This is the second chapter of my guide on modifiers, explaining the underlying anatomy of the modifiers system including dynamic modifiers (modifier types), effects and collections.
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I apologise for how long it's taken to get this second chapter out. I've been very busy working on other civ-related things, such as my map script which is still a work-in-progress.
In this chapter, you will learn how to define your own dynamic modifiers, which will allow for a very high degree of versatility in your modding. We will once again be creating a basic ‘balance patch’ as an example for you to follow along with, that will make the following changes:
Moderator Action: link to compromised site removed, see the "discussion" tab for the content
I apologise for how long it's taken to get this second chapter out. I've been very busy working on other civ-related things, such as my map script which is still a work-in-progress.
* * *
In this chapter, you will learn how to define your own dynamic modifiers, which will allow for a very high degree of versatility in your modding. We will once again be creating a basic ‘balance patch’ as an example for you to follow along with, that will make the following changes:
- Founding Fathers (America’s special ability) increases the rate of border expansion by 20% in all cities.
- Mimar Sinan’s (Great Engineer) ability instantly grants +4 Population.
- Create and implement your own dynamic modifiers.
- Understand what collections and effects are and how they are used by dynamic modifiers.
- Understand how collections and effects relate to each other and to the concept of ‘subjects’.
- Appreciate why creating your own dynamic modifiers is often necessary.
- Determine what modifier arguments are valid for a modifier.