Azurian
The Azurian
I was looking at the building schema and I notice some tags I have never seen berfore. Can you help me what the ??? does like DiseaseTypes and others. What is a Dark Age? I ask because Google is useless.
Name| Description
FreePromotion_2|Allows a building to give a second free promotion. It works exactly like "FreePromotion.
FreePromotion_3|Allows a building to give a second third promotion. It works exactly like "FreePromotion.
PrereqGameOption|This building can not be constructed if players are not playing with this game option
NotGameOption|This building can not be constructed if players are playing with this game option
iUnitUpgradePriceModifier|Specifies an amount that this building affects unit upgrade costs
PrereqVicinityBonus|This is spot for 1 required resource in the cities vicinity.
iGlobalPopulationgrowthratepercentage|This building affects all cities within a nation's base food threshold, in a similar way as civics.
iPopulationgrowthratepercentage|This building affects the individual city that it is built in base food threshold, in a similar was as civics
iWorldTradeRoutes|Gives all cities in the world, regardless of who owns them, the extra trade routes
bProvidesFreshWater|Gives all the tiles directly adjacent to the city access to fresh water
bPrereqWar|The building can only be built and operate during wartime
bRequiresActiveCivics|If the player changes out of the prereqOrCivics or prereqAndCivics, the building will stop operating until the player switches back into the required civics.
bZoneOfControl|Gives the city zone of control, extending out 1 tile from the city.
iRevolutionIndexModifier| How much the building modifies the revolution index of the city
bBuildOnlyOnPeaks| If true, the building can be only constructed at cities located on peaks.
bApplyFreePromotionOnMove|If true, and a free promotion(s)'s are specified, any units that move into the city with the building that gives the promotion will automatically receive it.
PrereqVicinityBonuses|This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an OR bonus requirement.
UnitClassProductionModifier|This is a list. It allows a building to directly affect the rate at which the city builds a specific unit class
ReplaceBuildingClass|This is a list. It is a list of buildingclasses that this building upgrades to
PrereqOrBuildingClass|This is a list of Prereq OR building classes that must be in this city to be built.
PrereqOrCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an OR list.
PrereqAndCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an AND list.
PrereqNotBuildingClass|This is a list. It is a list of BuildingClasses the city must not contain for this building to be constructed
PrereqOrTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an OR list.
PrereqAndTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an AND list.
BuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for this city is altered by this building
GlobalBuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for all cities owned by the player are altered by this building
BonusCommerceModifier|This is a list. It is a list of what resources affect the commerce types in this city
BonusYieldChanges|This is a list. It is a list of what resources affect the yield in this city
VicinityBonusYieldChanges|This is a list. It is a list of what resources, which are in the city vicinity, affect the yield in this city
TechCommerceChange|This is a list. It Allows buildings base commerce to be changed as different tech's are researched
TechYieldChange|This is a list. It Allows buildings base yields to be changed as different tech's are researched
TechSpecialistChange|This is a list. Allows specialist slots to be changed as different techs are researched
TechCommerceModifier|This is a list. It Allows buildings commerce modifiers to be changed as different tech's are researched
TechYieldModifier|This is a list. It Allows buildings yield modifiers to be changed as different tech's are researched
TechHappinessChanges|This is a list. It Allows buildings Happiness to be changed as different tech's are researched
TechHealthChanges|This is a list. It Allows buildings Healthiness to be changed as different tech's are researched
Autobuild| Autobuilds the building
GlobalBuildingExtraCommerces|Changes the commerces of each instance of a building in your civilization.
bOrbital |marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure |means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
bNoHolyCity|If set to 1, building cannot be built in a Holy City.
bApplyFreePromotionOnMove | You can make building grant free promotion (FreePromotion tag) and make it apply it for entering units (bApplyFreePromotionOnMove tag), but it has two limitations:First, only one per building: Second, it applies on game turn end (or start?), so the effect will be in place the next turn.
bForceNoPrereqScaling | ???
bProvidesFreshWater | provides fresh water
bForceAllTradeRoutes | ???
bPrereqPower | requires Power
iDarkAgePointsObsolete |are added to dark age points when a building becomes obsolete. No building should be good to an empire when it goes obsolete.
iDarkAgePointsWeight | The contribution to your B-points of something when it's built, positive if it's decadent and negative if it alleviates effects of dark age. The player should have a way of getting out of dark ages by careful planning of wonders for example.
iLineOfSight | ???
ProductionContinueBuildingClass | ???
PrereqCultureLevel | ???
iPrereqPopulation | requires a level of population
bProtectedCulture | ???
iAdjacentDamagePercent | chance to damage adjacent units who enter city by a percent
iInvasionChance | ???
iNoEntryDefenseLevel | ???
iNumUnitFullHeal | ???
iOccupationTimeModifier | ???
ExtendsBuildingClass | ???
iNumPopulationEmployed | ???
iHealthPercentPerPopulation | ???
iHappinessPercentPerPopulation | ???
iAidRate | ???
iTradeCommunicability | ???
iFrontSupportPercentModifier | ???
iShortRangeSupportPercentModifier | ???
iMediumRangeSupportPercentModifier | ???
iLongRangeSupportPercentModifier | ???
iFlankSupportPercentModifier | ???
iNationalCaptureProbabilityModifier | ???
iNationalCaptureResistanceModifier | ???
iLocalCaptureProbabilityModifier | ???
iLocalCaptureResistanceModifier | ???
iLocalDynamicDefense | ???
iRiverDefensePenalty | ???
iLocalRepel | ???
iMinDefense | ???
iBuildingDefenseRecoverySpeedModifier | ???
iCityDefenseRecoverySpeedModifier | ???
MayDamageAttackingUnitCombatTypes | ???
iDamageAttackerChance | ???
iDamageToAttacker | ???
bDamageToAttackerIgnoresArmor | ???
bDamageAllAttackers | ???
FreePromoTypes | ???
DiseaseTypes | ???
UnitCombatRetrainTypes | ???
UnitCombatRepelModifiers | ???
UnitCombatRepelAgainstModifiers | ???
UnitCombatDefenseAgainstModifiers | ???
UnitCombatProdModifiers | ???
UnitCombatOngoingTrainingDurations | ???
BonusAidModifiers | ???
AfflictionOutbreakLevelModifiers | ???
TechOutbreakLevelModifiers | ???
TechHappinessTypes | ???
TechHealthTypes | ???
TechSpecialistHappinessTypes | ???
TechSpecialistHealthTypes | ???
TechSpecialistUnHappinessTypes | ???
TechSpecialistUnHealthTypes | ???
TechSpecialistHappinesses | ???
TechSpecialistHealths | ???
LocalSpecialistYieldChanges | ???
Hurrys | ???
bForceOverwrite|Are added to buildings so their stats are read instead of the core files. Without it the mod would just add info but not take away/alter info.
FreePromotion_2|Allows a building to give a second free promotion. It works exactly like "FreePromotion.
FreePromotion_3|Allows a building to give a second third promotion. It works exactly like "FreePromotion.
PrereqGameOption|This building can not be constructed if players are not playing with this game option
NotGameOption|This building can not be constructed if players are playing with this game option
iUnitUpgradePriceModifier|Specifies an amount that this building affects unit upgrade costs
PrereqVicinityBonus|This is spot for 1 required resource in the cities vicinity.
iGlobalPopulationgrowthratepercentage|This building affects all cities within a nation's base food threshold, in a similar way as civics.
iPopulationgrowthratepercentage|This building affects the individual city that it is built in base food threshold, in a similar was as civics
iWorldTradeRoutes|Gives all cities in the world, regardless of who owns them, the extra trade routes
bProvidesFreshWater|Gives all the tiles directly adjacent to the city access to fresh water
bPrereqWar|The building can only be built and operate during wartime
bRequiresActiveCivics|If the player changes out of the prereqOrCivics or prereqAndCivics, the building will stop operating until the player switches back into the required civics.
bZoneOfControl|Gives the city zone of control, extending out 1 tile from the city.
iRevolutionIndexModifier| How much the building modifies the revolution index of the city
bBuildOnlyOnPeaks| If true, the building can be only constructed at cities located on peaks.
bApplyFreePromotionOnMove|If true, and a free promotion(s)'s are specified, any units that move into the city with the building that gives the promotion will automatically receive it.
PrereqVicinityBonuses|This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an OR bonus requirement.
UnitClassProductionModifier|This is a list. It allows a building to directly affect the rate at which the city builds a specific unit class
ReplaceBuildingClass|This is a list. It is a list of buildingclasses that this building upgrades to
PrereqOrBuildingClass|This is a list of Prereq OR building classes that must be in this city to be built.
PrereqOrCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an OR list.
PrereqAndCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an AND list.
PrereqNotBuildingClass|This is a list. It is a list of BuildingClasses the city must not contain for this building to be constructed
PrereqOrTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an OR list.
PrereqAndTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an AND list.
BuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for this city is altered by this building
GlobalBuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for all cities owned by the player are altered by this building
BonusCommerceModifier|This is a list. It is a list of what resources affect the commerce types in this city
BonusYieldChanges|This is a list. It is a list of what resources affect the yield in this city
VicinityBonusYieldChanges|This is a list. It is a list of what resources, which are in the city vicinity, affect the yield in this city
TechCommerceChange|This is a list. It Allows buildings base commerce to be changed as different tech's are researched
TechYieldChange|This is a list. It Allows buildings base yields to be changed as different tech's are researched
TechSpecialistChange|This is a list. Allows specialist slots to be changed as different techs are researched
TechCommerceModifier|This is a list. It Allows buildings commerce modifiers to be changed as different tech's are researched
TechYieldModifier|This is a list. It Allows buildings yield modifiers to be changed as different tech's are researched
TechHappinessChanges|This is a list. It Allows buildings Happiness to be changed as different tech's are researched
TechHealthChanges|This is a list. It Allows buildings Healthiness to be changed as different tech's are researched
Autobuild| Autobuilds the building
GlobalBuildingExtraCommerces|Changes the commerces of each instance of a building in your civilization.
bOrbital |marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure |means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
bNoHolyCity|If set to 1, building cannot be built in a Holy City.
bApplyFreePromotionOnMove | You can make building grant free promotion (FreePromotion tag) and make it apply it for entering units (bApplyFreePromotionOnMove tag), but it has two limitations:First, only one per building: Second, it applies on game turn end (or start?), so the effect will be in place the next turn.
bForceNoPrereqScaling | ???
bProvidesFreshWater | provides fresh water
bForceAllTradeRoutes | ???
bPrereqPower | requires Power
iDarkAgePointsObsolete |are added to dark age points when a building becomes obsolete. No building should be good to an empire when it goes obsolete.
iDarkAgePointsWeight | The contribution to your B-points of something when it's built, positive if it's decadent and negative if it alleviates effects of dark age. The player should have a way of getting out of dark ages by careful planning of wonders for example.
iLineOfSight | ???
ProductionContinueBuildingClass | ???
PrereqCultureLevel | ???
iPrereqPopulation | requires a level of population
bProtectedCulture | ???
iAdjacentDamagePercent | chance to damage adjacent units who enter city by a percent
iInvasionChance | ???
iNoEntryDefenseLevel | ???
iNumUnitFullHeal | ???
iOccupationTimeModifier | ???
ExtendsBuildingClass | ???
iNumPopulationEmployed | ???
iHealthPercentPerPopulation | ???
iHappinessPercentPerPopulation | ???
iAidRate | ???
iTradeCommunicability | ???
iFrontSupportPercentModifier | ???
iShortRangeSupportPercentModifier | ???
iMediumRangeSupportPercentModifier | ???
iLongRangeSupportPercentModifier | ???
iFlankSupportPercentModifier | ???
iNationalCaptureProbabilityModifier | ???
iNationalCaptureResistanceModifier | ???
iLocalCaptureProbabilityModifier | ???
iLocalCaptureResistanceModifier | ???
iLocalDynamicDefense | ???
iRiverDefensePenalty | ???
iLocalRepel | ???
iMinDefense | ???
iBuildingDefenseRecoverySpeedModifier | ???
iCityDefenseRecoverySpeedModifier | ???
MayDamageAttackingUnitCombatTypes | ???
iDamageAttackerChance | ???
iDamageToAttacker | ???
bDamageToAttackerIgnoresArmor | ???
bDamageAllAttackers | ???
FreePromoTypes | ???
DiseaseTypes | ???
UnitCombatRetrainTypes | ???
UnitCombatRepelModifiers | ???
UnitCombatRepelAgainstModifiers | ???
UnitCombatDefenseAgainstModifiers | ???
UnitCombatProdModifiers | ???
UnitCombatOngoingTrainingDurations | ???
BonusAidModifiers | ???
AfflictionOutbreakLevelModifiers | ???
TechOutbreakLevelModifiers | ???
TechHappinessTypes | ???
TechHealthTypes | ???
TechSpecialistHappinessTypes | ???
TechSpecialistHealthTypes | ???
TechSpecialistUnHappinessTypes | ???
TechSpecialistUnHealthTypes | ???
TechSpecialistHappinesses | ???
TechSpecialistHealths | ???
LocalSpecialistYieldChanges | ???
Hurrys | ???
bForceOverwrite|Are added to buildings so their stats are read instead of the core files. Without it the mod would just add info but not take away/alter info.