I've looked in every file in the \Expansion2\Scenarios\ScrambleAfricaScenario\ folder, and none of them have UnresearchedTechBonusFromKills in it.I believe that that is use on Scramble for Africa Scenario.
// --------------------------------------------------------------------------------
/// Apply and show a bonus towards unresearched tech when we defeat a unit of that tech
/// If a bonus is applied, iNumBonuses must be incremented to stagger the UI text with other bonuses
void CvPlayer::DoUnresearchedTechBonusFromKill(UnitTypes eKilledUnitType, int iX, int iY, int &iNumBonuses)
{
CvAssertMsg(eKilledUnitType != NO_UNIT, "Killed unit's type is NO_TYPE. Please send Anton your save file and version.");
if (eKilledUnitType == NO_UNIT) return;
int iPercent = GetPlayerTraits()->GetUnresearchedTechBonusFromKills();
if (iPercent > 0)
{
int iValue = 0;
CvUnitEntry* pkUnitInfo = GC.getUnitInfo(eKilledUnitType);
if(pkUnitInfo)
{
TechTypes ePrereq = (TechTypes) pkUnitInfo->GetPrereqAndTech();
if (ePrereq != NO_TECH)
{
CvTechEntry* pkTechInfo = GC.getTechInfo(ePrereq);
if (pkTechInfo && !GET_TEAM(getTeam()).GetTeamTechs()->HasTech(ePrereq))
{
int iCombatStrength = max(pkUnitInfo->GetCombat(), pkUnitInfo->GetRangedCombat());
if (iCombatStrength > 0)
{
int iTechCost = GetPlayerTechs()->GetResearchCost(ePrereq);
iValue = (iTechCost * iPercent) / 100;
// Cannot be greater than the tech's cost
int iRemainingCost = iTechCost - GetPlayerTechs()->GetResearchProgress(ePrereq);
if (iValue > iRemainingCost)
{
iValue = iRemainingCost;
}
if (iValue > 0)
{
GET_TEAM(getTeam()).GetTeamTechs()->ChangeResearchProgress(ePrereq, iValue, GetID());
iNumBonuses++;
ReportYieldFromKill(YIELD_SCIENCE, iValue, iX, iY, iNumBonuses);
}
}
}
}
}
}
}
Never heard of it, but since it's the closest thing to a science yield from kills apparently, definitely going to use it. Although unfortunately, as it seems, it's only an ability for BNW, not G&K. So I can only use it for BNW versions, I guess.
And also, since this is a trait, that would mean that all units receive the bonus, so is there anything remotely close to this that can be applied to a promotion or unit?
Are you sure? Since science doesn't function like gold, culture or faith, as it isn't something you can "spend", but rather like tourism it just builds up every turn.You can have units yield Science from kills in the same way they might yield other national yields, such as culture, gold or faith.
Are you sure? Since science doesn't function like gold, culture or faith, as it isn't something you can "spend", but rather like tourism it just builds up every turn.
I believe there was a thread similar to this one about science from kills a while back...
EDIT: And then I looked up the alien community on the steam workshop but nothing in the UA says anything about science from kills (and it has no UU)
Yest! The trait neatly built by Putmalk works empire-wide,
But doesn't that give you Science for EVERY kill, instead only against units whose prereq techs you haven't researched yet?
Uh... that actually wasn't my impression... I was just wondering how to make a certain unit generate science from kills; it was putmalk who was saying you only get science from killing units of a more advanced civilization...Yes, but I was addressing AggressiveWimp's impression that Science from kills against more advanced units was the only way to get science from kills, which is not the case, in case it was more pertinent to him.
Never heard of it, but since it's the closest thing to a science yield from kills apparently, definitely going to use it. Although unfortunately, as it seems, it's only an ability for BNW, not G&K. So I can only use it for BNW versions, I guess.