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How can i modify the Adjacent bouns?

Discussion in 'Civ6 - Creation & Customization' started by Acerick, Dec 13, 2017.

  1. Acerick

    Acerick Chieftain

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    can somebody help me?
     
  2. Acerick

    Acerick Chieftain

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  3. leif erikson

    leif erikson Game of the Month Fanatic Administrator Supporter GOTM Staff

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  4. LeeS

    LeeS Imperator

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    Depends entirely on what you want to accomplish. You need to explain what it is you want to do. Some things are very possible and some things are not possible or not very easily possible.
     
  5. Acerick

    Acerick Chieftain

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    Thank you for comment ! i want the manmade wonder can provide adjacent bouns like district。is it possible?
     
  6. LeeS

    LeeS Imperator

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    The stave church does this for adjacent woods tiles. Woods are FEATURE_FOREST.:
    Code:
    <Modifiers>
    	<!--Adjust Dynamic Plot Yield-->
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<ModifierType>MODIFIER_SINGLE_CITY_FEATURE_ADJACENCY</ModifierType>
    	</Row>
    </Modifiers>
    <ModifierArguments>
    	<!--Adjust Dynamic Plot Yield-->
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<Name>DistrictType</Name>
    		<Value>DISTRICT_HOLY_SITE</Value>
    	</Row>
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<Name>FeatureType</Name>
    		<Value>FEATURE_FOREST</Value>
    	</Row>
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<Name>YieldType</Name>
    		<Value>YIELD_FAITH</Value>
    	</Row>
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<Name>Amount</Name>
    		<Value>1</Value>
    	</Row>
    	<Row>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    		<Name>Description</Name>
    		<Value>LOC_STAVE_CHURCH_FOREST_FAITH</Value>
    	</Row>
    </ModifierArguments>
    <BuildingModifiers>
    	<!--Adjust Dynamic Plot Yield-->
    	<Row>
    		<BuildingType>BUILDING_STAVE_CHURCH</BuildingType>
    		<ModifierId>STAVE_CHURCH_FAITHWOODSADJACENCY</ModifierId>
    	</Row>
    </BuildingModifiers>
    I am not sure if there is another <ModifierType> other than MODIFIER_SINGLE_CITY_FEATURE_ADJACENCY that allows you to specify anything other than adjacent features.

    Also, though wonders are also buildings, they are also treated as a special case of District ("DISTRICT_WONDER") but this applies to any and all wonders that are placed on the map and I am not certain whether you can state adjacency bonuses for "DISTRICT_WONDER" like you can for "DISTRICT_CAMPUS", "DISTRICT_HOLY_SITE", etc.
     
  7. Acerick

    Acerick Chieftain

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    oh!Thank you! but a little bit wrong .I mean to make wonders can provide +1 science for campus ,+1 production for Industrial district ,+1 gold for commercial hub ,etc. Wonders like a normal district providing corresponding yield type.

    I just try what you mentioned,I replace AdjacentWonder="true"/> with AdjacentDistrict="DISTRICT_WONDER"/>
    So i got this (yeah,i gonna build a theater on a banana)
    hhh a big progress
     
  8. LeeS

    LeeS Imperator

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    Ok, I get you. You want adjaceny from wonders being adjacent to specified districts. This is one example that I am using in a private mod
    Code:
    	<District_Adjacencies>
    		<Row DistrictType="DISTRICT_CAMPUS" YieldChangeId="Wonder_Science"/>
    	</District_Adjacencies>
    	<Adjacency_YieldChanges>
    		<Replace ID="Wonder_Science" Description="LOC_DISTRICT_WONDER_SCIENCE" YieldType="YIELD_SCIENCE" YieldChange="1" TilesRequired="1" AdjacentWonder="true"/>
    	</Adjacency_YieldChanges>
    You will also need to define the text to be used for "LOC_DISTRICT_WONDER_SCIENCE" in the Language database.

    The effect is to give +1 Science to campuses for each adjacent World Wonder.
     
  9. Acerick

    Acerick Chieftain

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    Code:
    [CODE]        <Row Tag="LOC_DISTRICT_WONDER_CULTURE">
                <Text>+{1_num} [ICON_Culture] Culture from the adjacent {1_Num : plural 1?wonder; other?wonders;}.</Text>
            </Row>
            <Row Tag="LOC_DISTRICT_WONDER_GOLD">
                <Text>+{1_num} [ICON_Gold] Gold from the adjacent {1_Num : plural 1?wonder; other?wonders;}.</Text>
            </Row>
            <Row Tag="LOC_DISTRICT_WONDER_PRODUCTION">
                <Text>+{1_num} [ICON_Production] Production from the adjacent {1_Num : plural 1?wonder; other?wonders;}.</Text>
            </Row>
            <Row Tag="LOC_DISTRICT_WONDER_SCIENCE">
                <Text>+{1_num} [ICON_Science] Science from the adjacent {1_Num : plural 1?wonder; other?wonders;}.</Text>
            </Row>
    [/CODE]

    <Replace ID="Wonder_Culture" Description="LOC_DISTRICT_WONDER_CULTURE" YieldType="YIELD_CULTURE" YieldChange="1" TilesRequired="1" AdjacentWonder="true"/>
    <Replace ID="Wonder_Gold" Description="LOC_DISTRICT_WONDER_GOLD" YieldType="YIELD_GOLD" YieldChange="1" TilesRequired="1" AdjacentWonder="true"/>
    <Replace ID="Wonder_Production" Description="LOC_DISTRICT_WONDER_PRODUCTION" YieldType="YIELD_PRODUCTION" YieldChange="1" TilesRequired="1" AdjacentWonder="true"/>
    <Replace ID="Wonder_Science" Description="LOC_DISTRICT_WONDER_SCIENCE" YieldType="YIELD_SCIENCE" YieldChange="1" TilesRequired="1" AdjacentWonder="true"/>


    is it look like this?
     
  10. LeeS

    LeeS Imperator

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  11. Acerick

    Acerick Chieftain

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    thank you sir ! i'm appreciate:)
     

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