[Culture] Jomon

Joined
May 14, 2006
Messages
610
Civ4BeyondSword_NN36q61xim.jpg


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Previous discussions :
(annoyingly, the previews seem to ignore the specific post I linked to, previewing the first post of the page instead, IGNORE the previews)

Sources :

Problem :
Jomon Hunting Dogs are strictly worse than Trained Dogs, lacking a +1 Camouflage Spot.
(This makes them literally worse at what they were used for : hunting !)

So, what were the Jomon unique for ?
They are pre/historic inhabitants of Japan : "The Jōmon period is the time in Japanese history from about 10,000 BCE to 300 BCE."

"unique to this part of J¯omon Japan is the occurrence of the individual burials of domesticated dogs (Canis familiaris)"
"in Japan “boar-hunting with dogs is seen as a quintessential J¯omon activity”"
beginning of latest interglacial : end of hunting megafauna
"The spread of deciduous forests into north-central Honshu increased the variety of edible plant foods and strengthened the habitat for forest ungulates." "sika deer and boar"
"shift to smaller, triangular points used for the bow and arrow [...], which were designed to induce heavy bleeding in ungulates"
"Modern hunters emphasise the importance of hunting dogs in dense woodland, where human sensory and locomotor skills are diminished [...]. Injured deer often run, leading hunters on long chases, and wild boar can be aggressive and quickly learn to evade capture. Hunting dogs mitigate these factors by tracking blood trails, forcing game into vulnerable positions (e.g. in water) and holding prey until the hunter can make the final kill [...]. Specifically, the successful hunting of wild boar often requires highly skilled dogs, which are prized above all others, and without which many hunters attest boar hunting would be virtually impossible."

"post-glacial rising sea levels also increased coastal biotic productivity, resulting in a proliferation of large shell midden sites along the low-lying coastal plains"
"The association between J¯omon dog burials and the deciduous forest-estuary ecotone is strongly supported by the fact that 37 of the 39 dog burial sites are shell middens."

"According to archeological evidence, the Jōmon people created the earliest pottery in the world, dated to the 11th millennium BCE"
"The earliest vessels were mostly smallish round-bottomed bowls 10–50 cm high that are assumed to have been used for boiling food and, perhaps, storing it beforehand. They belonged to hunter-gatherers and the size of the vessels may have been limited by a need for portability."

Jomon currently requires Canine Domestication, Asian, Crab, Coast.
Suggestion : change it to require Canine Domestication + Ceremonial Burial (currently redundant, but for flavour and against potential future tech tree changes), Asian, Tale - Wild Boar, estuary (= Coast + river ? or = Coast + fresh water ?)
Note : specifically wild boar to insist on the climatic environment : other wild swine (Suidae) do NOT fit, because in different climates, while tamed pigs do not fit because no relation to hunting.
(I'm curious as to why Crabs were used as a requirement ?? 4 other Cultures also have it BTW.)
(theoretically it would also require archery and maybe deer, but archery is in a bad place for it balance-wise, and both in addition would probably be too much...)

Jomon currently provides : Jomon Hunting Dogs and Jimmu
Suggestion : replace Jimmu by an early version of Granary and Dogu clay figurines, probably copying the way that Olmec Jade Figurines work ? (both probably under Fire Making, requiring clay or fine clay).
(looks like Jimmu was not only not a Jomon but he ended the Jomon by invading them ?!)

Jomon Hunting Dogs :
should be :
Trained Dogs base (fix the missing +1 Camouflage Spot !) : can be upgraded from them, and upgraded to whatever Trained Dogs can be upgraded to
(BTW is there any sense for the existence of Neanderthal Trained Dogs ??)
Should start with free canine promotions : Woodsman 1 (mostly for flavor), Racing Dog 1 (as Forestry isn't an option) and Track Scent 1.

----

There also might need to be an adjustment to wild boars : the late prehistory Hunter unit should have a lot of trouble hunting them without the help of Trained Dogs, due to some combination of camouflage (wild boars should spawn and stick preferentially to forests, especially Ancient Forests, which already might be the case ?), easy withdrawal (thankfully, forests are fairly common, so they do have somewhere to withdraw to) and sheer unit strength (especially in forest ?), which might currently be lacking ??
Current unit stats that seem to be specific to wild boar ?
Civ4BeyondSword_qcdEhHSosT.jpg

also :
Civ4BeyondSword_fNE9jrsfHj.jpg

(and deers might require similar, but weaker changes ??)
 
Last edited:
Suggestion : change it to require Canine Domestication + Ceremonial Burial (currently redundant, but for flavour and against potential future tech tree changes), Asian, Tale - Wild Boar, estuary (= Coast + river ? or = Coast + fresh water ?)
Note : specifically wild boar to insist on the climatic environment : other wild swine (Suidae) do NOT fit, because in different climates, while tamed pigs do not fit because no relation to hunting.
Hmm, I forgot that Cultures are supposed to be quite location-specific, while Tales spread...

Ok then, forget about the limitations to wild boars, make it require Camp - Boar and forest (+ estuary).
(Pig still not being an option to insist on the hunting bit, but I think Pigs spawn wild boars anyway ?)
 
Lol, you seem to put a lot of effort into this random unit. I merely was annoyed that it's WORSE than the regular one, which is an anomaly.
 
Well, I was annoyed too (was just considering whether to get that Culture in my game), and since there was no in-game hint at what it might be better at, I had to do some research... (or rather follow the footsteps of the previous C2C modders)
 
Well, I was annoyed too (was just considering whether to get that Culture in my game), and since there was no in-game hint at what it might be better at, I had to do some research... (or rather follow the footsteps of the previous C2C modders)
It's just a bug (conceptually, not mechanically, since it doesn't produce an in-game error, but rather is simply broken itself).
 
Trained Dogs UnitInfo :
XML:
        <UnitInfo>
            <Type>UNIT_TRAINEDDOG</Type>
                                                   
            <Combat>UNITCOMBAT_ANIMAL</Combat>
            <SubCombatTypes>
                <SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_MAMMAL</SubCombatType>
                <SubCombatType>UNITCOMBAT_CANINE</SubCombatType>
                <SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SCRATCH</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SHARP_TOOTHED</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POUNCE</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHASING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FAST_REFLEXES</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_WARNING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_PACK_HUNTER</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_KEEN_SENSES</SubCombatType>
                <SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
                <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
                <SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
                <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
                <SubCombatType>UNITCOMBAT_SIZE_SMALL</SubCombatType>
                <SubCombatType>UNITCOMBAT_HEALS_AS_ANIMALS</SubCombatType>
            </SubCombatTypes>
            <Domain>DOMAIN_LAND</Domain>
            <Description>TXT_KEY_UNIT_TRAINEDDOG</Description>
            <Civilopedia>TXT_KEY_UNIT_WARDOG_PEDIA</Civilopedia>
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <Advisor>ADVISOR_MILITARY</Advisor>
            <DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
            <UnitAIs>
                <UnitAI>
                    <UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_PILLAGE_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_HUNTER_ESCORT</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_SEE_INVISIBLE</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
            </UnitAIs>
            <bIgnoreTerrainCost>1</bIgnoreTerrainCost>
            <bMilitaryProduction>1</bMilitaryProduction>
            <bMilitarySupport>1</bMilitarySupport>
            <bMilitaryTrade>1</bMilitaryTrade>
            <bNoCapture>1</bNoCapture>
            <bNoDefensiveBonus>1</bNoDefensiveBonus>
            <bPassage>1</bPassage>
            <PrereqTech>TECH_CANINE_DOMESTICATION</PrereqTech>
            <BonusType>BONUS_DOG</BonusType>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_DOG_BREEDER</BuildingType>
                <BuildingType>BUILDING_REPET</BuildingType>
            </PrereqOrBuildings>
            <UnitUpgrades>
                <UnitType>UNIT_WARDOG</UnitType>
                <UnitType>UNIT_NEANDERTHAL_TRAINED_DOG</UnitType>
            </UnitUpgrades>
            <iCost>70</iCost>
            <iBaseUpkeep>1</iBaseUpkeep>
            <iMoves>2</iMoves>
            <SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
            <VisibilityIntensityTypes>
                <VisibilityIntensityType>
                    <InvisibleType>INVISIBLE_CAMOUFLAGE</InvisibleType>
                    <iIntensity>1</iIntensity>
                </VisibilityIntensityType>
            </VisibilityIntensityTypes>
            <iCombat>4</iCombat>
            <iXPValueAttack>3</iXPValueAttack>
            <iXPValueDefense>1</iXPValueDefense>
            <iAnimalCombat>15</iAnimalCombat>
            <iStealthCombatModifier>10</iStealthCombatModifier>
            <iPursuit>50</iPursuit>
            <iUnnerve>5</iUnnerve>
            <iEnclose>5</iEnclose>
            <iLunge>5</iLunge>
            <iDynamicDefense>5</iDynamicDefense>
            <iAsset>3</iAsset>
            <iPower>3</iPower>
            <UnitMeshGroups>
                <iGroupSize>2</iGroupSize>
                <fMaxSpeed>1.75</fMaxSpeed>
                <fPadTime>1</fPadTime>
                <iMeleeWaveSize>2</iMeleeWaveSize>
                <iRangedWaveSize>0</iRangedWaveSize>
                <UnitMeshGroup>
                    <iRequired>1</iRequired>
                    <EarlyArtDefineTag>ART_DEF_UNIT_TRAINED_DOG</EarlyArtDefineTag>
                </UnitMeshGroup>
            </UnitMeshGroups>
            <FormationType>FORMATION_TYPE_ANIMAL</FormationType>
            <SupersedingUnits>
                <UnitType>UNIT_NEANDERTHAL_TRAINED_DOG</UnitType>
            </SupersedingUnits>
        </UnitInfo>

Jomon Hunting Dogs UnitInfo :
XML:
        <UnitInfo>
            <Type>UNIT_JOMON_HUNTING_DOGS</Type>
            <iInstanceCostModifier>15</iInstanceCostModifier>
            <Combat>UNITCOMBAT_ANIMAL</Combat>
            <SubCombatTypes>
                <SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_MAMMAL</SubCombatType>
                <SubCombatType>UNITCOMBAT_CANINE</SubCombatType>
                <SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SCRATCH</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SHARP_TOOTHED</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POUNCE</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHASING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FAST_REFLEXES</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_WARNING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_PACK_HUNTER</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_KEEN_SENSES</SubCombatType>
                <SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
                <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
                <SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
                <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
                <SubCombatType>UNITCOMBAT_SIZE_SMALL</SubCombatType>
                <SubCombatType>UNITCOMBAT_HEALS_AS_ANIMALS</SubCombatType>
            </SubCombatTypes>
            <Domain>DOMAIN_LAND</Domain>
            <Description>TXT_KEY_UNIT_JOMON_HUNTING_DOGS</Description>
            <Civilopedia>TXT_KEY_UNIT_JOMON_HUNTING_DOGS_PEDIA</Civilopedia>
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <Advisor>ADVISOR_MILITARY</Advisor>
            <DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
            <UnitAIs>
                <UnitAI>
                    <UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_PILLAGE_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_HUNTER_ESCORT</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
           
                                                 
                       
           
            </UnitAIs>
            <bIgnoreTerrainCost>1</bIgnoreTerrainCost>
            <bMilitaryProduction>1</bMilitaryProduction>
            <bMilitarySupport>1</bMilitarySupport>
            <bMilitaryTrade>1</bMilitaryTrade>
            <bNoCapture>1</bNoCapture>
            <bNoDefensiveBonus>1</bNoDefensiveBonus>
            <bPassage>1</bPassage>
            <PrereqTech>TECH_CANINE_DOMESTICATION</PrereqTech>
            <BonusType>BONUS_JOMON</BonusType>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_DOG_BREEDER</BuildingType>
                <BuildingType>BUILDING_REPET</BuildingType>
            </PrereqOrBuildings>
            <UnitUpgrades>
                <UnitType>UNIT_WARDOG</UnitType>
                                                   
            </UnitUpgrades>
            <iCost>70</iCost>
            <iBaseUpkeep>1</iBaseUpkeep>
            <iMoves>2</iMoves>
            <SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
                           
                           
                                                       
                             
                             
                             
            <iCombat>4</iCombat>
            <iXPValueAttack>6</iXPValueAttack>
            <iXPValueDefense>3</iXPValueDefense>
            <iAnimalCombat>15</iAnimalCombat>
            <iStealthCombatModifier>10</iStealthCombatModifier>
            <iPursuit>50</iPursuit>
            <iUnnerve>5</iUnnerve>
            <iEnclose>5</iEnclose>
            <iLunge>5</iLunge>
            <iDynamicDefense>5</iDynamicDefense>
            <iAsset>3</iAsset>
            <iPower>3</iPower>
            <UnitMeshGroups>
                <iGroupSize>2</iGroupSize>
                <fMaxSpeed>1.75</fMaxSpeed>
                <fPadTime>1</fPadTime>
                <iMeleeWaveSize>2</iMeleeWaveSize>
                <iRangedWaveSize>0</iRangedWaveSize>
                <UnitMeshGroup>
                    <iRequired>1</iRequired>
                    <EarlyArtDefineTag>ART_DEF_UNIT_JOMON_HUNTING_DOGS</EarlyArtDefineTag>
                </UnitMeshGroup>
            </UnitMeshGroups>
            <FormationType>FORMATION_TYPE_ANIMAL</FormationType>
                   
                                                   
                     
        </UnitInfo>

Relevant differences :
Jomon Hunting Dogs are missing :
XML:
                <UnitAI>
                    <UnitAIType>UNITAI_SEE_INVISIBLE</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
and :
XML:
            <VisibilityIntensityTypes>
                <VisibilityIntensityType>
                    <InvisibleType>INVISIBLE_CAMOUFLAGE</InvisibleType>
                    <iIntensity>1</iIntensity>
                </VisibilityIntensityType>
            </VisibilityIntensityTypes>

(I'm going to leave upgrades alone for now.)

New UnitInfo should be :
XML:
        <UnitInfo>
            <Type>UNIT_JOMON_HUNTING_DOGS</Type>
            <iInstanceCostModifier>15</iInstanceCostModifier>
            <Combat>UNITCOMBAT_ANIMAL</Combat>
            <SubCombatTypes>
                <SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_MAMMAL</SubCombatType>
                <SubCombatType>UNITCOMBAT_CANINE</SubCombatType>
                <SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SCRATCH</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SHARP_TOOTHED</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POUNCE</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHASING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FAST_REFLEXES</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_WARNING</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_PACK_HUNTER</SubCombatType>
                <SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_KEEN_SENSES</SubCombatType>
                <SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
                <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
                <SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
                <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
                <SubCombatType>UNITCOMBAT_SIZE_SMALL</SubCombatType>
                <SubCombatType>UNITCOMBAT_HEALS_AS_ANIMALS</SubCombatType>
            </SubCombatTypes>
            <Domain>DOMAIN_LAND</Domain>
            <Description>TXT_KEY_UNIT_JOMON_HUNTING_DOGS</Description>
            <Civilopedia>TXT_KEY_UNIT_JOMON_HUNTING_DOGS_PEDIA</Civilopedia>
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <Advisor>ADVISOR_MILITARY</Advisor>
            <DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
            <UnitAIs>
                <UnitAI>
                    <UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_PILLAGE_COUNTER</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_HUNTER_ESCORT</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
                <UnitAI>
                    <UnitAIType>UNITAI_SEE_INVISIBLE</UnitAIType>
                    <bUnitAI>1</bUnitAI>
                </UnitAI>
            </UnitAIs>
            <bIgnoreTerrainCost>1</bIgnoreTerrainCost>
            <bMilitaryProduction>1</bMilitaryProduction>
            <bMilitarySupport>1</bMilitarySupport>
            <bMilitaryTrade>1</bMilitaryTrade>
            <bNoCapture>1</bNoCapture>
            <bNoDefensiveBonus>1</bNoDefensiveBonus>
            <bPassage>1</bPassage>
            <PrereqTech>TECH_CANINE_DOMESTICATION</PrereqTech>
            <BonusType>BONUS_JOMON</BonusType>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_DOG_BREEDER</BuildingType>
                <BuildingType>BUILDING_REPET</BuildingType>
            </PrereqOrBuildings>
            <UnitUpgrades>
                <UnitType>UNIT_WARDOG</UnitType>
            </UnitUpgrades>
            <iCost>70</iCost>
            <iBaseUpkeep>1</iBaseUpkeep>
            <iMoves>2</iMoves>
            <SeeInvisible>INVISIBLE_CAMOUFLAGE</SeeInvisible>
            <VisibilityIntensityTypes>
                <VisibilityIntensityType>
                    <InvisibleType>INVISIBLE_CAMOUFLAGE</InvisibleType>
                    <iIntensity>1</iIntensity>
                </VisibilityIntensityType>
            </VisibilityIntensityTypes>                                                      
            <iCombat>4</iCombat>
            <FreePromotions>
                <FreePromotion>
                    <PromotionType>PROMOTION_WOODSMAN1</PromotionType>
                    <bFreePromotion>1</bFreePromotion>
                </FreePromotion>
                <FreePromotion>
                    <PromotionType>PROMOTION_RACING_DOG1</PromotionType>
                    <bFreePromotion>1</bFreePromotion>
                </FreePromotion>
                <FreePromotion>
                    <PromotionType>PROMOTION_TRACK_SCENT1</PromotionType>
                    <bFreePromotion>1</bFreePromotion>
                </FreePromotion>
            </FreePromotions>
            <iXPValueAttack>6</iXPValueAttack>
            <iXPValueDefense>3</iXPValueDefense>
            <iAnimalCombat>15</iAnimalCombat>
            <iStealthCombatModifier>10</iStealthCombatModifier>
            <iPursuit>50</iPursuit>
            <iUnnerve>5</iUnnerve>
            <iEnclose>5</iEnclose>
            <iLunge>5</iLunge>
            <iDynamicDefense>5</iDynamicDefense>
            <iAsset>3</iAsset>
            <iPower>3</iPower>
            <UnitMeshGroups>
                <iGroupSize>2</iGroupSize>
                <fMaxSpeed>1.75</fMaxSpeed>
                <fPadTime>1</fPadTime>
                <iMeleeWaveSize>2</iMeleeWaveSize>
                <iRangedWaveSize>0</iRangedWaveSize>
                <UnitMeshGroup>
                    <iRequired>1</iRequired>
                    <EarlyArtDefineTag>ART_DEF_UNIT_JOMON_HUNTING_DOGS</EarlyArtDefineTag>
                </UnitMeshGroup>
            </UnitMeshGroups>
            <FormationType>FORMATION_TYPE_ANIMAL</FormationType>
        </UnitInfo>
With the resulting file for
SVN-11584
v44.BETA.8024 - 2024-03-04
:
EDIT : holy hell, is the uncompressed XML big !
 

Attachments

  • Cultures_Cultural_CIV4UnitInfos.zip
    117.9 KB · Views: 2
Gotta get the core unit review complete before these points have tooooo much relevancy I think. Always then the plan was to review and recreate the cultural units and other specials so they could directly compare to the realigned core balances.
 
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