Havin Problems with Building_AreaYieldModifiers

Civ93er

Chieftain
Joined
Nov 9, 2011
Messages
2
Location
Austria
Hi!

i have a problem with the CIV5Buildings.xml Table Building_AreaYieldModifiers and Building_GlobalYieldModifiers (playing without any DLCs)
i`ve tried to increase production by fields like:
<Building_AreaYieldModifiers>
<Row>
<BuildingType>BUILDING_FACTORY</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Building_AreaYieldModifiers>
more fields you use, the bigger the benefit
but i coudn`t get this work!
i`ve tried it with Building_GlobalYieldModifiers too, but still no increase

can someone tell me if i don`t understand this correct or if this is broken somehow?

thanks!
 
First of all, some tables might not work. I know the GlobalYieldModifiers does work, but I don't know if the Area one does. It might just be a relic from Civ4.

Second, it's a MODIFIER. If a table has "Modifier" in the name, then the result is a percentage, not an absolute. So the block you had there would add +1% to a tile's production if there's a Factory in the city. Obviously, this isn't enough to give a visible increase, although if you move your mouse over the Production tooltip in the city view (upper left), it should include any decimals.

This is how Civ5 syntax works. A "Modifier" is a percentage, and is multiplicative (with many of them having 100 equal the baseline), while "Change" generally denotes an absolute increase.
 
oh ok!
i hoped to get an absolut and not a % increase :(
is there a way to increase the production by 1 per field?
 
No.

If there isn't an XML table for it currently (and obviously, there isn't), then you can't add one. Now, yields can be manipulated through Lua, so it's possible to add quite a few new functions that might mimic some things you'd want to add, but it won't be nearly as smooth as the normal XML and some things are just flat-out not possible. Once we get the DLL it'll be trivial to add more of these, and the devs have added several in the process of integrating the DLCs, but until the devs do something to make the type of bonus you're asking about possible, the answer is no.

The closest anything comes to what you're asking is the Colossus, which uses the SeaYieldChanges table to add to all coast and ocean hexes. But there's no equivalent for land.
 
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