Change base terrain yields based on civilization

PawelS

Ancient Druid
Joined
Dec 11, 2003
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Poland
I'm going to start working on my fantasy mod soon, and I'm wondering if it is possible to change the yields from terrains based on civilization. For example I'm going to make a desert-based civ, with increased yields from desert, but less from grass. Or a snow-based civ with increased yields from snow and tundra.

Is it possible to do and if so, how?
 
From a purely XML standpoint, I can only see changing yields based off of improvements, or changing yields based off of yield (like every gold yield is +1).
 
Yeah, I can't find anything about that in the XML, but I thought there might be a trick that makes it possible. I guess I'll make some special improvements that can be placed on these terrains and work only for these civs.
 
I have an idea: I'm going to add new terrain types that look like the original terrain (for example Tundra and Snow) but give more yields, and make a LUA script that changes the original terrains to the new ones when they are in a given civ's territory (and changes them back when they are no longer in that territory). Unfortunately this won't encourage the AI to build cities on these terrains (except when taking into account the tiles that are already in territory), but I think it should work for changing the yields.

I'll post here again to report if it works or not.
 
It may be possible for a civ to recieve a free building in every city granting increased tile yields - will work for every yield apart from culture

Except that there's not an XML table to have buildings increase the yield of a specific terrain type or even a specific Improvement. They can only key off Resource types or Feature types, or modify yields of all water tiles.

Like a lot of things, this can be fixed through Lua, though.
 
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