Decoupling science from population?

sabotai

Chieftain
Joined
Jan 28, 2011
Messages
20
I imagine this is something some mods have done. I was brainstorming ways to do this. In the mean time, can people point me to existing mods where population does not automatically grant science. Or perhaps tell me where to change this.
 
bump. Hey mod builders, have you attempted a mod to have science determined by something other than population? How did this go? What did you try?

If not, can someone point out to where I can drop science from population to zero. I have some ideas for what to replace it with, but I want to test things to see what works.
 
There looks to be something that can control it in Civ5Yields.xml (/XML/Terrain folder):

PopulationChangeOffset

However, it's not set for any of the yields, so it might not even be functional. If it does work, then subtracting the amount of research-per-pop that is normally given might work.


It would be really nice if there was better documentation (or, for a lot of them, any documentation) on all these XML tags and Lua functions. =/
 
What I would really like to have is the ability to have certain buildings show up in all cities that are built. Currently you can't use that global define to make science per pop anything less than 1. If I could have buildings come with the new cities though, I could make this something like 1 per 2 pop or less.
 
What I would really like to have is the ability to have certain buildings show up in all cities that are built. Currently you can't use that global define to make science per pop anything less than 1. If I could have buildings come with the new cities though, I could make this something like 1 per 2 pop or less.
Probably doable with Lua... at least once GameEvents are usable. After all, all you need to do is trap city construction and add a building.
 
What I would really like to have is the ability to have certain buildings show up in all cities that are built. Currently you can't use that global define to make science per pop anything less than 1. If I could have buildings come with the new cities though, I could make this something like 1 per 2 pop or less.
Correct me if I am mistaken, but wouldn't you already be able to do this entirely through XML?

1) Create a new building with no upkeep and 1 production cost (or something like that) which provides 1 research per X population,
2) Have the building class set to allow an unlimited number per player and globally (i.e., not a wonder / national wonder),
3) Add the building class to the Civilization_FreeBuildingClasses table for each civilization.
 
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