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[BTS Mod Component] Farms 2016-10-05

This is a small XML Mod Component that gives farms a small chance of discovering Corn, Rice or Wheat.

Comments in the thread, please: http://forums.civfanatics.com/showthread.php?p=7338526

XML Changes:
Spoiler :
Original Farm Code:
Code:
<ImprovementInfo>
			<Type>IMPROVEMENT_FARM</Type>
			<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<IrrigatedYieldChange>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</IrrigatedYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>1</bRequiresIrrigation>
			<bCarriesIrrigation>1</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_RICE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_BIOLOGY</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>

Edited Farm Code:
Code:
<ImprovementInfo>
			<Type>IMPROVEMENT_FARM</Type>
			<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<IrrigatedYieldChange>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</IrrigatedYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>1</bRequiresIrrigation>
			<bCarriesIrrigation>1</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<!-- Farms Mod Component Changes Start -->
					<iDiscoverRand>10000</iDiscoverRand>
					<!-- Farms Mod Component Changes End -->
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_RICE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<!-- Farms Mod Component Changes Start -->
					<iDiscoverRand>10000</iDiscoverRand>
					<!-- Farms Mod Component Changes End -->
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<!-- Farms Mod Component Changes Start -->
					<iDiscoverRand>10000</iDiscoverRand>
					<!-- Farms Mod Component Changes End -->
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_BIOLOGY</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
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Author
Gurra09
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