Adapting Building modifiers to technologies

Gun Ninja

Chieftain
Joined
Nov 29, 2005
Messages
2
Greetings Fellow Fanatics

I am working on a mod and I want to add production or other various other traits to be gained by just researching a tech (say +1 food from all farms from mobile machinery (tracker)). I have tried copying traits from other xml files and their schemas to the appropiate tech files but it didn't work. I have and idea that is may have somthing to do with python files but I can't seem to find anything there to help.

TIA
 
You can improve the output of any improvement via the CIV4ImprovementInfos.xml file. For example, if I want farms to produce an extra food once biology is discovered, you would change <TechYieldChanges/> to this>:

Code:
<TechYieldChanges>
		<TechYieldChange>
			<PrereqTech>TECH_BIOLOGY</PrereqTech>
			<TechYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</TechYields>
		</TechYieldChange>
</TechYieldChanges>

Now after you discover the Biology tech, all of your farms everywhere will produce one additional food.

Max
 
Not bad but not quite what I was looking for. I would like to increase the global production yeld from a tech independent of improvments or buildings. Say like computers would modify every cities output without building a new building.
 
Unfortunately you can't do that with the xml files. You can globally increase health or happiness or trade routes with techs, but not commerces or yields.

Max
 
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