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A mod that allows policies to give extra Culture from specialists ?

r2d2

Chieftain
Joined
Aug 23, 2012
Messages
18
Hi,

I have been wondering if there was a way to allow policies to give extra Culture from specialists ?

The table Policy_SpecialistExtraYields is broken: it does not work for Culture.

As far as I understood, the only way to make it work is through dll-modding.

Does anyone know if such a dll mod has been published? I think I saw a discussion about this matter some times ago, but I dont't manage to find it again.

I intend to insert a "Democracy" policy in the Ancienct Civ Scenario I have working on for a while. That would give +1 Culture for every Specialist in the Empire.

Thanks

PS: Same problem with Building_SpecialistYieldChanges. Does anyone know if a dll-mod has corrected it? I could go through by allowing the policy to give a free building that copes with the bonus.
 

whoward69

DLL Minion
Joined
May 30, 2011
Messages
8,640
Location
Near Portsmouth, UK

r2d2

Chieftain
Joined
Aug 23, 2012
Messages
18
Thanks a lot! it sounds awesome !

How may I download and install the mod ?
 

Gilgamesch

Ancient Alien
Joined
Dec 15, 2010
Messages
2,228
Location
good old germany
You can also use a dummy building, then you dont need to use a dll mod.
The policy grants buildings mod can do this.
 

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
You can also use a dummy building, then you dont need to use a dll mod.
The policy grants buildings mod can do this.
It's a no go. Adding culture via <Building_SpecialistYieldChanges> doesn't work. And using the column <SpecialistExtraCulture> within the <Buildings> table is seriously bugged.

Unless you were suggesting doing a count on the number of specialists and adding dummy buildings equal to the number of specialists, with each dummy building having a <Building_YieldChanges> with +1 Culture specified under that table.
 

Gilgamesch

Ancient Alien
Joined
Dec 15, 2010
Messages
2,228
Location
good old germany
It's a no go. Adding culture via <Building_SpecialistYieldChanges> doesn't work.

Hmm you confused me, we use it in CCTP.
A wonder that adds +1 culture to every merchant specialist.
I just checked it and it works.:crazyeye:
So a dummy building would work.....

Spoiler :
[/IMG]
 

LeeS

Imperator
Joined
Jul 23, 2013
Messages
7,241
Location
Illinois, USA
Spoiler :


Spoiler :


Spoiler :


Spoiler :
 

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