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Can you add a trait that changes ocean plot yields?

Discussion in 'Civ5 - Creation & Customization' started by ArgonV, Oct 21, 2010.

  1. ArgonV

    ArgonV Chieftain

    Joined:
    Oct 21, 2010
    Messages:
    5
    Hola my fellow modders

    I was just messing around, trying to create a custom naval civilization, with the emphasis on coastal cities. I therefore wanted to give them a bonus yield on ocean squares, with several buildings to improve upon this. However, I can't seem to get this to work. Here's the last thing I tried:

    Code:
    <GameData>
     <Traits>
      <Row>
       <Type>TRAIT_COMMERCE</Type>
       <Description>TXT_KEY_COMMERCE</Description>
       <ShortDescription>TXT_KEY_TRAIT_COMMERCE_SHORT</ShortDescription>
      </Row>
     </Traits>
     <Trait_SeaPlotYieldChanges>
      <Row>
       <TraitType>TRAIT_COMMERCE</TraitType>
       <YieldType>YIELD_GOLD</YieldType>
       <Yield>1</Yield>
      </Row>
     </Trait_SeaPlotYieldChanges>
    </GameData>
    I'm guessing it's because there's no similar trait in the game and making one is a lot less simple than I thought it would be :p

    I could of course come up with a different way of bolstering sea resources (like the lighthouse and seaport already do), but I was still wondering if this really can't be done or if I'm just not seeing something here.

    Any help would be appreciated.
     
  2. dmieluk

    dmieluk Chieftain

    Joined:
    Feb 15, 2007
    Messages:
    28
    I'm not experienced with civ modding, but for what it is worth, I had a look over the tables, and I couldn't see a natural way to do it either.

    It seems you might be able to make a trait which alters strategic resource quantity dependent upon terrain, but not tile yields.

    You could make a unique building which cost 1 hammer and has the effect you desire, but it is a very inelegant solution.

    I'd be very interested in seeing if an experienced modder has a way to do this.
     
  3. ArgonV

    ArgonV Chieftain

    Joined:
    Oct 21, 2010
    Messages:
    5
    Yeah, that was my back-up idea; give the civ a free building that provides the bonus.
    I was thinking of creating a maritime Civ that profits from having a few large cities, instead of a lot of smaller ones. This would fit with that development idea
     

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