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;
Within CIV4TechInfos, identify the terrains that a given technology will allow claiming of by identifying them in TerrainCultures, e.g.;
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.;
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>