Is it possible to implement district adjacency bonus based on building? For example, create a building that would increase the adjacency bonus of a campus district.
The stave church increases adj with forest with modifier type MODIFIER_SINGLE_CITY_FEATURE_ADJACENCY. If you look up adjacency in DynamicModifiers you might be able to find or make what you need.
When a Building is placed in a city (like the Palace) or is completed from production or purchase, the modifier is applied. Usually the modifier is applied to the city only, but in the case of World Wonders, the modifier can be global in its effect, adjusting something Empire-Wide for that player.
We can create our own ModifierId designations in tables Modifiers and ModifierArguments. We can also designate an entirely new reference to a RequirementSetId as the data for either a OwnerRequirementSetId or a SubjectRequirementSetId in table Modifiers -- these new types of RequirementSetIds must then be defined within tables RequirementSets and RequirementSetRequirements.
As implied above we can create our RequirementSetId for tables RequirementSets and RequirmentSetRequirements. We can create our own RequirementId in table Requirements and RequirementArguments.
We can in table DynamicModifiers (when necessary) create our own new ModiiferType to be used in table Modifiers. Though generally we tend to use an existing ModifierType.
What we cannot do is create a new CollectionType or EffectType for use in table DynamicModifiers. Nor can we create a new sort of RequirementType for use in table Requirements, nor a new sort of RequirementSetType for use in table RequirementSets. Nor can we add new sorts of values for the Name column used in either table RequirementArguments or table ModifierArguments.
@LeeS I misunderstood one of your previous comments. The adjancey I am looking to apply are based on terrain and/or feature. Could this be done with the effects you mentioned previously?
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