[BUILDING] Help With Building Boosting Food on Marsh Tiles

clapyourhands

Prince
Joined
Jul 16, 2017
Messages
412
Hey guys! I'm brand new to Civ5 modding, but I've been persevering. I've gotten almost everything up and running thanks to lots and lots of Google searches and searches on this forum. I'm making a new Civ and it is mostly functional (the UU and most of the UA work), but the UB is a bit wonky. It's a Granary replacement that should increase the Food yield of Marsh tiles, somewhat like the Polder but as a building (it does other stuff, but those portions are working). Here's the relevant xml:

Code:
  <Building_FeatureYieldChanges>
    <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <FeatureType>FEATURE_MARSH</FeatureType>
      <YieldType>YIELD_FOOD</YieldType>
      <Yield>3</Yield>
    </Row>
    <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <FeatureType>FEATURE_MARSH</FeatureType>
      <YieldType>YIELD_PRODUCTION</YieldType>
      <Yield>3</Yield>
    </Row>
  </Building_FeatureYieldChanges>

The logs are totally normal; I enabled them early and they were super helpful for the rest of the bugs, but this one doesn't seem to be showing up. And the name, art, civilopedia, and primary food (the +2 from granary that I left in for Building_YieldChanges) all work as intended when I build one in-game. The code was based on Petra's, which does something similar for Desert Tiles. I was thinking it might have something to do with "fake terrains" from some Googling, but Marsh isn't a terrain and I haven't seen anyone have a problem with it. Can anyone help me out?

As another, smaller, thing, I was wondering if there was a way to specifically increase the GP rate of Merchants and not the others. Right now I'm sort of getting around it by increasing GP overall and then decreasing the ones that they have xml for, but am I correct in assuming I'd need to look into lua for a cleaner way?

(This is my first time trying to mod so I've just been trying to get the hang of XML, but if the solution for either ends up being a lua thing I'm definitely down to give it a shot if someone can start me off in the right direction!).
 
FakeFeatures are rivers and lakes, which appear as features in the civilopedia but are not actually features according to the game engine.
Anyway, your code should work. Are you sure you added an OnModActivated --> UpdateDataBase?

---

The Entrepreneurship policy provides a 25% increase in Great Merchants, so you could use a dummy policy. Unfortunately the effect is global and cannot be used for specific cities if that is what you're aiming for...
Code:
<Row>
            <Type>POLICY_ENTREPRENEURSHIP</Type>
            <Description>TXT_KEY_POLICY_ENTREPRENEURSHIP</Description>
            <Civilopedia>TXT_KEY_POLICY_ENTREPRENEURSHIP_TEXT</Civilopedia>
            <Help>TXT_KEY_POLICY_ENTREPRENEURSHIP_HELP</Help>
            <PolicyBranchType>POLICY_BRANCH_COMMERCE</PolicyBranchType>
            <CultureCost>10</CultureCost>
            <EmbarkedExtraMoves>1</EmbarkedExtraMoves>
            <GridX>2</GridX>
            <GridY>2</GridY>

            <GreatMerchantRateModifier>25</GreatMerchantRateModifier>

            <TradeMissionGoldModifier>100</TradeMissionGoldModifier>
            <PortraitIndex>3</PortraitIndex>
            <IconAtlas>POLICY_ATLAS_EXP2</IconAtlas>
            <IconAtlasAchieved>POLICY_A_ATLAS_EXP2</IconAtlasAchieved>
        </Row>
 
FakeFeatures are rivers and lakes, which appear as features in the civilopedia but are not actually features according to the game engine.
Anyway, your code should work. Are you sure you added an OnModActivated --> UpdateDataBase?

---

The Entrepreneurship policy provides a 25% increase in Great Merchants, so you could use a dummy policy. Unfortunately the effect is global and cannot be used for specific cities if that is what you're aiming for...
Code:
<Row>
            <Type>POLICY_ENTREPRENEURSHIP</Type>
            <Description>TXT_KEY_POLICY_ENTREPRENEURSHIP</Description>
            <Civilopedia>TXT_KEY_POLICY_ENTREPRENEURSHIP_TEXT</Civilopedia>
            <Help>TXT_KEY_POLICY_ENTREPRENEURSHIP_HELP</Help>
            <PolicyBranchType>POLICY_BRANCH_COMMERCE</PolicyBranchType>
            <CultureCost>10</CultureCost>
            <EmbarkedExtraMoves>1</EmbarkedExtraMoves>
            <GridX>2</GridX>
            <GridY>2</GridY>

            <GreatMerchantRateModifier>25</GreatMerchantRateModifier>

            <TradeMissionGoldModifier>100</TradeMissionGoldModifier>
            <PortraitIndex>3</PortraitIndex>
            <IconAtlas>POLICY_ATLAS_EXP2</IconAtlas>
            <IconAtlasAchieved>POLICY_A_ATLAS_EXP2</IconAtlasAchieved>
        </Row>

Global works great for me--it was part of the UA. Thanks so much! The code is in the updated database; the rest of the stuff in the same xml file do appear, like the text, civilopedia details, and +2 base food. I did find out something weird, though; if I purposely introduced an error into the code, like:
Code:
  <Building_FeatureYieldChanges>
   <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <FeatureType>FEATURE_MARSH</FeatureType>
      <FeatureType>YIELD_FOOD</FeatureType>
      <Yield>3</Yield>
    </Row>
  </Building_FeatureYieldChanges>
Where I don't even have a yield type, the xml and database logs not only not say anything, but the building still works as normal otherwise. The rest of the file has to be correctly loading, since the text updates are in the building file itself and still work. But if the error is in the base yield of +2 or the txt keys, I do get an error and the building doesn't appear in game. So to me, it seems like <Building_FeatureYieldChanges> specifically isn't being read or updating. It's super weird.

Here's the whole file if it helps:
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Buildings>
    <Row>
      <Type>BUILDING_KI</Type>
      <Description>TXT_KEY_BUILDING_KI</Description>
      <Civilopedia>TXT_KEY_BUILDINGS_KI_TEXT</Civilopedia>
      <Strategy>TXT_KEY_BUILDING_KI_STRATEGY</Strategy>
      <Help>TXT_KEY_BUILDING_KI_HELP</Help>
      <ThemingBonusHelp></ThemingBonusHelp>
      <Quote></Quote>
      <GoldMaintenance>1</GoldMaintenance>
      <MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
      <TeamShare>0</TeamShare>
      <Water>0</Water>
      <River>0</River>
      <FreshWater>0</FreshWater>
      <Mountain>0</Mountain>
      <NearbyMountainRequired>0</NearbyMountainRequired>
      <Hill>0</Hill>
      <Flat>0</Flat>
      <FoundsReligion>0</FoundsReligion>
      <IsReligious>0</IsReligious>
      <BorderObstacle>0</BorderObstacle>
      <PlayerBorderObstacle>0</PlayerBorderObstacle>
      <Capital>0</Capital>
      <GoldenAge>0</GoldenAge>
      <MapCentering>0</MapCentering>
      <NeverCapture>0</NeverCapture>
      <NukeImmune>0</NukeImmune>
      <AllowsWaterRoutes>0</AllowsWaterRoutes>
      <ExtraLuxuries>0</ExtraLuxuries>
      <DiplomaticVoting>0</DiplomaticVoting>
      <AffectSpiesNow>0</AffectSpiesNow>
      <NullifyInfluenceModifier>0</NullifyInfluenceModifier>
      <Cost>60</Cost>
      <FaithCost>0</FaithCost>
      <LeagueCost>0</LeagueCost>
      <UnlockedByBelief>0</UnlockedByBelief>
      <UnlockedByLeague>0</UnlockedByLeague>
      <HolyCity>0</HolyCity>
      <NumCityCostMod>0</NumCityCostMod>
      <HurryCostModifier>25</HurryCostModifier>
      <MinAreaSize>-1</MinAreaSize>
      <ConquestProb>66</ConquestProb>
      <CitiesPrereq>0</CitiesPrereq>
      <LevelPrereq>0</LevelPrereq>
      <CultureRateModifier>0</CultureRateModifier>
      <GlobalCultureRateModifier>0</GlobalCultureRateModifier>
      <GreatPeopleRateModifier>0</GreatPeopleRateModifier>
      <GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
      <GreatGeneralRateModifier>0</GreatGeneralRateModifier>
      <GreatPersonExpendGold>0</GreatPersonExpendGold>
      <GoldenAgeModifier>0</GoldenAgeModifier>
      <UnitUpgradeCostMod>0</UnitUpgradeCostMod>
      <Experience>0</Experience>
      <GlobalExperience>0</GlobalExperience>
      <FoodKept>0</FoodKept>
      <Airlift>0</Airlift>
      <AirModifier>0</AirModifier>
      <NukeModifier>0</NukeModifier>
      <NukeExplosionRand>0</NukeExplosionRand>
      <HealRateChange>0</HealRateChange>
      <Happiness>0</Happiness>
      <UnmoddedHappiness>0</UnmoddedHappiness>
      <UnhappinessModifier>0</UnhappinessModifier>
      <HappinessPerCity>0</HappinessPerCity>
      <HappinessPerXPolicies>0</HappinessPerXPolicies>
      <CityCountUnhappinessMod>0</CityCountUnhappinessMod>
      <NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
      <WorkerSpeedModifier>0</WorkerSpeedModifier>
      <MilitaryProductionModifier>0</MilitaryProductionModifier>
      <SpaceProductionModifier>0</SpaceProductionModifier>
      <GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
      <BuildingProductionModifier>0</BuildingProductionModifier>
      <WonderProductionModifier>0</WonderProductionModifier>
      <CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
      <CapturePlunderModifier>0</CapturePlunderModifier>
      <PolicyCostModifier>0</PolicyCostModifier>
      <PlotCultureCostModifier>0</PlotCultureCostModifier>
      <GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
      <PlotBuyCostModifier>0</PlotBuyCostModifier>
      <GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
      <GlobalPopulationChange>0</GlobalPopulationChange>
      <TechShare>0</TechShare>
      <FreeTechs>0</FreeTechs>
      <FreePolicies>0</FreePolicies>
      <FreeGreatPeople>0</FreeGreatPeople>
      <MedianTechPercentChange>0</MedianTechPercentChange>
      <Gold>0</Gold>
      <AllowsRangeStrike>0</AllowsRangeStrike>
      <Espionage>0</Espionage>
      <AllowsFoodTradeRoutes>1</AllowsFoodTradeRoutes>
      <AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
      <Defense>0</Defense>
      <ExtraCityHitPoints>0</ExtraCityHitPoints>
      <GlobalDefenseMod>0</GlobalDefenseMod>
      <MinorFriendshipChange>0</MinorFriendshipChange>
      <VictoryPoints>0</VictoryPoints>
      <ExtraMissionarySpreads>0</ExtraMissionarySpreads>
      <ReligiousPressureModifier>0</ReligiousPressureModifier>
      <EspionageModifier>0</EspionageModifier>
      <GlobalEspionageModifier>0</GlobalEspionageModifier>
      <ExtraSpies>0</ExtraSpies>
      <SpyRankChange>0</SpyRankChange>
      <InstantSpyRankChange>0</InstantSpyRankChange>
      <TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
      <TradeRouteTargetBonus>0</TradeRouteTargetBonus>
      <NumTradeRouteBonus>0</NumTradeRouteBonus>
      <LandmarksTourismPercent>0</LandmarksTourismPercent>
      <InstantMilitaryIncrease>0</InstantMilitaryIncrease>
      <GreatWorksTourismModifier>0</GreatWorksTourismModifier>
      <XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
      <TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
      <TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
      <TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
      <TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
      <CityStateTradeRouteProductionModifier>0</CityStateTradeRouteProductionModifier>
      <GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
      <BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
      <ArtDefineTag>ART_DEF_BUILDING_GRANARY</ArtDefineTag>
      <NearbyTerrainRequired></NearbyTerrainRequired>
      <ProhibitedCityTerrain></ProhibitedCityTerrain>
      <VictoryPrereq></VictoryPrereq>
      <FreeStartEra>ERA_RENAISSANCE</FreeStartEra>
      <MaxStartEra></MaxStartEra>
      <ObsoleteTech></ObsoleteTech>
      <EnhancedYieldTech></EnhancedYieldTech>
      <TechEnhancedTourism>0</TechEnhancedTourism>
      <FreeBuilding></FreeBuilding>
      <FreeBuildingThisCity></FreeBuildingThisCity>
      <FreePromotion></FreePromotion>
      <TrainedFreePromotion></TrainedFreePromotion>
      <FreePromotionRemoved></FreePromotionRemoved>
      <ReplacementBuildingClass></ReplacementBuildingClass>
      <PrereqTech>TECH_AGRICULTURE</PrereqTech>
      <PolicyBranchType></PolicyBranchType>
      <SpecialistType></SpecialistType>
      <SpecialistCount>0</SpecialistCount>
      <GreatWorkSlotType></GreatWorkSlotType>
      <FreeGreatWork></FreeGreatWork>
      <GreatWorkCount>0</GreatWorkCount>
      <SpecialistExtraCulture>0</SpecialistExtraCulture>
      <GreatPeopleRateChange>0</GreatPeopleRateChange>
      <ExtraLeagueVotes>0</ExtraLeagueVotes>
      <CityWall>0</CityWall>
      <DisplayPosition>0</DisplayPosition>
      <PortraitIndex>0</PortraitIndex>
      <WonderSplashImage></WonderSplashImage>
      <WonderSplashAnchor>R,T</WonderSplashAnchor>
      <WonderSplashAudio></WonderSplashAudio>
      <IconAtlas>BW_ATLAS_1</IconAtlas>
      <ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
      <ArtInfoEraVariation>0</ArtInfoEraVariation>
      <ArtInfoRandomVariation>0</ArtInfoRandomVariation>
    </Row>
  </Buildings>

  <!-- Building_AreaYieldModifiers -->
  <!-- Building_BuildingClassHappiness -->
  <!-- Building_BuildingClassYieldChanges -->
  <!-- Building_ClassesNeededInCity -->
  <!-- Building_FreeUnits -->
  <!-- Building_DomainFreeExperiences -->
  <!-- Building_DomainFreeExperiencePerGreatWork -->
  <!-- Building_DomainProductionModifiers -->
  <!-- Building_FreeSpecialistCounts -->
  <Building_Flavors>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_GROWTH</FlavorType>
      <Flavor>18</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_SCIENCE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_PRODUCTION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_EXPANSION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_LAND_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_SEA_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
  </Building_Flavors>
  <!-- Building_GlobalYieldModifiers -->
  <!-- Building_HurryModifiers -->
  <!-- Building_LocalResourceAnds -->
  <!-- Building_LocalResourceOrs -->
  <!-- Building_LockedBuildingClasses -->
  <!-- Building_PrereqBuildingClasses -->
  <!-- Building_ResourceQuantity -->
  <!-- Building_ResourceQuantityRequirements -->
  <!-- Building_ResourceYieldModifiers -->
  <!-- Building_ResourceCultureChanges -->
  <!-- Building_ResourceFaithChanges -->
  <!-- Building_RiverPlotYieldChanges -->
  <!-- Building_SeaPlotYieldChanges -->
  <!-- Building_LakePlotYieldChanges -->
  <!-- Building_SeaResourceYieldChanges -->
  <!-- Building_ResourceYieldChanges —->
  <Building_FeatureYieldChanges>
    <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <FeatureType>FEATURE_MARSH</FeatureType>
      <YieldType>YIELD_FOOD</YieldType>
      <Yield>3</Yield>
    </Row>
    <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <FeatureType>FEATURE_MARSH</FeatureType>
      <YieldType>YIELD_PRODUCTION</YieldType>
      <Yield>1</Yield>
    </Row>
  </Building_FeatureYieldChanges>
  <!--Building_TerrainYieldChanges -->
  <!-- Building_SpecialistYieldChanges -->
  <!-- Building_UnitCombatFreeExperiences -->
  <!-- Building_UnitCombatProductionModifiers -->
  <!-- Building_TechAndPrereqs -->
  <Building_YieldChanges>
    <Row>
      <BuildingType>BUILDING_KI</BuildingType>
      <YieldType>YIELD_FOOD</YieldType>
      <Yield>2</Yield>
    </Row>
  </Building_YieldChanges>
  <!-- Building_YieldChangesPerPop -->
  <!-- Building_YieldChangesPerReligion -->
  <!-- Building_TechEnhancedYieldChanges -->
  <!-- Building_YieldModifiers -->
  <!-- Building_ThemingBonuses -->

  <Language_en_US>
    <Row Tag="TXT_KEY_BUILDING_KI">
      <Text>Ki</Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDINGS_KI_TEXT">
      <Text>temp</Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_KI_STRATEGY">
      <Text>The Ki increases the [ICON_FOOD] Food intake of a city, speeding up the city's growth. Worked marsh tiles in this city will give bonus food and production rather than penalizing it.</Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_KI_HELP">
      <Text>Marsh tiles will provide +3 [ICON_FOOD] and +2 [ICON_PRODUCTION]. [NEWLINE]Allows [ICON_FOOD] Food to be moved from this city along trade routes inside your civilization.</Text>
    </Row>
  </Language_en_US>
</GameData>

EDIT: OK, this is super weird, but if I change literally nothing except FOOD to GOLD, it works--I get both Gold and Production, but it stops working again if I put YIELD_FOOD instead of YIELD_GOLD; I get neither the gold nor the production (though again, the building loads and is buildable). I'm at a loss here.
 
Last edited:
I suspect it has something to do with this part, as all of these flavors are already defined for the granary!
Code:
<Building_Flavors>
   <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_GROWTH</FlavorType>
      <Flavor>18</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_SCIENCE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_PRODUCTION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_EXPANSION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_LAND_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_SEA_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
  </Building_Flavors>

You also have a ton of tags that can be omitted from the building definition, as those are the default value. E.g. <Hill>0</Hill>. Those don't throw errors of course, but they make the code harder to read.
 
I suspect it has something to do with this part, as all of these flavors are already defined for the granary!
Code:
<Building_Flavors>
   <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_GROWTH</FlavorType>
      <Flavor>18</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_SCIENCE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_PRODUCTION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_EXPANSION</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_LAND_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GRANARY</BuildingType>
      <FlavorType>FLAVOR_I_SEA_TRADE_ROUTE</FlavorType>
      <Flavor>5</Flavor>
    </Row>
  </Building_Flavors>

You also have a ton of tags that can be omitted from the building definition, as those are the default value. E.g. <Hill>0</Hill>. Those don't throw errors of course, but they make the code harder to read.

I actually fixed those after posting. But I don't understand how the building works with Gold but not Food; if I replace YIELD_FOOD with YIELD_GOLD then I get both the Gold and Production from this section, but if I use YIELD_FOOD, changing nothing else, then I get neither. In any case, I sort of circumvented it by modifying the trait so that the Food and Production bonuses are separated; the Food bonus is part of the UA, which works fine in the <Trait_UnimprovedFeatureYieldChanges> section. The Production boost still comes from the building itself, which works as long as I also don't produce Food from it. I was thinking that it might have to do with the fact that I also produce the base +2 Food from the Granary and it might have conflicted somehow, but then again Petra has overlaps between tags, too. I'll keep trying to figure it out, but for now I'm glad that it's somewhat functional, haha. Thanks!
 
I cannot see anything that you are obviously doing wrong (other than the Granary reference in the Flavors table). but without the mod itself to look at and test-run it is impossible to determine where the trouble is.
 
I cannot see anything that you are obviously doing wrong (other than the Granary reference in the Flavors table). but without the mod itself to look at and test-run it is impossible to determine where the trouble is.

I think I finally figured it out. I have a Mac, so I don't have access to ModBuddy or anything like that. Thus, I've been doing most of my modifications with TextEdit. What I didn't notice is that TextEdit by default turns all quotes (") into curly quotes as you type them; it's automatic if you type any quotation mark whatsoever, but the game doesn't recognize them as the same character. The only reason why my code wasn't totally broken was because the bulk of it was either Replace All'd or copy-pasted, thus preserving the normal quotes most of the time unless I manually typed a ". I'm not sure which file or even where in the files a wrong quote would have caused an error like this, but replacing all curly quotes with normal ones solved the issue.

As a side note, is there a way to easily reverse the order of the display of uniques on the selection screen? I have some dummy units (Settlers and Workers that only differ in having a dummy promotion) that are making their way onto the selection screen over the building itself. Google says that the screen shows units first and then buildings, so if I could reverse them then it would be the sole building followed by the first UU. It's the last non-art related thing for me to fix, so I'd love to figure it out so I can show off the civ soon =D.
 
You can create a unit that has the art and descriptions as your Unique building, or mod the civ selection screen, but other than that I have no idea.
 
You can create a unit that has the art and descriptions as your Unique building, or mod the civ selection screen, but other than that I have no idea.

The unit-mimicking a building is actually really smart. The dummy units still show up in the civilopedia, but that's more out of the way. Thanks for all the help, Troller =). I went ahead and posted the civ, which is still kinda WIP, in the new civ subforum. I wouldn't have been able to get it up and running without your help.
 
I think I finally figured it out. I have a Mac, so I don't have access to ModBuddy or anything like that. Thus, I've been doing most of my modifications with TextEdit. What I didn't notice is that TextEdit by default turns all quotes (") into curly quotes as you type them; it's automatic ......
Yes, this is a common mac issue. See the note to Mac Users in the OP here (even though it's a civ6 mod it's the same smartquotes issue): https://forums.civfanatics.com/threads/really-advanced-setup-lite.610454/
 
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