Buildpercent?

TowerWizard

Warlord
Joined
Aug 6, 2008
Messages
274
This has probably been answered before, but a search gave me nothing. In the CIV4EraInfos.xml there are a lot of percentages listed:

<iStartPercent>0</iStartPercent>
<iGrowthPercent>100</iGrowthPercent>
<iTrainPercent>100</iTrainPercent>
<iConstructPercent>50</iConstructPercent>
<iCreatePercent>100</iCreatePercent>
<iResearchPercent>150</iResearchPercent>
<iTechCostModifier>0</iTechCostModifier>
<iBuildPercent>100</iBuildPercent>
<iImprovementPercent>100</iImprovementPercent>
<iGreatPeoplePercent>100</iGreatPeoplePercent>
<iCulturePercent>100</iCulturePercent>

Can someone explain what they modify? What is the difference between build-, construct- and createpercent? Does a lower percentage mean cheaper units/buildings/wonders etc.?

Btw, if I want to make all buildings in the game cheaper, while making all research more expencive, what is the most effective way of modding this?
 
<iStartPercent>0</iStartPercent>
how many turns in % the latererastart will be

<iGrowthPercent>100</iGrowthPercent>
how much food the cities need for growth

<iTrainPercent>100</iTrainPercent>
how much your units cost

<iConstructPercent>50</iConstructPercent>
how much your buildings cost

<iCreatePercent>100</iCreatePercent>
i think its related to great works/

<iResearchPercent>150</iResearchPercent>
how much your research cost

<iTechCostModifier>0</iTechCostModifier>
??? Comes from a MOD. I think it can be used to extend eras regarding tech cost

<iBuildPercent>100</iBuildPercent>
how fast workers build improvements

<iImprovementPercent>100</iImprovementPercent>
how fast improvements grow (cottage, hamlet etc)

<iGreatPeoplePercent>100</iGreatPeoplePercent>
GP points needed for Great Persons

<iCulturePercent>100</iCulturePercent>
How much culture needed for border growth



Less % is better/faster/cheaper for most of them. There are a number of files that has a lot of these :

CIV4HandicapInfo.xml
CIV4GameSpeedInfo.xml
CIV4WorldInfo.xml
 
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