CCTP Working Version Progress

Hi Gilgamesch, I wanted to say that you're doing an amazing job so far and I've really enjoyed a few of the games I've played with the mod today.

And secondly are you going to make the Extended CCTP mod working soon as well or do you have higher priorities?
 
Hi Gilgamesch, I wanted to say that you're doing an amazing job so far and I've really enjoyed a few of the games I've played with the mod today.

And secondly are you going to make the Extended CCTP mod working soon as well or do you have higher priorities?

Its not only me who is doing things;)
Step by step, will CCTP get complete.
We need the policies and the techtree first.
Then we can go from there.

Edit i overworked marathon, so its should be very extended.
 
Its not only me who is doing things;)
Step by step, will CCTP get complete.
We need the policies and the techtree first.
Then we can go from there.

Edit i overworked marathon, so its should be very extended.

Okay, that sounds great. I'll be waiting eagerly!
 
Thanks for all your hard work guys I'm enjoying the latest version. Gilgamesch: How is manpower generated for building world wonders?
 
Thanks for all your hard work guys I'm enjoying the latest version. Gilgamesch: How is manpower generated for building world wonders?

Manpower is generated by buildings like granary, barrack or even town hall.
This means you need infrastructer, before you can start wonder spamming:D
Its in the testing phase and in your version is the requirement of manpower is very low.

Edit: the palace give also 2 mp
 
Hi Gilgamesh, I have some more suggestions for belief names (hope that's helpful). I wanted to suggest names based on a theme due to the similar effects, like before, and 'Church Property' makes the most sense to me, representing the encroachment of the religion on the public sphere (hence wonders are owned by the church, rather than the state or private institutions). If you don't like the themed name, then the sub-names (pilgrimage sites, work ethic, etc) can be used alone.

"Church Property: Pilgrimage Sites": Gold from each world wonder
"Church Property: Work Ethic": Production from wonders (focus on Protestantism's value on work)
"Church Property: Public Forum": Science from wonders
"Church Property: Holy Murals": Culture from wonders
"Church Property: Charitable Institutions": Food from wonders
 
Cool, also i added some new beliefs and deleted some vanilla ones.
Will post a file here when ready.
 
:trouble:Need some help, with english spelling issues.
English is not my mother language, you all know that:whew:

So if someone is willing to overlook my text, this would spare me a lot of time, i know there are some mirrors, but my time is short and iam lazy.
This also points for the working version, so dont harm me.;)
 
:trouble:Need some help, with english spelling issues.
English is not my mother language, you all know that:whew:

So if someone is willing to overlook my text, this would spare me a lot of time, i know there are some mirrors, but my time is short and iam lazy.
This also points for the working version, so dont harm me.;)

Post your text, I'd be glad to fix any errors.
 
:trouble:Need some help, with english spelling issues.
English is not my mother language, you all know that:whew:

So if someone is willing to overlook my text, this would spare me a lot of time, i know there are some mirrors, but my time is short and iam lazy.
This also points for the working version, so dont harm me.;)

Post your text, I'd be glad to fix any errors.
 
English is not my mother language either, but I'm quite confident in my ability, so I wouldn't mind overlooking some of your text. :)
 
Damn hit the limit posting.
Religion:
Spoiler :
<Row Tag="TXT_KEY_BELIEF_NATUREONE">
<Text>+1 [ICON_RESEARCH] Research for forest or jungles and +1 [ICON_HAPPINESS_1] Happiness for each Garden.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATUREONE_SHORT">
<Text>Herbalism</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION">
<Text>Allows the construction of the Inquisiton building. +5[ICON_PEACE] Faith and a free inquisitor.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION_SHORT">
<Text>Inquisition.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM">
<Text>Allows the construction of the Nature Gods building, +2 [ICON_CULTURE] Culture and provides +2 [ICON_PEACE] Faith per mountain and natural wonders.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM_SHORT">
<Text>Animism</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA">
<Text>+1[ICON_PEACE] Faith from forest and jungles.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA_SHORT">
<Text>World Tree</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA">
<Text>Allowes to convert barbarians.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA_SHORT">
<Text>Blood Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO">
<Text>+2 [ICON_CULTURE] Culture for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO_SHORT">
<Text>God of the Sun</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO">
<Text>+2 [ICON_RESEARCH] Science for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO_SHORT">
<Text>Science cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO">
<Text>+2 [ICON_GOLD] Gold for each Great Person improvement</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO_SHORT">
<Text>God of Fortune</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO">
<Text>+2 [ICON_FOOD] Gold for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO_SHORT">
<Text>Goddess of the Seasons</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO">
<Text>+2 [ICON_PEACE] Faith for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO_SHORT">
<Text>Faith cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO">
<Text>+2 [ICON_PRODUCTION] Production for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO_SHORT">
<Text>God of Crafts</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL">
<Text>Construct the Religius School, +3[ICON_PEACE] Faith, +1[ICON_RESEARCH] Science and +1[ICON_HAPPINESS_1] Happiness.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL_SHORT">
<Text>Religious Education</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD">
<Text>+2 [ICON_GOLD] Gold for each World Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD_SHORT">
<Text>Wonder Gold</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO">
<Text>+2 [ICON_PRODUCTION] Production for each World Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO_SHORT">
<Text>Wonder Production</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE">
<Text>+4 [ICON_RESEARCH] Science for each World Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE_SHORT">
<Text>Wonder Science</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT">
<Text>+4 [ICON_CULTURE] Culture for each World Wonder</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT_SHORT">
<Text>Wonder Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD">
<Text>+4 [ICON_FOOD] Production for each World Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD_SHORT">
<Text>Wonder Food</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFOOD">
<Text>+4 [ICON_FOOD] Food for each Natural Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFOOD_SHORT">
<Text>Natural Food</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFAITH">
<Text>+4 [ICON_PEACE] Faith for each Natural Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFAITH_SHORT">
<Text>Natural Faith</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALGOLD">
<Text>+4 [ICON_GOLD] Gold for each Natural Wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALGOLD_SHORT">
<Text>Natural Gold</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE">
<Text>+4 [ICON_RESEARCH] Science for each Natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE_SHORT">
<Text>Natural Science</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALCULT">
<Text>+4 [ICON_CULTURE] Culture for each Natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALCULT_SHORT">
<Text>Natural Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALPRO">
<Text>+4 [ICON_PRODUCTION] Production for each Natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALPRO_SHORT">
<Text>Natural Production</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG">
<Text>Gain [ICON_PEACE] Faith each time you kill a enemy 8 tiles from your cities, -25% [ICON_STRENGTH] Strength from other religions.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG_SHORT">
<Text>Jihad</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WALFAHRT">
<Text>+1 Tourism frome each building purchased by [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WALFAHRT_SHORT">
<Text>Sacred Places</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VISION">
<Text>+25% appairing of [ICON_GREAT_PEOPLE] Great Prophets.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VISION_SHORT">
<Text>Oracles</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER">
<Text>+1[ICON_GOLD] Gold for each [ICON_CITIZEN] follower and +3[ICON_PEACE] Faith for each Bank.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER_SHORT">
<Text>Church Taxes</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT">
<Text>+10% [ICON_INFLUENCE] City State influence and +10% Healrate.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT_SHORT">
<Text>Religious Clan</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KABALLA">
<Text>Buy all [ICON_GREAT_PEOPLE] Great Persons with [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KABALLA_SHORT">
<Text>Kaballa</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SACRIFICE">
<Text>+100 [ICON_PEACE] Faith when a [ICON_GREAT_PEOPLE] Great Person was expanded.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SACRIFICE_SHORT">
<Text>Ritual Sacrifice</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_HOLYSECRETS_SHORT">
<Text>Holy Secrets</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_HOLYSECRETS">
<Text>Your Espionagepressure is incresed +2.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA">
<Text>+3 [ICON_HAPPINESS_1] for each city you control.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA_SHORT">
<Text>Religious Utopia</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EPIC">
<Text>+10% more [ICON_PRODUCTION] Production when construction of Wonders.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EPIC_SHORT">
<Text>Pans Oath</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FRIEDEN">
<Text>+20 religious spreading and +50% fo friendly Citystates.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FRIEDEN_SHORT">
<Text>Friendly Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDENREALM">
<Text>+10 [ICON_CULTURE] Culturebonus in all of your cities.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDENREALM_SHORT">
<Text>Golden Realm</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PARIA">
<Text>Gain [ICON_PEACE] Faith each time one of your units died.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PARIA_SHORT">
<Text>Paria</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WARLORD">
<Text>Gain [ICON_PEACE] Faith each time you kill a enemy unit.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WARLORD_SHORT">
<Text>God of War</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPTITHE">
<Text>+1 [ICON_GOLD] Gold for each 3 [ICON_CITIZEN] Citizen following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPTITHE_SHORT">
<Text>Tithe</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY">
<Text>+5 [ICON_GOLD] Gold for each city following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY_SHORT">
<Text>Church Property</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL">
<Text>+1 [ICON_HAPPINESS_1] Happiness for each city following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL_SHORT">
<Text>Ceromonial Burial</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MAMMON">
<Text>Allowes the construction of the Mammon temple.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MAMMON_SHORT">
<Text>Mammon</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ISHTAR">
<Text>+1 [ICON_HAPPINESS_1] Happiness for each 10 [ICON_CITIZEN] follower in foreign cities, Temple of Ishtar.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ISHTAR_SHORT">
<Text>Ishtar Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PERSONALCULT">
<Text>+Gain +100 [ICON_PEACE] Faith each time a [ICON_GREAT_PEOPLE] Great Person was expanded.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PERSONALCULT_SHORT">
<Text>Holy Relicts</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROMETHEUS">
<Text>+10% [ICON_STRENGTH] Combat Strength near Cities that follow this Religion. Buy military units till medieval.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROMETHEUS_SHORT">
<Text>Prometheus</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_TIAMAT">
<Text>+5 [ICON_PEACE] Faith for each of your Cities with at least 5 [ICON_CITIZEN] Citizen.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_TIAMAT_SHORT">
<Text>Tiamat</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_APOLLO">
<Text>+10% [ICON_CULTURE] Culture in all of your Cities.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_APOLLO_SHORT">
<Text>Apollo</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EDEN">
<Text>+1 [ICON_FOOD] Food for each Forest and Jungle.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EDEN_SHORT">
<Text>Eden</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ZIRKURAT">
<Text>+3 [ICON_PEACE] Faith, +3[ICON_CULTURE] Culture and +1[ICON_HAPPINESS_1] Happiness.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ZIRKURAT_SHORT">
<Text>Zirkurat</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BESTATTUNGEN">
<Text>+3 [ICON_PEACE] Faith ,+1 [ICON_HAPPINESS_1] und + 15 Gold [ICON_GOLD] each time a Great Person is expanded.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BESTATTUNGEN_SHORT">
<Text>Bestattungen</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_LOKI">
<Text>+1 [ICON_HAPPINESS] Happiness for each 10 [ICON_CITIZEN] follower in foreign Cities and +100% spread to friendly City States.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_LOKI_SHORT">
<Text>Zirkurat</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_UTOPIA">
<Text>+15 [ICON_HAPPINESS_1] Happiness.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_UTOPIA_SHORT">
<Text>Sacred Society</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_LIVINGGODS">
<Text>Religion spreads 25% faster and +1% [ICON_RESEARCH] Science per follower (up to 10).</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_LIVINGGODS_SHORT">
<Text>Living Gods</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VALLHALLA">
<Text>+1[ICON_FOOD] Food and +1[ICON_PEACE] Faith from snow tiles.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VALLHALLA_SHORT">
<Text>Vallhalla</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ATON">
<Text>Prophets spreads Religion with double [ICON_STRENGTH] Strength.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ATON_SHORT">
<Text>Aton</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MOOR">
<Text>+3[ICON_PEACE] Faith from Swamp tiles.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MOOR_SHORT">
<Text>Moor of the Gods</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_IANNA">
<Text>+1 [ICON_PEACE] and [ICON_HAPPINESS_1] Happines from each Monument.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_IANNA_SHORT">
<Text>Holy Signs</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MIDAS">
<Text>+250 [ICON_GOLD] Gold when converting a City the first time.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MIDAS_SHORT">
<Text>Midas</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GRAL">
<Text>+1 [ICON_HAPPINESS_1] Happines and Tourism fror each Castle.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GRAL_SHORT">
<Text>Gral</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_JUSTICIA">
<Text>+2[ICON_PEACE] Faith, +2 [ICON_CULTURE] Culture and +10% [ICON_GREAT_PEOPLE] Great People in this City.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_JUSTICIA_SHORT">
<Text>Holy Lore</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_POSEIDON">
<Text>+1[ICON_PEACE] Faith from Coast/Atoll tiles and Fishing Boats</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_POSEIDON_SHORT">
<Text>Poseidon</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MANNA">
<Text>+1[ICON_PEACE] Faith for each Farm and Granary.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MANNA_SHORT">
<Text>Sacred Earth</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ARGO">
<Text>+1% [ICON_Gold] for each follower in this City (up to 25).</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_ARGO_SHORT">
<Text>Gold for the Gods</Text>
</Row>
 
Again to long, anyway got a date. Will post the other stuff later, its still time till the weakend.
 
I would like to know if the following code will work for my tile yield importation mod. Don't worry about functions that appear in the code that may seem unfamiliar&#8213;those are relatively trivial to write. The goal of the code is the following:
  1. Generate a list of plots, and find out which of them are cities.
  2. Obtain the distances from plots to cities possessed by the same player, for each player.
  3. Invert these distances and "weight" them based on the infrastructure of the city as it applies to each yield.
  4. Store the weighted distances for each yield-city-plot pair, for each owner, in a form that can be used later on in order to construct certain buildings in the city.

Code:
-- ImportTileYields
-- Author: 3335d
-- DateCreated: 8/15/2013 2:35:16 PM
--------------------------------------------------------------
include("DistanceFunctions")

function ImportMap()
	importMap = {}

	for plot, ownerID in ipairs(importMap) do
		local pPlot[x, y] = Map.GetPlot( x, y )
		local pOwner[x, y] = pPlot[x, y]:GetOwner()
		local pOwnerID[x, y] = pOwner[x, y]:GetID()
		if pPlot[x, y]:IsCity() then
			pCity[x, y] = pPlot[x, y]:GetCity()
		else
			pCity[x, y] = "NULL"
		end

		local plotX = pPlot[x, y]:GetX()
		local plotY = pPlot[x, y]:GetY()
		table.insert( importMap { xxyy = plotX..plotY, plot = pPlot[x, y], ownerID = pOwnerID[x, y], city = pCity[x, y] } )
	end
end

function DistanceMap()
	distanceMap = {}

	for xxyy, city in pairs(importMap) do
		for iPlot = 0, #xxyy do
			if	(importMap[xxyy].plot:IsCity()) and 
				(importMap[xxyy].plot ~= importMap[iPlot].plot) and 
				(importMap[xxyy].ownerID == importMap[iPlot].ownerID) then
					local pDistance = GetDistanceToPlot ( importMap[xxyy].plot, importMap[iPlot].plot )
					local pInvertedDistance = 1 / pDistance

					local plotX = importMap[xxyy].plot:GetX()
					local plotY = importMap[xxyy].plot:GetY()
					table.insert( distanceMap { plot = importMap[iPlot].plot, 
												cityPlot = importMap[xxyy].plot, 
												city = importMap[xxyy].city, 
												distance = pDistance,
												invertedDistance = pInvertedDistance
												xxyy = plotX..plotY
												
												foodWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_FOOD ) * pInvertedDistance
												productionWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_PRODUCTION ) * pInvertedDistance
												goldWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_GOLD ) * pInvertedDistance
												scienceWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_SCIENCE ) * pInvertedDistance
												healthWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_HEALTH ) * pInvertedDistance
												faithWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_FAITH ) * pInvertedDistance
												happyWeight = GetBuildingWeights( importmap[xxyy].city, YIELD_HAPPY ) * pInvertedDistance
												plagueWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_PLAGUE ) * pInvertedDistance
												cultureWeight = GetBuildingWeights( importMap[xxyy].city, YIELD_CULTURE ) * pInvertedDistance
								 } )
			end
		end
	end
	invertedDistanceMap = {}
	metaDistanceMap = {}
	for xxyy, city in pairs(distanceMap) do
		for jPlot = 0, #xxyy do
			local totalFood = totalFood + distanceMap[jPlot].foodWeight
			local totalProduction = totalProduction + distanceMap[jPlot].productionWeight
			local totalGold = totalGold + distanceMap[jPlot].productionWeight
			local totalScience = totalScience + distanceMap[jPlot].scienceWeight
			local totalHealth = totalHealth + distanceMap[jPlot].healthWeight
			local totalFaith = totalFaith + distanceMap[jPlot].healthWeight
			local totalHappy = totalHappy + distanceMap[jPlot].totalHappy
			local totalPlague = totalPlague + distanceMap[jPlot].totalPlague
			local totalCulture = totalCulture + distanceMap[jPlot].totalPlague
		end
		for kPlot = 0, #xxyy do
			local percentFood = 1 / totalFood * distanceMap[kPlot].foodWeight
			local percentProduction = 1 / totalProduction * distanceMap[kPlot].productionWeight
			local percentGold = 1 / totalGold * distanceMap[kPlot].productionWeight
			local percentScience = 1 / totalScience * distanceMap[kPlot].scienceWeight
			local percentHealth = 1 / totalHealth * distanceMap[kPlot].healthWeight
			local percentFaith = 1 / totalFaith * distanceMap[kPlot].healthWeight
			local percentHappy = 1 / totalHappy * distanceMap[kPlot].totalHappy
			local percentPlague = 1 / totalPlague * distanceMap[kPlot].totalPlague
			local percentCulture = 1 / totalCulture * distanceMap[kPlot].totalPlague

			table.insert( invertedDistanceMap { foodWeight = percentFood, 
												productionWeight = percentProduction
												goldWeight = percentGold
												scienceWeight = percentScience
												healthWeight = percentHealth
												faithWeight = percentFaith
												happyWeight = percentHappy
												plagueWeight = percentPlague
												cultureWeight = percentCulture

												city = distanceMap[xxyy].city
												xxyy = distanceMap[city].xxyy
						} )
		end
	end
end

Anyone who can improve it has my thanks.

Gilgamesch, we should make the transition to SQL; don't use XML unless you really have to.
 
I was able to fix a few lines of belief text:

Code:
        <Row Tag="TXT_KEY_BELIEF_NATUREONE">
        <Text>+1 [ICON_RESEARCH] Research for forest or jungles and +1 [ICON_HAPPINESS_1] Happiness for each Garden.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATUREONE_SHORT">
        <Text>Herbalism</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_INQUISATION">
        <Text>Allows the construction of the Inquisiton building. +5[ICON_PEACE] Faith and a free inquisitor.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_INQUISATION_SHORT">
        <Text>Inquisition.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM">
        <Text>Allows the construction of the Nature Gods building, +2 [ICON_CULTURE] Culture and +2 [ICON_PEACE] Faith per mountain and natural wonders.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM_SHORT">
        <Text>Animism</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GAIA">
        <Text>+1[ICON_PEACE] Faith from forest and jungles.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GAIA_SHORT">
        <Text>World Tree</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_BARBAROSSA">
        <Text>Allows conversion of Barbarians.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_BARBAROSSA_SHORT">
        <Text>Blood Cult</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CULTIMPRO">
        <Text>+2 [ICON_CULTURE] Culture for each Great Person improvement.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CULTIMPRO_SHORT">
        <Text>God of the Sun</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO">
        <Text>+2 [ICON_RESEARCH] Science for each Great Person improvement.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO_SHORT">
        <Text>Goddess of Wisdom</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GOLDIMPRO">
        <Text>+2 [ICON_GOLD] Gold for each Great Person improvement</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GOLDIMPRO_SHORT">
        <Text>God of Fortune</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FOODIMPRO">
        <Text>+2 [ICON_FOOD] Food for each Great Person improvement.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FOODIMPRO_SHORT">
        <Text>Goddess of the Seasons</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FAITHIMPRO">
        <Text>+2 [ICON_PEACE] Faith for each Great Person improvement.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FAITHIMPRO_SHORT">
        <Text>Religious Retreats</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PROIMPRO">
        <Text>+2 [ICON_PRODUCTION] Production for each Great Person improvement.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PROIMPRO_SHORT">
        <Text>God of Crafts</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_REGSCHOOL">
        <Text>Construct the Religious School, +3 [ICON_PEACE] Faith, +1 [ICON_RESEARCH] Science and +1 [ICON_HAPPINESS_1] Happiness.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_REGSCHOOL_SHORT">
        <Text>Religious Education</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERGOLD">
        <Text>+2 [ICON_GOLD] Gold for each World Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERGOLD_SHORT">
        <Text>Wonder Gold</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERPRO">
        <Text>+2 [ICON_PRODUCTION] Production for each World Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERPRO_SHORT">
        <Text>God of Temples</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE">
        <Text>+4 [ICON_RESEARCH] Science for each World Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE_SHORT">
        <Text>Divine Inspiration</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERCULT">
        <Text>+4 [ICON_CULTURE] Culture for each World Wonder</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERCULT_SHORT">
        <Text>Wonder Cult</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERFOOD">
        <Text>+4 [ICON_FOOD] Production for each World Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WONDERFOOD_SHORT">
        <Text>Wonder Food</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALFOOD">
        <Text>+4 [ICON_FOOD] Food for each Natural Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALFOOD_SHORT">
        <Text>Ritual Feasts</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALFAITH">
        <Text>+4 [ICON_PEACE] Faith for each Natural Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALFAITH_SHORT">
        <Text>Pilgrimage</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALGOLD">
        <Text>+4 [ICON_GOLD] Gold for each Natural Wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALGOLD_SHORT">
        <Text>Goddess of Wealth</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE">
        <Text>+4 [ICON_RESEARCH] Science for each Natural wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE_SHORT">
        <Text>Meditation</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALCULT">
        <Text>+4 [ICON_CULTURE] Culture for each Natural wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALCULT_SHORT">
        <Text>Goddess of the Earth</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALPRO">
        <Text>+4 [ICON_PRODUCTION] Production for each Natural wonder.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_NATURALPRO_SHORT">
        <Text>Abode of the Gods</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG">
        <Text>Gain [ICON_PEACE] Faith each time you kill a enemy 8 tiles from your cities, -25% [ICON_STRENGTH] Strength from other religions.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG_SHORT">
        <Text>Jihad</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WALFAHRT">
        <Text>+1 Tourism frome each building purchased by [ICON_PEACE] Faith.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WALFAHRT_SHORT">
        <Text>Sacred Places</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_VISION">
        <Text>+25% appairing of [ICON_GREAT_PEOPLE] Great Prophets.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_VISION_SHORT">
        <Text>Oracles</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER">
        <Text>+1[ICON_GOLD] Gold for each [ICON_CITIZEN] follower and +3[ICON_PEACE] Faith for each Bank.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER_SHORT">
        <Text>Church Taxes</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT">
        <Text>+10% [ICON_INFLUENCE] City State influence and +10% Healrate.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT_SHORT">
        <Text>Religious Clan</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_KABALLA">
        <Text>Buy all [ICON_GREAT_PEOPLE] Great Persons with [ICON_PEACE] Faith.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_KABALLA_SHORT">
        <Text>Kaballa</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_SACRIFICE">
        <Text>+100 [ICON_PEACE] Faith when a [ICON_GREAT_PEOPLE] Great Person was expanded.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_SACRIFICE_SHORT">
        <Text>Ritual Sacrifice</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_HOLYSECRETS_SHORT">
        <Text>Holy Secrets</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_HOLYSECRETS">
        <Text>Your Espionagepressure is incresed +2.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA">
        <Text>+3 [ICON_HAPPINESS_1] for each city you control.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA_SHORT">
        <Text>Religious Utopia</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_EPIC">
        <Text>+10% more [ICON_PRODUCTION] Production when construction of Wonders.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_EPIC_SHORT">
        <Text>Pans Oath</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FRIEDEN">
        <Text>+20 religious spreading and +50% fo friendly Citystates.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_FRIEDEN_SHORT">
        <Text>Friendly Cult</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GOLDENREALM">
        <Text>+10 [ICON_CULTURE] Culturebonus in all of your cities.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GOLDENREALM_SHORT">
        <Text>Golden Realm</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PARIA">
        <Text>Gain [ICON_PEACE] Faith each time one of your units died.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PARIA_SHORT">
        <Text>Paria</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WARLORD">
        <Text>Gain [ICON_PEACE] Faith each time you kill a enemy unit.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_WARLORD_SHORT">
        <Text>God of War</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCTPTITHE">
        <Text>+1 [ICON_GOLD] Gold for each 3 [ICON_CITIZEN] Citizen following this Religion.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCTPTITHE_SHORT">
        <Text>Tithe</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY">
        <Text>+5 [ICON_GOLD] Gold for each city following this Religion.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY_SHORT">
        <Text>Church Property</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL">
        <Text>+1 [ICON_HAPPINESS_1] Happiness for each city following this Religion.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL_SHORT">
        <Text>Ceromonial Burial</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MAMMON">
        <Text>Allowes the construction of the Mammon temple.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MAMMON_SHORT">
        <Text>Mammon</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ISHTAR">
        <Text>+1 [ICON_HAPPINESS_1] Happiness for each 10 [ICON_CITIZEN] follower in foreign cities, Temple of Ishtar.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ISHTAR_SHORT">
        <Text>Ishtar Cult</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PERSONALCULT">
        <Text>+Gain +100 [ICON_PEACE] Faith each time a [ICON_GREAT_PEOPLE] Great Person was expanded.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PERSONALCULT_SHORT">
        <Text>Holy Relicts</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PROMETHEUS">
        <Text>+10% [ICON_STRENGTH] Combat Strength near Cities that follow this Religion. Buy military units till medieval.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_PROMETHEUS_SHORT">
        <Text>Prometheus</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_TIAMAT">
        <Text>+5 [ICON_PEACE] Faith for each of your Cities with at least 5 [ICON_CITIZEN] Citizen.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_TIAMAT_SHORT">
        <Text>Tiamat</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_APOLLO">
        <Text>+10% [ICON_CULTURE] Culture in all of your Cities.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_APOLLO_SHORT">
        <Text>Apollo</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_EDEN">
        <Text>+1 [ICON_FOOD] Food for each Forest and Jungle.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_EDEN_SHORT">
        <Text>Eden</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ZIRKURAT">
        <Text>+3 [ICON_PEACE] Faith, +3[ICON_CULTURE] Culture and +1[ICON_HAPPINESS_1] Happiness.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ZIRKURAT_SHORT">
        <Text>Zirkurat</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_BESTATTUNGEN">
        <Text>+3 [ICON_PEACE] Faith ,+1 [ICON_HAPPINESS_1] und + 15 Gold [ICON_GOLD] each time a Great Person is expanded.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_BESTATTUNGEN_SHORT">
        <Text>Bestattungen</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_LOKI">
        <Text>+1 [ICON_HAPPINESS] Happiness for each 10 [ICON_CITIZEN] follower in foreign Cities and +100% spread to friendly City States.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_LOKI_SHORT">
        <Text>Zirkurat</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_UTOPIA">
        <Text>+15 [ICON_HAPPINESS_1] Happiness.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_UTOPIA_SHORT">
        <Text>Sacred Society</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_LIVINGGODS">
        <Text>Religion spreads 25% faster and +1% [ICON_RESEARCH] Science per follower (up to 10).</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_LIVINGGODS_SHORT">
        <Text>Living Gods</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_VALLHALLA">
        <Text>+1[ICON_FOOD] Food and +1[ICON_PEACE] Faith from snow tiles.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_VALLHALLA_SHORT">
        <Text>Vallhalla</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ATON">
        <Text>Prophets spreads Religion with double [ICON_STRENGTH] Strength.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ATON_SHORT">
        <Text>Aton</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MOOR">
        <Text>+3[ICON_PEACE] Faith from Swamp tiles.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MOOR_SHORT">
        <Text>Moor of the Gods</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_IANNA">
        <Text>+1 [ICON_PEACE] and [ICON_HAPPINESS_1] Happines from each Monument.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_IANNA_SHORT">
        <Text>Holy Signs</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MIDAS">
        <Text>+250 [ICON_GOLD] Gold when converting a City the first time.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MIDAS_SHORT">
        <Text>Midas</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GRAL">
        <Text>+1 [ICON_HAPPINESS_1] Happines and Tourism fror each Castle.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_GRAL_SHORT">
        <Text>Gral</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_JUSTICIA">
        <Text>+2[ICON_PEACE] Faith, +2 [ICON_CULTURE] Culture and +10% [ICON_GREAT_PEOPLE] Great People in this City.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_JUSTICIA_SHORT">
        <Text>Holy Lore</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_POSEIDON">
        <Text>+1[ICON_PEACE] Faith from Coast/Atoll tiles and Fishing Boats</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_POSEIDON_SHORT">
        <Text>Poseidon</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MANNA">
        <Text>+1[ICON_PEACE] Faith for each Farm and Granary.</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_MANNA_SHORT">
        <Text>Sacred Earth</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ARGO">
        <Text>+1% [ICON_Gold] for each follower in this City (up to 25).</Text>
</Row>
        <Row Tag="TXT_KEY_BELIEF_ARGO_SHORT">
        <Text>Gold for the Gods</Text>
</Row>
 
Great thanks.

For the SQL vs XMl, iam working on it, but sometimes xml is more user friendly.
 
Great thanks.

For the SQL vs XMl, iam working on it, but sometimes xml is more user friendly.

Good work on the rest of the mod as well; I can't wait until v4 is released! Some text still has to be worked on, though.

Can you tell me if my Lua code in the post above would work? If so, I can implement tile yield importation in time for the forthcoming release. If not, I will have to get Fires's or Horem's help to do it and start again.

I also wanted to develop a new wonder system, though it should be trivial by comparison and should hence be ready by the same time as the next release. I'll give you the details later, once I've sorted them out.
 
Good work on the rest of the mod as well; I can't wait until v4 is released! Some text still has to be worked on, though.

Can you tell me if my Lua code in the post above would work? If so, I can implement tile yield importation in time for the forthcoming release. If not, I will have to get Fires's or Horem's help to do it and start again.

I also wanted to develop a new wonder system, though it should be trivial by comparison and should hence be ready by the same time as the next release. I'll give you the details later, once I've sorted them out.

Bad news for me, iam totally busy today and not at home.
Only mobile so could not check the lua file.
 
Ok days later. Still not looked at your files....Will look now.
Anyway looked at the leader flavors and put in support for all leaders.
Overworked Religions and Policies (vanilla+CCTP, no real CCTP!)


Will try to release a 3.5. Version of CCTP this Friday.
Did some thoughts about this mod, and about recreation.
But the first one, is to get it alive.
I know i did some lazy bugs, but this will end with a 3.5 Version.
Sure the ultimate policy system by fires is missing and the techtree needs fixing, but the game is playable and you can play it with whowards dll mod.
Its fully compatible, you now have the ability of dll core changes.
All you have to do is enable CCTP and Whowards Dll, so you have much more deepness in your games.
Somedays we will come back and overwork this, but till this date we recommand everyone here to use whowards DLL Mod with CCTP.
This goes with the permission of the creator of the DLL, who has done a lot of work for CiV:goodjob:




Double Edit. CCTP is using DLL core features, so get it, for what are you waiting for.


Edit. Here is the log of the lua file.
Spoiler :

[17326.173] Syntax Error: C:\Users\Gilgamesch\Documents\My Games\Sid Meier's Civilization 5\MODS\Mods\CCTP_1!! (v 1)\Lua\CCTP_1.lua:15: unexpected symbol near '['
[17326.173] Runtime Error: Error loading C:\Users\Gilgamesch\Documents\My Games\Sid Meier's Civilization 5\MODS\Mods\CCTP_1!! (v 1)\Lua\CCTP_1.lua.
[17326.266] AdvisorInfoPopup: Closing Advisor Info
 
Back
Top Bottom