It may change once I start coding and testing, but you can use 0-100 for Agressivity (as a percentage of barbarian spawn vs tribal village), and my initial thought is to use PeakStrength as a maximum percentage bonus (of the normal culture spawning/conversion rate)
I'm still unsure about how I will apply Affinity value, but if I use the same base code as in my civ5 mod for relation values, my initial numbers in my example are too high, values should be between -30 (worst) to 15 (best) , representing a per turn variation of the relation (in the civ5 mod, -15 was the default for foreign culture groups IIRC, which mean that "15" give a culture groups the same affinity value that the own civilization culture group, ie a base variation of "0" before applying values from the other stability mechanisms)
You can include potential concurrent tribal groups in the table, but I don't know if it will be used by some of the mechanism (still it would make sense to raise unstability in a city where two cultural groups are opposed, even if they are not opposed to the city owner culture group)
I'm also thinking that then we should use the civilization type name directly in all the culture groups table, to prevent confusion, like
I'll try to set the table definitions so we can use any civilizations type names, even if that civilization doesn't exist in the mod.
I'm still unsure about how I will apply Affinity value, but if I use the same base code as in my civ5 mod for relation values, my initial numbers in my example are too high, values should be between -30 (worst) to 15 (best) , representing a per turn variation of the relation (in the civ5 mod, -15 was the default for foreign culture groups IIRC, which mean that "15" give a culture groups the same affinity value that the own civilization culture group, ie a base variation of "0" before applying values from the other stability mechanisms)
You can include potential concurrent tribal groups in the table, but I don't know if it will be used by some of the mechanism (still it would make sense to raise unstability in a city where two cultural groups are opposed, even if they are not opposed to the city owner culture group)
I'm also thinking that then we should use the civilization type name directly in all the culture groups table, to prevent confusion, like
Code:
<Row CultureType1="CULTURE_BALTS" CultureType2="CULTURE_GERMANS" Affinity="15"/>
<Row CultureType1="CULTURE_BALTS" CultureType2="CIVILIZATION_GERMANY" Affinity="15"/>
I'll try to set the table definitions so we can use any civilizations type names, even if that civilization doesn't exist in the mod.
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