Eras table clarifications

Craig_Sutter

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Joined
Aug 13, 2002
Messages
2,773
Location
Calgary, Canada
Anyone know what these do (in red). I altered them for various eras, however, I could not detect a change, especially in research times.

Code:
<Row>
			<ID>0</ID>
			<Type>ERA_ANCIENT</Type>
			<Description>TXT_KEY_ERA_0</Description>
			<ShortDescription>TXT_KEY_ERA_0_SHORT</ShortDescription>
			<Abbreviation>TXT_KEY_ERA_0_ABBREV</Abbreviation>
			<Strategy>TXT_KEY_ERA_ANCIENT_STRATEGY</Strategy>
			<ArtPrefix>ANCIENT </ArtPrefix>
			<NoGoodies>false</NoGoodies>
			<NoBarbUnits>false</NoBarbUnits>
			<NoReligion>false</NoReligion>
			<ResearchAgreementCost>100</ResearchAgreementCost>
			<EmbarkedUnitDefense>3</EmbarkedUnitDefense>
			<StartingUnitMultiplier>1</StartingUnitMultiplier>
			<StartingDefenseUnits>1</StartingDefenseUnits>
			<StartingWorkerUnits>0</StartingWorkerUnits>
			<StartingExploreUnits>0</StartingExploreUnits>
			<StartingGold>0</StartingGold>
			<StartingCulture>0</StartingCulture>
			<FreePopulation>0</FreePopulation>
			<LaterEraBuildingConstructMod>0</LaterEraBuildingConstructMod>
			<StartPercent>0</StartPercent>
			<BuildingMaintenancePercent>100</BuildingMaintenancePercent>
			<GrowthPercent>100</GrowthPercent>
			[COLOR="Red"]<TrainPercent>100</TrainPercent>
			<ConstructPercent>100</ConstructPercent>
			<CreatePercent>100</CreatePercent>
			<ResearchPercent>100</ResearchPercent>[/COLOR]
			<BuildPercent>100</BuildPercent>
			<ImprovementPercent>100</ImprovementPercent>
			<GreatPeoplePercent>100</GreatPeoplePercent>
			<CulturePercent>100</CulturePercent>
			<TradeRouteFoodBonusTimes100>0</TradeRouteFoodBonusTimes100>
			<TradeRouteProductionBonusTimes100>0</TradeRouteProductionBonusTimes100>
			<EventChancePerTurn>1</EventChancePerTurn>
			<SpiesGrantedForPlayer>0</SpiesGrantedForPlayer>
			<SpiesGrantedForEveryone>0</SpiesGrantedForEveryone>
			<FaithCostMultiplier>100</FaithCostMultiplier>
			<DiploEmphasisReligion>0</DiploEmphasisReligion>
			<DiploEmphasisLatePolicies>0</DiploEmphasisLatePolicies>
			<LeaguePercent>300</LeaguePercent>
			<SoundtrackSpace>0</SoundtrackSpace>
			<FirstSoundtrackFirst>false</FirstSoundtrackFirst>
			<CityBombardEffectTag>CITY_BOMBARD_EARLY</CityBombardEffectTag>
			<AudioUnitVictoryScript>AS2D_VICTORY_EARLY</AudioUnitVictoryScript>
			<AudioUnitDefeatScript>AS2D_LOSS_EARLY</AudioUnitDefeatScript>
		</Row>

Thank-you
 
I've used the <FaithCostMultiplier> and it works as one would expect. But I've not tried any of the ones you highlighted. I looked at the Dynamic Eras mod, and it's not using that. It's doing SQL manipulation of the technologies themselves, like this:

Code:
UPDATE Technologies SET 'Cost' = Cost * 1.00 WHERE Era = 'ERA_ANCIENT';
UPDATE Technologies SET 'Cost' = Cost * 1.50 WHERE Era = 'ERA_CLASSICAL';
UPDATE Technologies SET 'Cost' = Cost * 2.50 WHERE Era = 'ERA_MEDIEVAL';
UPDATE Technologies SET 'Cost' = Cost * 3.50 WHERE Era = 'ERA_RENAISSANCE';
UPDATE Technologies SET 'Cost' = Cost * 4.50 WHERE Era = 'ERA_INDUSTRIAL';
UPDATE Technologies SET 'Cost' = Cost * 5.50 WHERE Era = 'ERA_MODERN';
UPDATE Technologies SET 'Cost' = Cost * 6.50 WHERE Era = 'ERA_POSTMODERN';
UPDATE Technologies SET 'Cost' = Cost * 7.50 WHERE Era = 'ERA_FUTURE';

But I'm wondering if the columns you are looking at only become effective when a player starts the game at the given era. I looked through the eras xml and the values seem mighty similar to the changed effects one sees on building costs, etc., when starting at more advanced eras.
 
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