Adding Culture bonus to UB

Jimmyballz

Executive
Joined
Mar 26, 2008
Messages
582
Location
Syracuse, New York
Hi all-

How do you add xtra culture to a UB?? For example, the straight-forward theatre adds +3 culture:culture::culture::culture: (not referring to percentages, such as +25% culture)

I am familiar with XML, etc., and noticed flavors, iassets, icommerce - but dont see anything that lists "culture"

Spoiler :
<iAsset>3</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>3</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>10</iCommerce>
</CommerceHappinesses>
<ReligionChanges/>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
<iSpecialistCount>2</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_THEATRE</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges>
<BonusHappinessChange>
<BonusType>BONUS_DYE</BonusType>
<iHappinessChange>1</iHappinessChange>
</BonusHappinessChange>
</BonusHappinessChanges>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>

can someone help me :)
 
The tag "CommerceChanges"
Culture is teh 3rd one.

Incidently the "ObsoleteCommerceChanges" tag does the same thing, except i believe this bonus doesn't expire when the building goes obsolete, or vice versa

Anyway its 1 of the 2.

Anyway, general rule of thumb I have found out with the XML.
"Change" = +X
"Modifier" = +X%
 
The tag "CommerceChanges"
Culture is teh 3rd one.
Incidently the "ObsoleteCommerceChanges" tag does the same thing, except i believe this bonus doesn't expire when the building goes obsolete, or vice versa
Anyway its 1 of the 2.
Anyway, general rule of thumb I have found out with the XML.
"Change" = +X
"Modifier" = +X%

Edgecrusher,
thx! Yes it was ObsoleteSafeCommerceChanges that did it :D

:scan: under that is 'CommerceChangeDoubleTimes', from the theatre xml
Spoiler :
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>3</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>

i'm wonderin what that CommerceChangeDoubleTimes could be...
 
Building double they culture after 1000 years. It's where it comes from.
 
Well it works in the game when leaving 'CommerceChangeDoubleTimes' without any attributes, subcategories, or w/e they're called. (I gave a UB +1 culture)

Spoiler :
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
 
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