRateModifier> | X | NOT VERIFIED
<GreatGeneralRateModifier> | X | NOT VERIFIED
<GreatPeopleRateModifier> | X | NOT VERIFIED
<GreatPersonExpendGold> | X | NOT VERIFIED
<GreatScientistBeakerModifier> | X | NOT VERIFIED
<FreeGreatPeople> | X | NOT VERIFIED
<CultureRateModifier> | TRUE | VERIFIED
<GlobalCultureRateModifier> | X | NOT VERIFIED
<ReligiousPressureModifier> | X | NOT VERIFIED
<ExtraMissionarySpreads> | X | NOT VERIFIED
<GoldenAgeModifier> | X | NOT VERIFIED
<PolicyCostModifier> | X | NOT VERIFIED
<FreePolicies> | X | NOT VERIFIED
<UnitUpgradeCostMod> | X | NOT VERIFIED
<GlobalDefenseMod> | X | NOT VERIFIED
<MinorFriendshipChange> | X | NOT VERIFIED
<CityStateTradeRouteProductionModifier> | X | NOT VERIFIED
<LandmarksTourismPercent> | X | NOT VERIFIED
<GreatWorksTourismModifier> | X | NOT VERIFIED
<GlobalPopulationChange> | X | NOT VERIFIED
<NukeModifier> | X | NOT VERIFIED
<FoodKept> | X | NOT VERIFIED
<Gold> | TRUE | VERIFIED
<MedianTechPercentChange> | X | NOT VERIFIED
<ExtraLeagueVotes> | TRUE | VERIFIED
<FreeTechs> | TRUE | VERIFIED
<WorkerSpeedModifier> | X | NOT VERIFIED
<AirModifier> | FALSE | VERIFIED (2)
<CapturePlunderModifier> | X | NOT VERIFIED
<Experience> | X | NOT VERIFIED(1): Negative numbers in these columns are ignored
(2): <AirModifier> will not stack regardless of how the building is defined within its class. There is no condition in which the Firaxis-supplied dll allows the effect to be implemented for any copy of the building beyond the first copy of the building within a single city
(3): Only the last building added to a city that has <HappinessPerXPolicies> will have any effect. This includes dummy or hidden buildings.
Building-Related Tables:
Buildings-Related Table | Stacks | Verified by Test/Comment
<Building_YieldChanges> | TRUE | VERIFIED
<Building_BuildingClassYieldChanges> 1 | FALSE | VERIFIED
<Building_BuildingClassHappiness> | FALSE | VERIFIED
<Policy_BuildingClassYieldChanges> | TRUE | VERIFIED
<Policy_BuildingClassCultureChanges> | TRUE | VERIFIED
<Policy_BuildingClassHappiness> | TRUE | GAME RULES AFFECTED
<Building_YieldModifiers> | TRUE | VERIFIED
<Building_GlobalYieldModifiers> | TRUE | NOT VERIFIED
<Building_AreaYieldModifiers> | TRUE | VERIFIED
<Building_HurryModifiers> | TRUE | VERIFIED
<Building_SpecialistYieldChanges> | X | NOT VERIFIED
<Building_YieldChangesPerPop> | TRUE | VERIFIED
<Building_YieldChangesPerReligion> | FALSE | VERIFIED
<Building_RiverPlotYieldChanges> | TRUE | VERIFIED
<Building_SeaPlotYieldChanges> | TRUE | VERIFIED
<Building_LakePlotYieldChanges> | TRUE | VERIFIED
<Building_SeaResourceYieldChanges> | TRUE | VERIFIED
<Building_ResourceYieldChanges> | TRUE | NOT VERIFIED
<Building_FeatureYieldChanges> | TRUE | VERIFIED
<Building_TerrainYieldChanges> | TRUE | VERIFIED
<Building_TechEnhancedYieldChanges> | X | NOT VERIFIED
<Building_FreeUnits> | TRUE | VERIFIED
<Building_DomainFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatProductionModifiers> | TRUE | VERIFIED
<Building_DomainProductionModifiers> | TRUE | VERIFIED
<Building_ResourceQuantity> | TRUE | GAME RULES AFFECTED
<Belief_BuildingClassYieldChanges> 2 | FALSE | FAITH STACKS
<Belief_BuildingClassHappiness> | INDETERMINATE | NOT VERIFIED
<Belief_BuildingClassTourism> | FALSE | AS FROM RELIGIOUS ART BELIEF
<Policy_BuildingClassTourismModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldModifiers> | TRUE | VERIFIED
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Issues With Effects "Refusals":
Certain effects, most notably Tourism, will be "refused" by the game where a building is not correct from within a given building-class for a given civilization. The building will be accepted as a valid building by the game, but all of the effects will not be implemented within a city that is not owned by the correct civilization for that building.
<Buildings> Table Columns:
<Buildings> Column | Works for Incorrect | Verified by Test/Comment
<TechEnhancedTourism> | FALSE | VERIFIED
<TradeRouteLandDistanceModifier> | FALSE | NOT VERIFIED
<TradeRouteSeaDistanceModifier> | FALSE | NOT VERIFIED
<UnmoddedHappiness> | TRUE | VERIFIED (1)
<BuildingProductionModifier> | TRUE | VERIFIED
<WonderProductionModifier> | TRUE | VERIFIED
<GreatPeopleRateChange> | X | NOT VERIFIED
<Defense> | TRUE | VERIFIED
<ExtraCityHitPoints> | TRUE | VERIFIED
<GlobalPlotCultureCostModifier> | X | NOT VERIFIED
<GlobalPlotBuyCostModifier> | X | NOT VERIFIED
<PlotCultureCostModifier> | TRUE | VERIFIED
<PlotBuyCostModifier> | TRUE | VERIFIED
<TradeRouteSeaGoldBonus> | X | NOT VERIFIED
<TradeRouteLandGoldBonus> | X | NOT VERIFIED
<TradeRouteTargetBonus> | X | NOT VERIFIED
<TradeRouteRecipientBonus> | X | NOT VERIFIED
<CityConnectionTradeRouteModifier> | X | NOT VERIFIED
<NumTradeRouteBonus> | X | NOT VERIFIED
<EspionageModifier> | X | NOT VERIFIED
<GlobalEspionageModifier> | X | NOT VERIFIED
<ExtraSpies> | X | NOT VERIFIED
<SpyRankChange> | X | NOT VERIFIED
<InstantSpyRankChange> | X | NOT VERIFIED
<Happiness> | TRUE | GAME RULES AFFECTED (1)
<UnhappinessModifier> | X | NOT VERIFIED
<HappinessPerCity> | X | NOT VERIFIED
<CityCountUnhappinessMod> | X | NOT VERIFIED
<MilitaryProductionModifier> | TRUE | VERIFIED
<SpaceProductionModifier> | X | NOT VERIFIED
<GlobalSpaceProductionModifier> | X | NOT VERIFIED
<GlobalGreatPeopleRateModifier> | X | NOT VERIFIED
<GreatGeneralRateModifier> | X | NOT VERIFIED
<GreatPeopleRateModifier> | X | NOT VERIFIED
<GreatPersonExpendGold> | X | NOT VERIFIED
<GreatScientistBeakerModifier> | X | NOT VERIFIED
<FreeGreatPeople> | X | NOT VERIFIED
<CultureRateModifier> | TRUE | VERIFIED
<GlobalCultureRateModifier> | X | NOT VERIFIED
<ReligiousPressureModifier> | X | NOT VERIFIED
<ExtraMissionarySpreads> | X | NOT VERIFIED
<GoldenAgeModifier> | X | NOT VERIFIED
<PolicyCostModifier> | X | NOT VERIFIED
<FreePolicies> | X | NOT VERIFIED
<UnitUpgradeCostMod> | X | NOT VERIFIED
<GlobalDefenseMod> | X | NOT VERIFIED
<MinorFriendshipChange> | X | NOT VERIFIED
<CityStateTradeRouteProductionModifier> | X | NOT VERIFIED
<LandmarksTourismPercent> | X | NOT VERIFIED
<GreatWorksTourismModifier> | X | NOT VERIFIED
<GlobalPopulationChange> | X | NOT VERIFIED
<NukeModifier> | X | NOT VERIFIED
<FoodKept> | X | NOT VERIFIED
<Gold> | TRUE | VERIFIED
<MedianTechPercentChange> | X | NOT VERIFIED
<ExtraLeagueVotes> | X | NOT VERIFIED
<FreeTechs> | TRUE | VERIFIED
<WorkerSpeedModifier> | X | NOT VERIFIED
<AirModifier> | X | NOT VERIFIED
<CapturePlunderModifier> | X | NOT VERIFIED
<Experience> | X | NOT VERIFIED(1): Negative numbers in these columns are ignored
Building-Related Tables:
Buildings-Related Table | Works for Incorrect | Verified by Test/Comment
<Building_BuildingClassYieldChanges> | TRUE | VERIFIED
<Building_BuildingClassHappiness> | FALSE | VERIFIED
<Building_YieldChanges> | TRUE | VERIFIED
<Building_YieldModifiers> | TRUE | VERIFIED
<Building_GlobalYieldModifiers> | TRUE | VERIFIED
<Building_AreaYieldModifiers> | TRUE | VERIFIED
<Building_HurryModifiers> | TRUE | VERIFIED
<Building_SpecialistYieldChanges> | X | NOT VERIFIED
<Building_YieldChangesPerPop> | TRUE | VERIFIED
<Building_YieldChangesPerReligion> | TRUE | NOT VERIFIED
<Building_RiverPlotYieldChanges> | TRUE | VERIFIED
<Building_SeaPlotYieldChanges> | TRUE | VERIFIED
<Building_LakePlotYieldChanges> | TRUE | NOT VERIFIED
<Building_SeaResourceYieldChanges> | TRUE | NOT VERIFIED
<Building_ResourceYieldChanges> | TRUE | VERIFIED
<Building_FeatureYieldChanges> | TRUE | VERIFIED
<Building_TerrainYieldChanges> | TRUE | VERIFIED
<Building_TechEnhancedYieldChanges> | X | NOT VERIFIED
<Building_FreeUnits> | TRUE | VERIFIED
<Building_DomainFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatProductionModifiers> | TRUE | VERIFIED
<Building_DomainProductionModifiers> | TRUE | VERIFIED
<Building_ResourceQuantity> | TRUE | VERIFIED
<Policy_BuildingClassTourismModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldChanges> | FALSE | VERIFIED
<Policy_BuildingClassCultureChanges> | FALSE | VERIFIED
<Belief_BuildingClassYieldChanges> | FALSE | VERIFIED
<Belief_BuildingClassHappiness> | FALSE | VERIFIED
<Belief_BuildingClassTourism> | FALSE | Shows 0 from RELIGIOUS ART belief
- Other than to clean up any small whoopses or typos that may exist in the information presented I have no intentions of adding to the information nor of making any great changes to format of how the info is presented
- I am attempting to wind-down my Civ5 modding in preperation for the release of 6.
- I am not abandoning the Civ5 modding forum, I am just winding down the stuff I have in the works and that I can reasonably expect to put to bed prior to the release of 6.
- I intend to move on to 6 modding for the most part (or for the all part), assuming 6 is not a mess or a BE
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Some Advice and Guidance on <BuildingClass> Table Structure for Proper Hook-up to Certain Building Effects
&
Some Guidance on <Buildings> Table Structure for Dummy and Hidden Buildings
With Particular Attention to Dummy and Hidden Buildings
When Using Either XML or SQL Methods to Insert Such Buildings and Building-Classes Into the Game's Database
Note on Usage of the terms "Dummy Building" and "Hidden Building":
- I tend to differentiate between a "Dummy" building and a "Hidden" building only in that in the way I define them a "hidden" building is hidden from sight of the mod-user, whereas a "dummy" building is not hidden from sight of the mod-user. This is not, I think, anything like the way most mod-creators think of the distinction between a "dummy" building and a "hidden" building.
- When I show examples of code within tutorials or references I am never interested in whether or not the effects such code would create are balanced in-game. I am only interested in using an example of code and coding methods to illustrate a point or present a method to achieve a goal.
Guidance on <BuildingClass> Table Structure for Proper Hook-up to Certain Building Effects
Introduction: <BuildingClass> Table Structuring
As many more-experienced Mod-Creators already know, there are certain limitations to successfully getting Buildings to have an expected or anticipated effect in-game. Most of these limitations can be directly traced back to how a building is inserted into its corresponding Building-Class. In essence, without LUA intervention, the game will not allow certain kinds of building effects to "stack", or to be given at all via a building to which a specific civilization is not entitled from within a specific Building-Class. So, for purposes of this "guidance", the structure of a Building-Class includes not only the setting of the Default Building within such a class, but also the settings of all unique buildings from within the class that have been specified in <Rows> within the <Civilization_BuildingClassOverrides> table. Any building that has been inserted into a specific Building-Class, and which is neither the DefaultBuilding, nor has been assigned to a specific civilization (via the <Civilization_BuildingClassOverrides> table), will fail to give the effects to be discussed in this guidance.
Consider the following 'Mock-Up' Building-Class and the Buildings Assigned:
BUILDINGCLASS_TAVERN
Building Kind | Building | Correct Civilization(s) | Extra Effect
Default Building | BUILDING_TAVERN | ALL BUT GERMANY | NONE
Unique Building | BUILDING_ALE_HOUSE | CIVILIZATION_GERMANY | +1 Tourism
Default Building | BUILDING_TAVERN | ALL BUT GERMANY | NONE
Unique Building | BUILDING_ALE_HOUSE | CIVILIZATION_GERMANY | +1 Tourism
Only Germany would be able to make use of the Tourism effect within such a structure. By "such a structure" I mean that the <BuildingClass> Table and the <Civilization_BuildingClassOverrides> table are entered as follows:
Code:
<BuildingClasses>
<Row>
<Type>BUILDINGCLASS_TAVERN</Type>
<DefaultBuilding>BUILDING_TAVERN</DefaultBuilding>
<Description>TXT_KEY_BUILDING_TAVERN</Description>
</Row>
</BuildingClasses>
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_GERMANY</CivilizationType>
<BuildingClassType>BUILDINGCLASS_TAVERN</BuildingClassType>
<BuildingType>BUILDING_ALE_HOUSE</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
If the structure of the 'mock' building-class were as this:
BUILDINGCLASS_TAVERN
Building Kind | Building | Correct Civilization(s) | Extra Effect
Default Building | BUILDING_TAVERN | ALL BUT GERMANY | +1 Tourism
Unique Building | BUILDING_ALE_HOUSE | CIVILIZATION_GERMANY | +2 Tourism
Default Building | BUILDING_TAVERN | ALL BUT GERMANY | +1 Tourism
Unique Building | BUILDING_ALE_HOUSE | CIVILIZATION_GERMANY | +2 Tourism
Germany would get 2 Tourism for every BUILDING_ALE_HOUSE constructed, and every other civilization would get 1 Tourism for every BUILDING_TAVERN constructed. Contrary to some conclusions drawn and discussed elsewhere on the internet (and here on CivFanatics) it does not matter how many buildings within a class give Tourism (or the other effects that will be discussed later), it only matters if the building is correct for the civilization in question.
Important Definition for Further Reference within this Guidance:
It is important to note that hereinafter whenever I refer to a civilization being "normally entitled" to a particular building within a class, or that the building is "correct for a particular civilization" , I mean by such a structuring of the Building-Class as it appears within the Database after all mods have loaded and made thier respective changes.
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The Two Issues Involved:
There are two main issues involved in the way a Building-Class' structure will affect the way buildings within the class function in-game: "Stacking" and "Refusal".
These may seem like they are the same issue, but they are not.
- The difference lies in that for "Stacking" issues, the 1st building from within a class that is added to a city will implement all of the effects assigned to the building via XML or SQL, but the second, third, fourth, and so on copies of the same building within the same city will not create all of the assigned effects.
- For "Refusals", the game simply will not add any of certain kinds of effects when a building is added to a city. "Refusals" are all based on whether or not a building within a class is correct for the city-owner's civilization.
- "Stacking" problems apply regardless of whether the building is correct for the city-owner's civilization.
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Issues With Effect "Stacking":
- Certain effects, most notably Tourism, will not "stack" for multiple buildings added within a city. The game simply refuses to assign the tourism effect of the 2nd+ building added to a city from within a single building-class. The inclusion of <NoLimit>true</NoLimit> within the definition of a building-class has no effect on this stacking limitation. This is the primary example of the "stacking" issue. A work-around for this limitation with regards to Tourism can be found here.
- In discussing those building effects that are "stack-limited", a clear distinction must be drawn between those effects that stack from multiple cities having a copy of the same building, and whether the effects stack for multiple copies of the same building within the same city. For the purposes of this Guidance, we are only interested in whether or not the effects stack for multiple copies of the same building within the same city.
- Tourism does not appear to be the only problem-effect so limited, but at the current time I do not have an exhaustive list to offer of what effects refuse to stack. The following tables, however, have been tested for the effects shown as "VERIFIED". "X" shown in the "Stacks" column of these two tables means I have not as yet had an opportunity to make a good test of the <Buildings> table for that column, or of the game-table specified. "GAME RULES AFFECTED" means that there are additional game-rules that come into play, so the effect may or may not appear to be immediate, but the effect does stack. The two tables shown are based on whether a building has these columns set with values in the <Buildings> table, whether a building has <Row> entries for it as the <BuildingType> in the various <Building_Something> tables, or whether the building's <BuildingClassType> is specified in the various <Belief_BuildingClassSomething> or <Policy_BuildingClassSomething> tables:
Spoiler :
<TechEnhancedTourism> | FALSE | VERIFIED
<UnmoddedHappiness> | TRUE | VERIFIED (1)
<BuildingProductionModifier> | TRUE | VERIFIED
<WonderProductionModifier> | TRUE | VERIFIED
<GreatPeopleRateChange> | X | NOT VERIFIED
<Defense> | TRUE | VERIFIED
<ExtraCityHitPoints> | TRUE | VERIFIED
<GlobalPlotCultureCostModifier> | X | NOT VERIFIED
<GlobalPlotBuyCostModifier> | X | NOT VERIFIED
<PlotCultureCostModifier> | TRUE | VERIFIED
<PlotBuyCostModifier> | TRUE | VERIFIED
<TradeRouteSeaGoldBonus> | FALSE | VERIFIED
<TradeRouteLandGoldBonus> | FALSE | VERIFIED
<TradeRouteLandDistanceModifier> | X | NOT VERIFIED
<TradeRouteSeaDistanceModifier> | X | NOT VERIFIED
<TradeRouteTargetBonus> | X | NOT VERIFIED
<TradeRouteRecipientBonus> | X | NOT VERIFIED
<CityConnectionTradeRouteModifier> | X | NOT VERIFIED
<NumTradeRouteBonus> | X | NOT VERIFIED
<EspionageModifier> | X | NOT VERIFIED
<GlobalEspionageModifier> | X | NOT VERIFIED
<ExtraSpies> | X | NOT VERIFIED
<SpyRankChange> | X | NOT VERIFIED
<InstantSpyRankChange> | X | NOT VERIFIED
<Happiness> | TRUE | GAME RULES AFFECTED (1)
<UnhappinessModifier> | TRUE | VERIFIED
<HappinessPerCity> | X | NOT VERIFIED
<HappinessPerXPolicies> | FALSE | VERIFIED (3)
<CityCountUnhappinessMod> | X | NOT VERIFIED
<MilitaryProductionModifier> | TRUE | VERIFIED
<SpaceProductionModifier> | X | NOT VERIFIED
<GlobalSpaceProductionModifier> | X | NOT VERIFIED
<GlobalGreatPeopleRateModifier> | X | NOT VERIFIED
<GreatGeneralRateModifier> | X | NOT VERIFIED
<GreatPeopleRateModifier> | X | NOT VERIFIED
<GreatPersonExpendGold> | X | NOT VERIFIED
<GreatScientistBeakerModifier> | X | NOT VERIFIED
<FreeGreatPeople> | X | NOT VERIFIED
<CultureRateModifier> | TRUE | VERIFIED
<GlobalCultureRateModifier> | X | NOT VERIFIED
<ReligiousPressureModifier> | X | NOT VERIFIED
<ExtraMissionarySpreads> | X | NOT VERIFIED
<GoldenAgeModifier> | X | NOT VERIFIED
<PolicyCostModifier> | X | NOT VERIFIED
<FreePolicies> | X | NOT VERIFIED
<UnitUpgradeCostMod> | X | NOT VERIFIED
<GlobalDefenseMod> | X | NOT VERIFIED
<MinorFriendshipChange> | X | NOT VERIFIED
<CityStateTradeRouteProductionModifier> | X | NOT VERIFIED
<LandmarksTourismPercent> | X | NOT VERIFIED
<GreatWorksTourismModifier> | X | NOT VERIFIED
<GlobalPopulationChange> | X | NOT VERIFIED
<NukeModifier> | X | NOT VERIFIED
<FoodKept> | X | NOT VERIFIED
<Gold> | TRUE | VERIFIED
<MedianTechPercentChange> | X | NOT VERIFIED
<ExtraLeagueVotes> | TRUE | VERIFIED
<FreeTechs> | TRUE | VERIFIED
<WorkerSpeedModifier> | X | NOT VERIFIED
<AirModifier> | FALSE | VERIFIED (2)
<CapturePlunderModifier> | X | NOT VERIFIED
<Experience> | X | NOT VERIFIED
(2): <AirModifier> will not stack regardless of how the building is defined within its class. There is no condition in which the Firaxis-supplied dll allows the effect to be implemented for any copy of the building beyond the first copy of the building within a single city
(3): Only the last building added to a city that has <HappinessPerXPolicies> will have any effect. This includes dummy or hidden buildings.
Spoiler :
<Building_YieldChanges> | TRUE | VERIFIED
<Building_BuildingClassYieldChanges> 1 | FALSE | VERIFIED
<Building_BuildingClassHappiness> | FALSE | VERIFIED
<Policy_BuildingClassYieldChanges> | TRUE | VERIFIED
<Policy_BuildingClassCultureChanges> | TRUE | VERIFIED
<Policy_BuildingClassHappiness> | TRUE | GAME RULES AFFECTED
<Building_YieldModifiers> | TRUE | VERIFIED
<Building_GlobalYieldModifiers> | TRUE | NOT VERIFIED
<Building_AreaYieldModifiers> | TRUE | VERIFIED
<Building_HurryModifiers> | TRUE | VERIFIED
<Building_SpecialistYieldChanges> | X | NOT VERIFIED
<Building_YieldChangesPerPop> | TRUE | VERIFIED
<Building_YieldChangesPerReligion> | FALSE | VERIFIED
<Building_RiverPlotYieldChanges> | TRUE | VERIFIED
<Building_SeaPlotYieldChanges> | TRUE | VERIFIED
<Building_LakePlotYieldChanges> | TRUE | VERIFIED
<Building_SeaResourceYieldChanges> | TRUE | VERIFIED
<Building_ResourceYieldChanges> | TRUE | NOT VERIFIED
<Building_FeatureYieldChanges> | TRUE | VERIFIED
<Building_TerrainYieldChanges> | TRUE | VERIFIED
<Building_TechEnhancedYieldChanges> | X | NOT VERIFIED
<Building_FreeUnits> | TRUE | VERIFIED
<Building_DomainFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatProductionModifiers> | TRUE | VERIFIED
<Building_DomainProductionModifiers> | TRUE | VERIFIED
<Building_ResourceQuantity> | TRUE | GAME RULES AFFECTED
<Belief_BuildingClassYieldChanges> 2 | FALSE | FAITH STACKS
<Belief_BuildingClassHappiness> | INDETERMINATE | NOT VERIFIED
<Belief_BuildingClassTourism> | FALSE | AS FROM RELIGIOUS ART BELIEF
<Policy_BuildingClassTourismModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldModifiers> | TRUE | VERIFIED
- 1some people have misunderstood -- it does in fact stack across multiple copies of the same building in different cities but it does not stack for multiple copies of the same building within the same city.
- 2 the only "YIELD" that appears to stack is Faith. All other valid yields for the <Belief_BuildingClassYieldChanges> do not appear to stack.
- "Stacking" effects are most commonly used with hidden or dummy buildings, and to generate unique ability effects.
- Whether or not the building is hidden, or is a dummy, or a hidden-dummy, does not matter as regards the way the game treats "stacking" effects.
- So far as the game's internal code is concerned regarding these effects a building is a building is a building. And a wonder is a building.
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Issues With Effects "Refusals":
Certain effects, most notably Tourism, will be "refused" by the game where a building is not correct from within a given building-class for a given civilization. The building will be accepted as a valid building by the game, but all of the effects will not be implemented within a city that is not owned by the correct civilization for that building.
<Buildings> Table Columns:
Spoiler :
<TechEnhancedTourism> | FALSE | VERIFIED
<TradeRouteLandDistanceModifier> | FALSE | NOT VERIFIED
<TradeRouteSeaDistanceModifier> | FALSE | NOT VERIFIED
<UnmoddedHappiness> | TRUE | VERIFIED (1)
<BuildingProductionModifier> | TRUE | VERIFIED
<WonderProductionModifier> | TRUE | VERIFIED
<GreatPeopleRateChange> | X | NOT VERIFIED
<Defense> | TRUE | VERIFIED
<ExtraCityHitPoints> | TRUE | VERIFIED
<GlobalPlotCultureCostModifier> | X | NOT VERIFIED
<GlobalPlotBuyCostModifier> | X | NOT VERIFIED
<PlotCultureCostModifier> | TRUE | VERIFIED
<PlotBuyCostModifier> | TRUE | VERIFIED
<TradeRouteSeaGoldBonus> | X | NOT VERIFIED
<TradeRouteLandGoldBonus> | X | NOT VERIFIED
<TradeRouteTargetBonus> | X | NOT VERIFIED
<TradeRouteRecipientBonus> | X | NOT VERIFIED
<CityConnectionTradeRouteModifier> | X | NOT VERIFIED
<NumTradeRouteBonus> | X | NOT VERIFIED
<EspionageModifier> | X | NOT VERIFIED
<GlobalEspionageModifier> | X | NOT VERIFIED
<ExtraSpies> | X | NOT VERIFIED
<SpyRankChange> | X | NOT VERIFIED
<InstantSpyRankChange> | X | NOT VERIFIED
<Happiness> | TRUE | GAME RULES AFFECTED (1)
<UnhappinessModifier> | X | NOT VERIFIED
<HappinessPerCity> | X | NOT VERIFIED
<CityCountUnhappinessMod> | X | NOT VERIFIED
<MilitaryProductionModifier> | TRUE | VERIFIED
<SpaceProductionModifier> | X | NOT VERIFIED
<GlobalSpaceProductionModifier> | X | NOT VERIFIED
<GlobalGreatPeopleRateModifier> | X | NOT VERIFIED
<GreatGeneralRateModifier> | X | NOT VERIFIED
<GreatPeopleRateModifier> | X | NOT VERIFIED
<GreatPersonExpendGold> | X | NOT VERIFIED
<GreatScientistBeakerModifier> | X | NOT VERIFIED
<FreeGreatPeople> | X | NOT VERIFIED
<CultureRateModifier> | TRUE | VERIFIED
<GlobalCultureRateModifier> | X | NOT VERIFIED
<ReligiousPressureModifier> | X | NOT VERIFIED
<ExtraMissionarySpreads> | X | NOT VERIFIED
<GoldenAgeModifier> | X | NOT VERIFIED
<PolicyCostModifier> | X | NOT VERIFIED
<FreePolicies> | X | NOT VERIFIED
<UnitUpgradeCostMod> | X | NOT VERIFIED
<GlobalDefenseMod> | X | NOT VERIFIED
<MinorFriendshipChange> | X | NOT VERIFIED
<CityStateTradeRouteProductionModifier> | X | NOT VERIFIED
<LandmarksTourismPercent> | X | NOT VERIFIED
<GreatWorksTourismModifier> | X | NOT VERIFIED
<GlobalPopulationChange> | X | NOT VERIFIED
<NukeModifier> | X | NOT VERIFIED
<FoodKept> | X | NOT VERIFIED
<Gold> | TRUE | VERIFIED
<MedianTechPercentChange> | X | NOT VERIFIED
<ExtraLeagueVotes> | X | NOT VERIFIED
<FreeTechs> | TRUE | VERIFIED
<WorkerSpeedModifier> | X | NOT VERIFIED
<AirModifier> | X | NOT VERIFIED
<CapturePlunderModifier> | X | NOT VERIFIED
<Experience> | X | NOT VERIFIED
Spoiler :
<Building_BuildingClassYieldChanges> | TRUE | VERIFIED
<Building_BuildingClassHappiness> | FALSE | VERIFIED
<Building_YieldChanges> | TRUE | VERIFIED
<Building_YieldModifiers> | TRUE | VERIFIED
<Building_GlobalYieldModifiers> | TRUE | VERIFIED
<Building_AreaYieldModifiers> | TRUE | VERIFIED
<Building_HurryModifiers> | TRUE | VERIFIED
<Building_SpecialistYieldChanges> | X | NOT VERIFIED
<Building_YieldChangesPerPop> | TRUE | VERIFIED
<Building_YieldChangesPerReligion> | TRUE | NOT VERIFIED
<Building_RiverPlotYieldChanges> | TRUE | VERIFIED
<Building_SeaPlotYieldChanges> | TRUE | VERIFIED
<Building_LakePlotYieldChanges> | TRUE | NOT VERIFIED
<Building_SeaResourceYieldChanges> | TRUE | NOT VERIFIED
<Building_ResourceYieldChanges> | TRUE | VERIFIED
<Building_FeatureYieldChanges> | TRUE | VERIFIED
<Building_TerrainYieldChanges> | TRUE | VERIFIED
<Building_TechEnhancedYieldChanges> | X | NOT VERIFIED
<Building_FreeUnits> | TRUE | VERIFIED
<Building_DomainFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatFreeExperiences> | TRUE | VERIFIED
<Building_UnitCombatProductionModifiers> | TRUE | VERIFIED
<Building_DomainProductionModifiers> | TRUE | VERIFIED
<Building_ResourceQuantity> | TRUE | VERIFIED
<Policy_BuildingClassTourismModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldModifiers> | FALSE | VERIFIED
<Policy_BuildingClassYieldChanges> | FALSE | VERIFIED
<Policy_BuildingClassCultureChanges> | FALSE | VERIFIED
<Belief_BuildingClassYieldChanges> | FALSE | VERIFIED
<Belief_BuildingClassHappiness> | FALSE | VERIFIED
<Belief_BuildingClassTourism> | FALSE | Shows 0 from RELIGIOUS ART belief
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