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[BNW] How do I decrease tile yields for a civ?

Discussion in 'Civ5 - Creation & Customization' started by Grey Ackerman, May 16, 2018.

  1. Grey Ackerman

    Grey Ackerman Chieftain

    Joined:
    May 6, 2018
    Messages:
    20
    Location:
    Terra Firma
    I want to make jungle, forest, and grassland tiles to produce -1 food for this civ only, and make it so it can't be sold. How would I go about doing this?
     
    Last edited: May 18, 2018
  2. Grey Ackerman

    Grey Ackerman Chieftain

    Joined:
    May 6, 2018
    Messages:
    20
    Location:
    Terra Firma
    Never mind. Figured it out.

    Edit: Not really. Check next post.
     
    Last edited: May 18, 2018
  3. whoward69

    whoward69 DLL Minion

    Joined:
    May 30, 2011
    Messages:
    8,129
    Location:
    Near Portsmouth, UK
    Post the solution. Then others with the same question can benefit from your figuring out :)
     
  4. Grey Ackerman

    Grey Ackerman Chieftain

    Joined:
    May 6, 2018
    Messages:
    20
    Location:
    Terra Firma
    Here's my idea, but can't add it for my civ as it would be a 3rd unique.
    Does anyone know how to get around the 3rd unique problem? It would be greatly appreciated.

    Code:
    <GameData>
        <Buildings>
            <Row>
                <Type>BUILDING_DUMMY_GRANARY</Type>
                <BuildingClass>BUILDINGCLASS_GRANARY</BuildingClass>
                <FreeStartEra>ERA_RENAISSANCE</FreeStartEra>
                <Cost>60</Cost>
                <GoldMaintenance>-1</GoldMaintenance>
                <PrereqTech>TECH_POTTERY</PrereqTech>
                <Description>TXT_KEY_BUILDING_GRANARY</Description>
                <Civilopedia>TXT_KEY_CIV5_BUILDINGS_GRANARY_TEXT</Civilopedia>
                <Strategy>TXT_KEY_BUILDING_GRANARY_STRATEGY</Strategy>
                <ArtDefineTag>ART_DEF_BUILDING_GRANARY</ArtDefineTag>
                <MinAreaSize>-1</MinAreaSize>
                <ConquestProb/>
                <HurryCostModifier>25</HurryCostModifier>
                <AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
                <GreatWorkCount>-1</GreatWorkCount>
                <IconAtlas>BW_ATLAS_1</IconAtlas>
                <PortraitIndex>0</PortraitIndex>
            </Row>
        </Buildings>
        <Building_Flavors>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_GROWTH</FlavorType>
                <Flavor>18</Flavor>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_SCIENCE</FlavorType>
                <Flavor>5</Flavor>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_PRODUCTION</FlavorType>
                <Flavor>5</Flavor>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_EXPANSION</FlavorType>
                <Flavor>5</Flavor>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_I_LAND_TRADE_ROUTE</FlavorType>
                <Flavor>5</Flavor>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FlavorType>FLAVOR_I_SEA_TRADE_ROUTE</FlavorType>
                <Flavor>5</Flavor>
            </Row>
        </Building_Flavors>
        <Building_ResourceYieldChanges>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <ResourceType>RESOURCE_WHEAT</ResourceType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>1</Yield>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <ResourceType>RESOURCE_BANANA</ResourceType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>1</Yield>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <ResourceType>RESOURCE_DEER</ResourceType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>1</Yield>
            </Row>
        </Building_ResourceYieldChanges>
        <Building_FeatureYieldChanges>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FeatureType>FEATURE_JUNGLE</FeatureType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>-1</Yield>
            </Row>
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <FeatureType>FEATURE_FOREST</FeatureType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>-1</Yield>
            </Row>
        </Building_FeatureYieldChanges>
        <Building_TerrainYieldChanges>
    
            <Row>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
                <TerrainType>FEATURE_GRASS</TerrainType>
                <YieldType>YIELD_FOOD</YieldType>
                <Yield>-1</Yield>
            </Row>
        </Building_TerrainYieldChanges>
        <Civilization_BuildingClassOverrides>
            <Row>
                <CivilizationType>CIVILIZATION_DUMMY_CIV</CivilizationType>
                <BuildingClassType>BUILDINGCLASS_GRANARY</BuildingClassType>
                <BuildingType>BUILDING_DUMMY_GRANARY</BuildingType>
            </Row>
        </Civilization_BuildingClassOverrides>
    </GameData>
     
    Last edited: May 18, 2018

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