Jimmyballz
Executive
Hi all-
How do you add xtra culture to a UB?? For example, the straight-forward theatre adds +3 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"
can someone help me
How do you add xtra culture to a UB?? For example, the straight-forward theatre adds +3 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>
<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
