[BNW] Does adding Faith yield to Specialists not work?

nguyenforthewin13

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Alright, so I'm in the final stage of testing out the Europe 2014 mod I've been working on for a month now, and it seems that adding Faith yields to Specialists, whether it be through policies or Civ traits, simply does not work. I made this strange observation when I was testing out the Iranian civ, which can get a Faith bonus from Specialists through both its trait that I edited and an Ideological tenet I created for the new Islamism ideology I made.

The weird thing is that in game, when I hovered over the Specialist icon, it showed the additional faith yield from the Traits/Policies, but when I worked Citizens as Specialists, the overall Faith output of the City and the Civ did not change at all. I switched between having and not having the Faith Specialist policy via Ingame Editor, and while the Specialist tooltip showed that I was going back and forth from +1 Faith from Specialists to +3, there was no Faith change whatsoever when I worked the Specialist slot.

So basically: when you add Faith yields to Specialists, it shows up in the tooltip, but doesn't seem to produce any real Faith yield. I don't think I coded anything wrong, because A: it's showing in the tooltip and B: I mostly copied the Earth 2014 mod (where Pakistan has a Specialist Faith) bonus. Do you guys know if there is anything I can do to remedy this issue? I may just have to change Iran's trait and the policy to give a bonus other than Faith from Specialists, but I'd just prefer for everything to work as intended.
 
Not every yield in the base game is hooked up in every table - search for "Unified Yields" to see the scale of the problem - it may be that faith on a specialist is one such case. In so, the Earth 2014 mod could be using Lua to overcome the problem or a modded DLL (too long since I wrote the unified yields code to remember if this was one of the tables I fixed)
 
My memory wants me to say that Faith is one that does not actually get implemented, regardless of the icons and text on the active specialists within a city.

Without the Unified Yields system in William's DLL unemployed citizen specialists only ever contribute 1 production point, as I recall.

Also as I recall Culture was another that was not actually implemented from the Building_SpecialistYieldChanges and other tables, altho many mod-makers did not believe it because they were looking at the active specialists box and not the empire's total cultural output. And of course for culture there was (and still is) the infamous SpecialistExtraCulture column in table Buildings.
 
Yeah, from my text of the Buildings Guide:
Code:
<Building_SpecialistYieldChanges>

Yield Types that work with this table are:
		YIELD_GOLD
		YIELD_PRODUCTION
		YIELD_SCIENCE
		YIELD_FOOD

Yield Types that DO NOT work with this table are:

		YIELD_CULTURE
		YIELD_FAITH

It may appear that Culture and Faith work with this table. Mousing over a specialist-type
that has been enhanced with Culture or Faith under this table will show the change in yields.
However, neither the city yields box nor the empire-level "yields" reflect any change to
Specialist Culture or Faith yields. In order for a yield to have any effect on the game,
the changes in yields must "make it" to the city yields box.
Other game-tables like Policy_SpecialistXYZ were as I recall similarly implemented by Firaxis (ie, never implemented for Faith and Culture) though as William often used to say, the DLL for Civ5 is spaghetti in terms of its code -- and it was also pretty much spaghetti as far as consistent implementation across all game-tables was concerned. Every table is its own animal as far as whether or not Culture or Faith even work at all, let alone whether the table is one that affects the yields of specialists.
 
Alright, so I found the table for Policy_BuildingClassCultureChanges, which is important because I also had a policy meant to change buildings' Culture yield, and that was not functioning properly since I did the change under the PolicyBuildingClassYieldChanges table. So that issue should hopefully be fixed now.

On the other hand, with the Specialists, I think I will simply rewrite my various policy and trait bonuses to avoid conferring additional Culture/Faith from Specialists, because I don't really want to use a DLL (even though Whoward's DLL admittedly looks extremely useful). The reason for that is simply accessibility - DLL mods can't be used with other DLLs of course, and when I'm off to college in a week, I won't be able to mod anymore because my only computer at that point is a MacBook (which also can't run DLL mods). I'll just try to work with the existing tables and figure out some other bonuses to correspond to the new Civs/Policies.

EDIT: There's no Lua in the Earth 2014 Civs mod, where Pakistan also has that Faith from Specialists bonuses, which leads me to believe that the mod maker simply overlooked the issue on accident.

SECOND EDIT: Also, I'd just like to note that Faith changes do work under the Policy_CityYieldChanges table. Basically, you can get a flat Faith yield from every City (I set the one in my policy as +5 Faith per City). This is basically analogous to the Party Leadership policy that gives +1 of every non-Faith yield to each city. I'm going to test if additional Faith from Great Works functions or not.

THIRD EDIT: Okay, I now have confirmation that adding Faith yields to Great Works does not work. Evidently though, Culture yields do work though because the base game's policy Creative Expression adds +1 Culture to Great Works.
 
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