My "Units" mods worked perfectly on Civilization V. However, my "HandicapInfos" mods did not work correctly. In Civilization V game, I was able to enable mods and started the game and found my units mod worked correctly but my HandicapInfos mod has no effect at all.
My HandicapInfo XML below:
How can I make my HandicapInfos mod work with Civilization V game?
Thank you so much!
My HandicapInfo XML below:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<HandicapInfos>
<Update>
<Where Type="HANDICAP_SETTLER" />
<Set>
<StartingLocPercent>50</StartingLocPercent>
<AdvancedStartPointsMod>200</AdvancedStartPointsMod>
<HappinessDefault>50</HappinessDefault>
<ExtraHappinessPerLuxury>1</ExtraHappinessPerLuxury>
<NumCitiesUnhappinessMod>10</NumCitiesUnhappinessMod>
<PopulationUnhappinessMod>10</PopulationUnhappinessMod>
<StartingDefenseUnits>2</StartingDefenseUnits>
<StartingWorkerUnits>4</StartingWorkerUnits>
<StartingExplorerUnits>1</StartingExplorerUnits>
<Gold>100</Gold>
<GoldFreeUnits>10</GoldFreeUnits>
<ProductionFreeUnits>10</ProductionFreeUnits>
<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
<ProductionFreeUnitsPerCity>5</ProductionFreeUnitsPerCity>
<RouteCostPercent>20</RouteCostPercent>
<UnitCostPercent>10</UnitCostPercent>
<BuildingCostPercent>20</BuildingCostPercent>
<ResearchPercent>50</ResearchPercent>
<PolicyPercent>20</PolicyPercent>
<ImprovementCostPercent>20</ImprovementCostPercent>
<CityProductionNumOptionsConsidered>10</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>10</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>10</PolicyNumOptionsConsidered>
<AttitudeChange>2</AttitudeChange>
<NoTechTradeModifier>100</NoTechTradeModifier>
<TechTradeKnownModifier>-100</TechTradeKnownModifier>
<BarbCampGold>50</BarbCampGold>
<BarbSpawnMod>50</BarbSpawnMod>
<BarbarianBonus>75</BarbarianBonus>
<AIBarbarianBonus>5</AIBarbarianBonus>
<EarliestBarbarianReleaseTurn>10000</EarliestBarbarianReleaseTurn>
<BarbarianLandTargetRange>1</BarbarianLandTargetRange>
<BarbarianSeaTargetRange>2</BarbarianSeaTargetRange>
<AIDeclareWarProb>0</AIDeclareWarProb>
<AIUnhappinessPercent>100</AIUnhappinessPercent>
<AIGrowthPercent>800</AIGrowthPercent>
<AITrainPercent>800</AITrainPercent>
<AIWorldTrainPercent>800</AIWorldTrainPercent>
<AIConstructPercent>800</AIConstructPercent>
<AIWorldConstructPercent>800</AIWorldConstructPercent>
<AICreatePercent>800</AICreatePercent>
<AIWorldCreatePercent>800</AIWorldCreatePercent>
<AIBuildingCostPercent>800</AIBuildingCostPercent>
<AIUnitCostPercent>800</AIUnitCostPercent>
<AIUnitSupplyPercent>100</AIUnitSupplyPercent>
<AIUnitUpgradePercent>100</AIUnitUpgradePercent>
<AIPerEraModifier>1</AIPerEraModifier>
<AIAdvancedStartPercent>50</AIAdvancedStartPercent>
<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Set>
</Update>
</HandicapInfos>
<HandicapInfo_FreeTechs>
<Row>
<HandicapType>HANDICAP_SETTLER</HandicapType>
<TechType>TECH_MINING</TechType>
</Row>
<Row>
<HandicapType>HANDICAP_SETTLER</HandicapType>
<TechType>TECH_ANIMAL_HUSBANDRY</TechType>
</Row>
<Row>
<HandicapType>HANDICAP_SETTLER</HandicapType>
<TechType>TECH_THE_WHEEL</TechType>
</Row>
<Row>
<HandicapType>HANDICAP_SETTLER</HandicapType>
<TechType>TECH_POTTERY</TechType>
</Row>
</HandicapInfo_FreeTechs>
</GameData>
How can I make my HandicapInfos mod work with Civilization V game?
Thank you so much!