Attempting to mod faith from appeal

DarkAlzara

Chieftain
Joined
Jul 1, 2020
Messages
39
Hi all,

First post here, so hi :)
I'm working on a little fantasy civilization mod right now and am trying to mod an improvement that yields faith based on appeal. I know that the seaside resort provides gold equal to the appeal of a tile but I cannot find this code anywhere in the base game files.

The only thing I could find is:

<Row ImprovementType="IMPROVEMENT_BEACH_RESORT" TourismSource="TOURISMSOURCE_APPEAL" ScalingFactor="100"/>

I believe this is only related to the tourism output from the seaside resort.
Does anybody know where the code for adding yield based on appeal can be found?

Thanks all!

Al
 
I should be able to dredge this up for you later this evening...I did something in one of my working mods that granted a yield based on a minimum level of appeal; in my case it was production and was a Civilization Trait but the principle is the same, as long as there is an ability to tie the Modifier to the Improvement.
 
I should be able to dredge this up for you later this evening...I did something in one of my working mods that granted a yield based on a minimum level of appeal; in my case it was production and was a Civilization Trait but the principle is the same, as long as there is an ability to tie the Modifier to the Improvement.

Thank you so much! I look forward to it!
 
Hi, welcome with your first post!

Usually I think of modding something similar to what already is in the game. If you want yields based on appeal, perhaps inspire yourself with the belief Earth goddess which gives faith to breathtaking tiles in general, or the Mapuche improvement Chemamull, if you have RnF expansion. Its yield is culture, but I guess it is also tied to appeal.
The beach resort seems not a good idea, since tourism is handled very different from yields. That housing district getting housing from appeal might also work different.

It might be interesting to tie a low appeal tile to faith yield. Like... its terrible around here, but I have hope :D.
 
Hi, welcome with your first post!

Usually I think of modding something similar to what already is in the game. If you want yields based on appeal, perhaps inspire yourself with the belief Earth goddess which gives faith to breathtaking tiles in general, or the Mapuche improvement Chemamull, if you have RnF expansion. Its yield is culture, but I guess it is also tied to appeal.
The beach resort seems not a good idea, since tourism is handled very different from yields. That housing district getting housing from appeal might also work different.

It might be interesting to tie a low appeal tile to faith yield. Like... its terrible around here, but I have hope :D.
Hi, welcome with your first post!

Usually I think of modding something similar to what already is in the game. If you want yields based on appeal, perhaps inspire yourself with the belief Earth goddess which gives faith to breathtaking tiles in general, or the Mapuche improvement Chemamull, if you have RnF expansion. Its yield is culture, but I guess it is also tied to appeal.
The beach resort seems not a good idea, since tourism is handled very different from yields. That housing district getting housing from appeal might also work different.

It might be interesting to tie a low appeal tile to faith yield. Like... its terrible around here, but I have hope :D.

I was looking at the seaside resort since it is supposed to give gold based on the appeal of a tile. I could reverse engineer this but I simply can’t find the code! I didn’t even think of checking out the Chemamull but that is an excellent suggestion! I’ll check it out when I get back to my computer! Also lol @ it’s terrible around here but I have hope :D
 
On the note of 'similar' functionality, you may want to look at the Australia DLC and specifically their Civilization UA. This grants increased yields when districts are built on tiles with a certain appeal. That'll have all of the logic you need in order to configure an equivalent with whatever conditions you need.

You'll want to configure a Modifier and then use the ImprovementModifiers table to link the ImprovementType to the ModifierId.

Sorry, annoyingly, I don't remember the naming convention the base-game uses; but I know that the level of appeal of the tile uses a Min/Max set of numerical values. As mentioned earlier, I'll definitely check back when I get my machine booted up after work.
 
On the note of 'similar' functionality, you may want to look at the Australia DLC and specifically their Civilization UA. This grants increased yields when districts are built on tiles with a certain appeal. That'll have all of the logic you need in order to configure an equivalent with whatever conditions you need.

You'll want to configure a Modifier and then use the ImprovementModifiers table to link the ImprovementType to the ModifierId.

Sorry, annoyingly, I don't remember the naming convention the base-game uses; but I know that the level of appeal of the tile uses a Min/Max set of numerical values. As mentioned earlier, I'll definitely check back when I get my machine booted up after work.

Awesome thanks! I didn’t think to check out Australia, though it may not work so well since it applied fixed increases based on an appeal level, rather than a yield equal to appeal value. I’ll still check it out though when I get back to my computer later on. The Chemamull does seem like my potential best bet so far though :)
 
I'm working on a little fantasy civilization mod right now and am trying to mod an improvement that yields faith based on appeal.
When you define your improvement in the Improvements table set the YieldFromAppeal column to YIELD_FAITH.
 
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