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[SDK] Assymetric Cultural Expansion 2020-08-23

Cultural Spread Over Different Terrains Effected by Technology and Buildings

  1. LPlate2
    Hi,

    These are the files, including the edits I made discussed in the thread, https://forums.civfanatics.com/threads/terrain-technology-limiting-culture-spread.641656/ .

    The modcomp allows for;
    1) blocking the spread of cultural influence of terrain types until a pre-requisite technology is researched
    2) only allows accumulation of cultural influence on tiles to begin from when the pre-requisite technology is researched, thus causing the rate of spread of a city's influence over its surrounding terrain to vary
    3) assigning positive/negative integers to buildings to hasten/slow the spread of influence over particular terrain types
    Note: A city can claim the 8 surrounding tiles, when it is founded, regardless of technology research.

    ---
    All of the edits associated with this can be found by searching the attached files for "terrain-culture".

    Include the required entries from the Schema in the relevant Schema in your mod
    Copy the relevant sections of the cpp and h files into your own and compile.
    The text file can be put straight into the Text folder.

    Within your CIV4TerrainInfos.xml file assign a value of 1 to bNeedsTechToClaim to where you want a technology to be researched before that terrain type can be claimed by a city, e.g;
    Code:
    <bNeedsTechToClaim>1</bNeedsTechToClaim>
    Within CIV4TechInfos, identify the terrains that a given technology will allow claiming of by identifying them in TerrainCultures, e.g.;
    Code:
               <TerrainCultures>
                    <TerrainCulture>
                        <TerrainType>TERRAIN_COAST</TerrainType>
                        <bTerrainCulture>1</bTerrainCulture>
                    </TerrainCulture>
                </TerrainCultures>
    Within CIV4BuildingInfos.xml, identify buildings which are to increase/decrease the spread of cultural ownership over certain terrains by assigning a value of 1 to bTerrainCulture. Assign integer values against the terrain type within TerrainCultures to define the scale of this impact, e.g.;
    Code:
              <bTerrainCulture>1</bTerrainCulture>
               <TerrainCultures>
                   <TerrainCulture>
                       <TerrainType>TERRAIN_COAST</TerrainType>
                       <iTerrainCulture>1</iTerrainCulture>
                   </TerrainCulture>
               </TerrainCultures>