Hydromancerx
C2C Modder
Update
- AI weight of all diseases were changed to 0.
- AI weight of all diseases were changed to 0.
Update
- AI weight of all diseases were changed to 0.
This maynbe a misunderstanding - the issue I was raisi was with the aiweight (and operational range) of the disease property. The weights of the disease 'buildings' don't matter since they are auto build. The weight of the property does, since it determines how the ai will react to try to address an increasing disease property, which is what enables the buildings.
The Diseases work like crimes. Diseases use the disease property. The Pests auto-build without a property and only other requirements (ex. City Size 6 or Cheese resource).
<FlankingStrikesbyUnitCombat>
<FlankingStrikebyUnitCombat>
<FlankingStrikeUnitCombat>UNITCOMBAT_ARCHERY</FlankingStrikeUnitCombat>
<iFlankingStrengthbyUnitCombat>100</iFlankingStrengthbyUnitCombat>
</ FlankingStrikebyUnitCombat>
</ FlankingStrikesbyUnitCombat>
<FlankingStrikesbyUnitCombatChange>
<FlankingStrikebyUnitCombatChange>
<FlankingStrikeUnitCombatChange>UNITCOMBAT_ARCHERY</FlankingStrikeUnitCombatChange>
<iFlankingStrengthbyUnitCombatChange>25</iFlankingStrengthbyUnitCombatChange>
</ FlankingStrikebyUnitCombatChange>
</ FlankingStrikesbyUnitCombatChange>
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_CHAMBER_OF_COMMERCE</BuildingClass>
<Type>BUILDING_CHAMBER_OF_COMMERCE</Type>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_OFFICES</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<PrereqOrCivics>
<PrereqCivic>
[B]<CivicOption>CIVIC_CORPORTATIST</CivicOption>[/B]
<bPrereqCivic>1</bPrereqCivic>
</PrereqCivic>
...