LeeS
Imperator
I was experimenting around with adding a 2nd building for a civ (in addition to the palace) to the <Civilization_FreeBuildingClasses> and hit a wall in the Renaissance era. Spies wouldn't accept assignment to cities either as counter-agent within my own cities or as diplomats/spies in foriegn cities.
My 1st suspicion was that it was the red-highlighted espionage modifier command, but commenting it as shown in the spoiler made no difference in a quick test I ran. Only removing the whole file from the list of 'OnModActivated's allowed spies to function properly.
Anyone else experimented much with adding a 2nd building for a civ to the <Civilization_FreeBuildingClasses> table? If so have you seen the same behavior? Or perhaps the problem is in the amount of crazy stuff I stuck into the file for the building ? Though I wouldn't expect the last to be true since for the most part so far as the game is concerned a building is just a building and I haven't encountered any limits to how much stuff a single building can have assigned to it.
Note: this is not a OMG I need to get this to work !!! question/thread. This is more of a huh! I didn't expect it to work that way, kind of thread.
My 1st suspicion was that it was the red-highlighted espionage modifier command, but commenting it as shown in the spoiler made no difference in a quick test I ran. Only removing the whole file from the list of 'OnModActivated's allowed spies to function properly.
Spoiler :
Code:
<GameData>
<Civilization_FreeBuildingClasses>
<Row>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
</Row>
</Civilization_FreeBuildingClasses>
<Buildings>
<!-- HIDDEN BUILDING In the Capital FOR NEW WASHINGTON TRAIT -->
<Row>
<Type>BUILDING_WASHINGTON_CAPITAL</Type>
<BuildingClass>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClass>
<Cost>-1</Cost>
<FaithCost>-1</FaithCost>
<GreatWorkCount>-1</GreatWorkCount>
<PrereqTech>NULL</PrereqTech>
<ArtDefineTag>NONE</ArtDefineTag>
<MinAreaSize>-1</MinAreaSize>
<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
<GreatPeopleRateChange>1</GreatPeopleRateChange>
<Defense>200</Defense>
<ExtraCityHitPoints>25</ExtraCityHitPoints>
<NeverCapture>true</NeverCapture>
<HurryCostModifier>-1</HurryCostModifier>
<TradeRouteSeaGoldBonus>200</TradeRouteSeaGoldBonus>
<TradeRouteLandGoldBonus>200</TradeRouteLandGoldBonus>
<TradeRouteRecipientBonus>2</TradeRouteRecipientBonus>
[COLOR="Red"]<!-- <EspionageModifier>-25</EspionageModifier> -->[/COLOR]
<Happiness>1</Happiness>
<NukeImmune>true</NukeImmune>
<NukeModifier>-75</NukeModifier>
<GreatPeopleRateModifier>10</GreatPeopleRateModifier>
<Gold>1000</Gold>
<CityStateTradeRouteProductionModifier>1</CityStateTradeRouteProductionModifier>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
</Row>
</Buildings>
<BuildingClasses>
<Row>
<Type>BUILDINGCLASS_WASHINGTON_CAPITAL</Type>
<DefaultBuilding>BUILDING_WASHINGTON_CAPITAL</DefaultBuilding>
</Row>
</BuildingClasses>
<Building_FreeUnits>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<UnitType>UNIT_ARCHER</UnitType>
<NumUnits>2</NumUnits>
</Row>
</Building_FreeUnits>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
</Building_YieldChanges>
<Building_YieldChangesPerPop>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>25</Yield>
</Row>
</Building_YieldChangesPerPop>
<Building_RiverPlotYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
</Building_RiverPlotYieldChanges>
<Building_SeaPlotYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Building_SeaPlotYieldChanges>
<Building_LakePlotYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Building_LakePlotYieldChanges>
<Building_SeaResourceYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Building_SeaResourceYieldChanges>
<Building_FeatureYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<FeatureType>FEATURE_ATOLL</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>2</Yield>
</Row>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<FeatureType>FEATURE_OASIS</FeatureType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>2</Yield>
</Row>
</Building_FeatureYieldChanges>
<Building_TerrainYieldChanges>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<TerrainType>TERRAIN_DESERT</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<BuildingType>BUILDING_WASHINGTON_CAPITAL</BuildingType>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
</Building_TerrainYieldChanges>
<Belief_BuildingClassYieldChanges>
<Row>
<BeliefType>BELIEF_INITIATION_RITES</BeliefType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<YieldType>YIELD_CULTURE</YieldType>
<YieldChange>1</YieldChange>
</Row>
<Row>
<BeliefType>BELIEF_RELIQUARY</BeliefType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<YieldType>YIELD_CULTURE</YieldType>
<YieldChange>1</YieldChange>
</Row>
</Belief_BuildingClassYieldChanges>
<Policy_BuildingClassYieldChanges>
<Row>
<PolicyType>POLICY_PIETY</PolicyType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<YieldType>YIELD_FAITH</YieldType>
<YieldChange>2</YieldChange>
</Row>
</Policy_BuildingClassYieldChanges>
<Policy_BuildingClassHappiness>
<Row>
<PolicyType>POLICY_LIBERTY</PolicyType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<Happiness>1</Happiness>
</Row>
<Row>
<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<Happiness>1</Happiness>
</Row>
</Policy_BuildingClassHappiness>
<Policy_BuildingClassCultureChanges>
<Row>
<PolicyType>POLICY_LIBERTY</PolicyType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<CultureChange>1</CultureChange>
</Row>
<Row>
<PolicyType>POLICY_TRADITION</PolicyType>
<BuildingClassType>BUILDINGCLASS_WASHINGTON_CAPITAL</BuildingClassType>
<CultureChange>1</CultureChange>
</Row>
</Policy_BuildingClassCultureChanges>
</GameData>
Anyone else experimented much with adding a 2nd building for a civ to the <Civilization_FreeBuildingClasses> table? If so have you seen the same behavior? Or perhaps the problem is in the amount of crazy stuff I stuck into the file for the building ? Though I wouldn't expect the last to be true since for the most part so far as the game is concerned a building is just a building and I haven't encountered any limits to how much stuff a single building can have assigned to it.
Note: this is not a OMG I need to get this to work !!! question/thread. This is more of a huh! I didn't expect it to work that way, kind of thread.