Socra
Chieftain
- Joined
- Mar 9, 2015
- Messages
- 51
Hey guys! I'm new to modding, finally started digging in about 2 weeks ago and I'm HOOKED.
I've gotten some "kinda' cool traits running smooth so far (meant to be played alongside Quo's combined tweaks & all MOAR Units) :
Scythia:
(Offer to Ares: Combat victories within 6 tiles of a Kurgan provide 25% [ICON_FAITH] equal to the strength of the defeated unit.)
India:
(Tirtha: 1% war weariness reduction per Stepwell .)
China:
(Scholars of Tang: Niter provides +1 [ICON_CULTURE] Culture and +1 [ICON_SCIENCE] Science. Start with revealed Niter.)
(The Three Strategies: Units adjacent to a Shigong gain [ICON_SCIENCE] science equal to 20% defeated unit strength.)
Japan (Electronics Factory) :
(MITI Agency: +1 [ICON_GOLD] per trade route for each Electronics Factory built. +3 [ICON_SCIENCE] Science after researching Electricity. )
Arabia (Madrasa) :
(Flame of the Dark Age: +2 Culture and +1 Great Scientist point than normal.)
(Quo Arabia is already very unique, simple tweak)
Rome:
(Castra Stativa: Victories within 2 tiles of a Roman Fort provide 20% [ICON_GOLD] equal to the strength of the defeated unit. Roman Fort provides +1 [ICON_GREATPERSON] General points.)
(Wanted to make the General Points trigger when garrisoned only, per turn. Haven't been able to.)
Greece (Acropolis) :
(Eleusinian Mysteries: Base Acropolis provides 1 great person points towards Artist, Writer, Musician, Engineer, and Scientist.)
Germany:
(Blitzkrieg: Panzer Tanks gain +1 [ICON_MOVEMENT] and +25% XP after researching Radio.)
Aztec (Tlachtli):
(Divine Ballcourt: +1 Culture and +1 towards Great Engineer.)
(Working on a disband effect, where Aztec units disbanded on a Ent. District with Tlachti yield faith and culture equal to 25%(or more) unit's strength. Expires upon reaching Industrial or Renaissance era, not decided. )
And last, a series of little tweaks to every wonder.
But I've hit a brick with my last few traits/abilities, and the pipeline is backing up.
Would love for any advice on the codes below, they run through Sql DebugGameplay, but the effects don't register in-game just yet:
--BRAZIL
--Coffee Economy : Plantations yield +3 Gold & +3 Production after researching Economics.
INSERT INTO Requirements
(RequirementId, RequirementType, Likeliness, Inverse, Triggered)
VALUES ('LORD_PLANT_TAG', 'REQUIREMENT_PLOT_IMPROVEMENT_TYPE_MATCHES', 0,0,0) ,
('LORD_PLANT_TECH', 'REQUIREMENT_PLAYER_HAS_TECHNOLOGY', 0,0,0) ;
INSERT INTO RequirementArguments
(RequirementId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_PLANT_TAG', 'ImprovementType', 'ARGTYPE_IDENTITY', 'IMPROVEMENT_PLANTATION', NULL, NULL ) ,
('LORD_PLANT_TECH', 'TechnologyType', 'ARGTYPE_IDENTITY', 'TECH_ECONOMICS', NULL, NULL );
INSERT INTO RequirementSets
(RequirementSetId, RequirementSetType)
VALUES ('LORD_PLANT_TAG_SET', 'REQUIREMENTSET_TEST_ALL') ;
--combined hoping to bundle the requirements
INSERT INTO RequirementSetRequirements
(RequirementSetId, RequirementId)
VALUES ('LORD_PLANT_TAG_SET', 'LORD_PLANT_TAG') ,
('LORD_PLANT_TAG_SET', 'LORD_PLANT_TECH') ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('LORD_COFFEE_ECONOMY_GOLD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', 0, 0, NULL, 'LORD_PLANT_TAG_SET'),
('LORD_COFFEE_ECONOMY_HAM', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', 0, 0, NULL, 'LORD_PLANT_TAG_SET') ;
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_COFFEE_ECONOMY_HAM', 'Amount', 'ARGTYPE_IDENTITY', '3', NULL, NULL),
('LORD_COFFEE_ECONOMY_GOLD', 'Amount', 'ARGTYPE_IDENTITY', '3', NULL, NULL),
('LORD_COFFEE_ECONOMY_HAM', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_PRODUCTION', NULL, NULL) ,
('LORD_COFFEE_ECONOMY_GOLD', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_GOLD', NULL, NULL) ;
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_LEADER_MAGNANIMOUS', 'LORD_COFFEE_ECONOMY_GOLD'),
('TRAIT_LEADER_MAGNANIMOUS', 'LORD_COFFEE_ECONOMY_HAM') ;
--AZTEC
--Tonatiuh & Meztli: Building Chichen Itza or Huey Teocalli provides 1 trade routes and increases either total faith or culture yields by 10%.
INSERT INTO Requirements
(RequirementId, RequirementType, Likeliness, Inverse, Triggered)
VALUES ('LORD_ITZA_REQ', 'REQUIREMENT_PLAYER_BUILT_WONDER', 0,0,0) ,
('LORD_HUEY_REQ', 'REQUIREMENT_PLAYER_BUILT_WONDER', 0,0,0) ;
INSERT INTO RequirementArguments
(RequirementId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_ITZA_REQ', 'BuildingType', 'ARGTYPE_IDENTITY', 'BUILDING_CHICHEN_ITZA', NULL, NULL ) ,
('LORD_HUEY_REQ', 'BuildingType', 'ARGTYPE_IDENTITY', 'BUILDING_HUEY_TEOCALLI', NULL, NULL ) ;
INSERT INTO RequirementSets
(RequirementSetId, RequirementSetType)
VALUES ('LORD_ITZA_REQ_SET', 'REQUIREMENTSET_TEST_ALL') ,
('LORD_HUEY_REQ_SET', 'REQUIREMENTSET_TEST_ALL') ;
INSERT INTO RequirementSetRequirements
(RequirementSetId, RequirementId)
VALUES ('LORD_ITZA_REQ_SET', 'LORD_ITZA_REQ') ,
('LORD_HUEY_REQ_SET', 'LORD_HUEY_REQ') ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('LORD_ITZA_AZTEC_MOD', 'MODIFIER_PLAYER_ADJUST_TRADE_ROUTE_CAPACITY', 1, 1, NULL, 'LORD_ITZA_REQ_SET'),
('LORD_HUEY_AZTEC_MOD', 'MODIFIER_PLAYER_ADJUST_TRADE_ROUTE_CAPACITY', 1, 1, NULL, 'LORD_HUEY_REQ_SET') ,
('LORD_HUEY_AZTEC_FAITH', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 1, 1, NULL, 'LORD_HUEY_REQ_SET') ,
('LORD_ITZA_AZTEC_CULTURE', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 1, 1, NULL, 'LORD_ITZA_REQ_SET');
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_ITZA_AZTEC_MOD', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ,
('LORD_ITZA_AZTEC_CULTURE', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_CULTURE', NULL, NULL) ,
('LORD_ITZA_AZTEC_CULTURE', 'Percent', 'ARGTYPE_IDENTITY', '20', NULL, NULL) ,
('LORD_HUEY_AZTEC_MOD', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ,
('LORD_HUEY_AZTEC_FAITH', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_FAITH', NULL, NULL) ,
('LORD_HUEY_AZTEC_FAITH', 'Percent', 'ARGTYPE_IDENTITY', '20', NULL, NULL);
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_ITZA_AZTEC_MOD') ,
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_ITZA_AZTEC_CULTURE'),
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_HUEY_AZTEC_MOD') ,
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_HUEY_AZTEC_FAITH') ;
--GERMANY
--V2 Rockets: Unlocked at Rocketry. Affects single tile. Affect Improv, Buildings, Units. 7 Range, 6 gold Maint.
INSERT INTO WMDs
(WeaponType, Name, BlastRadius, FalloutDuration, AffectPopulation, AffectImprovements, AffectBuildings, AffectUnits, AffectResources, AffectRoutes, ICBMStrikeRange, Maintenance)
VALUES ('LORD__V_ROCKET', 'LOC_WMD_NUCLEAR_DEVICE_NAME', '0', '0', '0', '1', '1', '1', '0', '0', '7', '6' ) ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'MODIFIER_PLAYER_CREATE_WMD', '1', '1', NULL, NULL) ;
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'Type', 'ARGTYPE_IDENTITY', 'LORD__V_ROCKET', NULL, NULL) ,
('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ;
INSERT INTO Types
(Type, Kind)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'KIND_PROJECT' ) ;
INSERT INTO Projects
(ProjectType, Name, ShortName, Description, PopupText, Cost, CostProgressionModel, CostProgressionParam1, PrereqTech, PrereqCivic, PrereqDistrict, VisualBuildingType, SpaceRace, OuterDefenseRepair, MaxPlayerInstances, AmenitiesWhileActive, PrereqResource, AdvisorType)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_NAME', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_SHORT_NAME', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_DESCRIPTION', NULL, '1000', 'NO_PROGRESSION_MODEL', 0, 'TECH_ROCKETRY', NULL, NULL, NULL, 0, 0, NULL, NULL, NULL, 'ADVISOR_CONQUEST');
INSERT INTO ProjectCompletionModifiers
(ProjectType, ModifierID)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET') ;
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_CIVILIZATION_IMPERIAL_FREE_CITIES', 'PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET') ;
Also, if anyone knows the proper way to gain X yield effect when Unit X is on Improvement/District X, I'd be indebted. It's a serious Gordian knot at the moment.
I've gotten some "kinda' cool traits running smooth so far (meant to be played alongside Quo's combined tweaks & all MOAR Units) :
Spoiler :
Scythia:
(Offer to Ares: Combat victories within 6 tiles of a Kurgan provide 25% [ICON_FAITH] equal to the strength of the defeated unit.)
India:
(Tirtha: 1% war weariness reduction per Stepwell .)
China:
(Scholars of Tang: Niter provides +1 [ICON_CULTURE] Culture and +1 [ICON_SCIENCE] Science. Start with revealed Niter.)
(The Three Strategies: Units adjacent to a Shigong gain [ICON_SCIENCE] science equal to 20% defeated unit strength.)
Japan (Electronics Factory) :
(MITI Agency: +1 [ICON_GOLD] per trade route for each Electronics Factory built. +3 [ICON_SCIENCE] Science after researching Electricity. )
Arabia (Madrasa) :
(Flame of the Dark Age: +2 Culture and +1 Great Scientist point than normal.)
(Quo Arabia is already very unique, simple tweak)
Rome:
(Castra Stativa: Victories within 2 tiles of a Roman Fort provide 20% [ICON_GOLD] equal to the strength of the defeated unit. Roman Fort provides +1 [ICON_GREATPERSON] General points.)
(Wanted to make the General Points trigger when garrisoned only, per turn. Haven't been able to.)
Greece (Acropolis) :
(Eleusinian Mysteries: Base Acropolis provides 1 great person points towards Artist, Writer, Musician, Engineer, and Scientist.)
Germany:
(Blitzkrieg: Panzer Tanks gain +1 [ICON_MOVEMENT] and +25% XP after researching Radio.)
Aztec (Tlachtli):
(Divine Ballcourt: +1 Culture and +1 towards Great Engineer.)
(Working on a disband effect, where Aztec units disbanded on a Ent. District with Tlachti yield faith and culture equal to 25%(or more) unit's strength. Expires upon reaching Industrial or Renaissance era, not decided. )
And last, a series of little tweaks to every wonder.
But I've hit a brick with my last few traits/abilities, and the pipeline is backing up.
Would love for any advice on the codes below, they run through Sql DebugGameplay, but the effects don't register in-game just yet:
--BRAZIL
Spoiler :
--Coffee Economy : Plantations yield +3 Gold & +3 Production after researching Economics.
INSERT INTO Requirements
(RequirementId, RequirementType, Likeliness, Inverse, Triggered)
VALUES ('LORD_PLANT_TAG', 'REQUIREMENT_PLOT_IMPROVEMENT_TYPE_MATCHES', 0,0,0) ,
('LORD_PLANT_TECH', 'REQUIREMENT_PLAYER_HAS_TECHNOLOGY', 0,0,0) ;
INSERT INTO RequirementArguments
(RequirementId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_PLANT_TAG', 'ImprovementType', 'ARGTYPE_IDENTITY', 'IMPROVEMENT_PLANTATION', NULL, NULL ) ,
('LORD_PLANT_TECH', 'TechnologyType', 'ARGTYPE_IDENTITY', 'TECH_ECONOMICS', NULL, NULL );
INSERT INTO RequirementSets
(RequirementSetId, RequirementSetType)
VALUES ('LORD_PLANT_TAG_SET', 'REQUIREMENTSET_TEST_ALL') ;
--combined hoping to bundle the requirements
INSERT INTO RequirementSetRequirements
(RequirementSetId, RequirementId)
VALUES ('LORD_PLANT_TAG_SET', 'LORD_PLANT_TAG') ,
('LORD_PLANT_TAG_SET', 'LORD_PLANT_TECH') ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('LORD_COFFEE_ECONOMY_GOLD', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', 0, 0, NULL, 'LORD_PLANT_TAG_SET'),
('LORD_COFFEE_ECONOMY_HAM', 'MODIFIER_PLAYER_ADJUST_PLOT_YIELD', 0, 0, NULL, 'LORD_PLANT_TAG_SET') ;
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_COFFEE_ECONOMY_HAM', 'Amount', 'ARGTYPE_IDENTITY', '3', NULL, NULL),
('LORD_COFFEE_ECONOMY_GOLD', 'Amount', 'ARGTYPE_IDENTITY', '3', NULL, NULL),
('LORD_COFFEE_ECONOMY_HAM', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_PRODUCTION', NULL, NULL) ,
('LORD_COFFEE_ECONOMY_GOLD', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_GOLD', NULL, NULL) ;
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_LEADER_MAGNANIMOUS', 'LORD_COFFEE_ECONOMY_GOLD'),
('TRAIT_LEADER_MAGNANIMOUS', 'LORD_COFFEE_ECONOMY_HAM') ;
--AZTEC
Spoiler :
--Tonatiuh & Meztli: Building Chichen Itza or Huey Teocalli provides 1 trade routes and increases either total faith or culture yields by 10%.
INSERT INTO Requirements
(RequirementId, RequirementType, Likeliness, Inverse, Triggered)
VALUES ('LORD_ITZA_REQ', 'REQUIREMENT_PLAYER_BUILT_WONDER', 0,0,0) ,
('LORD_HUEY_REQ', 'REQUIREMENT_PLAYER_BUILT_WONDER', 0,0,0) ;
INSERT INTO RequirementArguments
(RequirementId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_ITZA_REQ', 'BuildingType', 'ARGTYPE_IDENTITY', 'BUILDING_CHICHEN_ITZA', NULL, NULL ) ,
('LORD_HUEY_REQ', 'BuildingType', 'ARGTYPE_IDENTITY', 'BUILDING_HUEY_TEOCALLI', NULL, NULL ) ;
INSERT INTO RequirementSets
(RequirementSetId, RequirementSetType)
VALUES ('LORD_ITZA_REQ_SET', 'REQUIREMENTSET_TEST_ALL') ,
('LORD_HUEY_REQ_SET', 'REQUIREMENTSET_TEST_ALL') ;
INSERT INTO RequirementSetRequirements
(RequirementSetId, RequirementId)
VALUES ('LORD_ITZA_REQ_SET', 'LORD_ITZA_REQ') ,
('LORD_HUEY_REQ_SET', 'LORD_HUEY_REQ') ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('LORD_ITZA_AZTEC_MOD', 'MODIFIER_PLAYER_ADJUST_TRADE_ROUTE_CAPACITY', 1, 1, NULL, 'LORD_ITZA_REQ_SET'),
('LORD_HUEY_AZTEC_MOD', 'MODIFIER_PLAYER_ADJUST_TRADE_ROUTE_CAPACITY', 1, 1, NULL, 'LORD_HUEY_REQ_SET') ,
('LORD_HUEY_AZTEC_FAITH', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 1, 1, NULL, 'LORD_HUEY_REQ_SET') ,
('LORD_ITZA_AZTEC_CULTURE', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 1, 1, NULL, 'LORD_ITZA_REQ_SET');
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('LORD_ITZA_AZTEC_MOD', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ,
('LORD_ITZA_AZTEC_CULTURE', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_CULTURE', NULL, NULL) ,
('LORD_ITZA_AZTEC_CULTURE', 'Percent', 'ARGTYPE_IDENTITY', '20', NULL, NULL) ,
('LORD_HUEY_AZTEC_MOD', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ,
('LORD_HUEY_AZTEC_FAITH', 'YieldType', 'ARGTYPE_IDENTITY', 'YIELD_FAITH', NULL, NULL) ,
('LORD_HUEY_AZTEC_FAITH', 'Percent', 'ARGTYPE_IDENTITY', '20', NULL, NULL);
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_ITZA_AZTEC_MOD') ,
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_ITZA_AZTEC_CULTURE'),
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_HUEY_AZTEC_MOD') ,
('TRAIT_CIVILIZATION_LEGEND_FIVE_SUNS', 'LORD_HUEY_AZTEC_FAITH') ;
--GERMANY
Spoiler :
--V2 Rockets: Unlocked at Rocketry. Affects single tile. Affect Improv, Buildings, Units. 7 Range, 6 gold Maint.
INSERT INTO WMDs
(WeaponType, Name, BlastRadius, FalloutDuration, AffectPopulation, AffectImprovements, AffectBuildings, AffectUnits, AffectResources, AffectRoutes, ICBMStrikeRange, Maintenance)
VALUES ('LORD__V_ROCKET', 'LOC_WMD_NUCLEAR_DEVICE_NAME', '0', '0', '0', '1', '1', '1', '0', '0', '7', '6' ) ;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, OwnerRequirementSetId, SubjectRequirementSetId)
VALUES ('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'MODIFIER_PLAYER_CREATE_WMD', '1', '1', NULL, NULL) ;
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value, Extra, SecondExtra)
VALUES ('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'Type', 'ARGTYPE_IDENTITY', 'LORD__V_ROCKET', NULL, NULL) ,
('PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET', 'Amount', 'ARGTYPE_IDENTITY', '1', NULL, NULL) ;
INSERT INTO Types
(Type, Kind)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'KIND_PROJECT' ) ;
INSERT INTO Projects
(ProjectType, Name, ShortName, Description, PopupText, Cost, CostProgressionModel, CostProgressionParam1, PrereqTech, PrereqCivic, PrereqDistrict, VisualBuildingType, SpaceRace, OuterDefenseRepair, MaxPlayerInstances, AmenitiesWhileActive, PrereqResource, AdvisorType)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_NAME', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_SHORT_NAME', 'LOC_PROJECT_BUILD_ROCKET_DEVICE_DESCRIPTION', NULL, '1000', 'NO_PROGRESSION_MODEL', 0, 'TECH_ROCKETRY', NULL, NULL, NULL, 0, 0, NULL, NULL, NULL, 'ADVISOR_CONQUEST');
INSERT INTO ProjectCompletionModifiers
(ProjectType, ModifierID)
VALUES ('PROJECT_BUILD_ROCKET_DEVICE', 'PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET') ;
INSERT INTO TraitModifiers
(TraitType, ModifierID)
VALUES ('TRAIT_CIVILIZATION_IMPERIAL_FREE_CITIES', 'PROJECT_COMPLETION_MODIFIER_CREATE_V_ROCKET') ;
Also, if anyone knows the proper way to gain X yield effect when Unit X is on Improvement/District X, I'd be indebted. It's a serious Gordian knot at the moment.