New modder, simple question. If I want to create a new modifier for a Virtue or Technology that is not defined by an existing table in the game files -- like, say, a virtue for reduced improvement build times -- how would I go about creating and implementing the new table?
So for example, CivBEBuildings.xml has a table called Building_SpecialistYieldEffects that increases specific specialists' base yields. There is no such table in the policies or techs files, so I can't create a virtue or tech that adds +1 Food to Growers.
It would be pretty easy to copy the same table structure from Buildings to Policies, but how would I make the game recognize and implement the new table? Is this typically done through Lua or DLL?
(As a side note... it seems silly to me that these tables were not defined globally, like PlayerPerks, so that the same modifiers would be accessible to virtues, techs, buildings or affinities. That would probably eliminate a lot of redundant code, and it would mean I'm less likely to run into simple modifiers that are defined for one game element but not another.)
So for example, CivBEBuildings.xml has a table called Building_SpecialistYieldEffects that increases specific specialists' base yields. There is no such table in the policies or techs files, so I can't create a virtue or tech that adds +1 Food to Growers.
It would be pretty easy to copy the same table structure from Buildings to Policies, but how would I make the game recognize and implement the new table? Is this typically done through Lua or DLL?
(As a side note... it seems silly to me that these tables were not defined globally, like PlayerPerks, so that the same modifiers would be accessible to virtues, techs, buildings or affinities. That would probably eliminate a lot of redundant code, and it would mean I'm less likely to run into simple modifiers that are defined for one game element but not another.)