<Row Name="CULTURE_COST_FIRST_PLOT" Value="10" />
<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="1.3" />
<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="6" />
<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />
<Row Name="CULTURE_COST_FIRST_PLOT" Value="0" />
<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="0.5" />
<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="2" />
<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />
The result is bad, I play with YnAMP Greatest earth map, and in 1750 AD, the border of Japan has cover the whole northern Pacific and touched North America!Any luck? Please, keep us informed. I would love to experiment with cultural border growth as well.
Thanks, by the way, you seems to be an expert, may I ask you some questions?Without knowing the code it will be difficult, but my first suggestion is to set the exponent to 1.05. We don't want anything less than 1.0 I suspect.
<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="0.5" />
<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="2" />
<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />
thanks! many thanks!Someone tried to work out the exact math but it wasn't conclusive. There's likely some other factor to it. Basically:
CULTURE_COST_LATER_PLOT_EXPONENT The higher this is, the faster the cost of a new tile ramps up.
CULTURE_COST_LATER_PLOT_MULTIPLIER This should simply multiply all costs by the same amount. But apparently it doesn't, not exactly.
I think what you would want is a lower exponent (maybe 1.2) so the cost is the same early, but the difference is more noticeable as the game progresses.
CULTURE_PERCENTAGE_YIELD_PER_POP Value="30" this means each population gives 0.3 culture (30% of the default rate of 1)
There is a similar setting for science, default value 70.
Thanks! Thanks! thanks!Have a look at the mod package 8 ages of pace . In his xml he explains it![]()
Yes Sir, my lord!The formula is (as far as I've tested it anyway)
Note the strange order of the bracketsCode:CULTURE_COST_NEW_PLOT = CULTURE_COST_FIRST_PLOT + (CULTURE_COST_LATER_PLOT_MULTIPLIER * ( NUM_PLOTS_EXPANDED - 1))^CULTURE_COST_LATER_PLOT_EXPONENT
Before playing a game with any changes, I suggest you draw up a table of the current cost of plots on excel with the existing numbers and compare it to the numbers you want to put. I'm not suprised you had huge borders with the changes you put, they are absolutely massive. If you want to look at some sensible numbers, have a look in my sig
-- Declare the new modifier type in the Types table. We'll call it "MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE".
INSERT INTO Types (Type, Kind)
VALUES ('MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE', 'KIND_MODIFIER');
-- Create the modifier type. The GameEffect we want is "EFFECT_ADJUST_CITY_CULTURE_BORDER_EXPANSION". We also want the modifier to apply to all cities, hence the CollectionType "COLLECTION_ALL_CITIES".
INSERT INTO DynamicModifiers (ModifierType, CollectionType, EffectType)
VALUES ('MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION', 'COLLECTION_ALL_CITIES', 'EFFECT_ADJUST_CITY_CULTURE_BORDER_EXPANSION');
-- Create the modifier proper. We'll call it "CHANGE_BORDER_EXPANSION_RATE".
INSERT INTO Modifiers (ModifierId, ModifierType)
VALUES ('CHANGE_BORDER_EXPANSION_RATE', 'MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE');
-- This specifies that we want the change to be 50%.
INSERT INTO ModifierArguments (ModifierId, Name, Value)
VALUES ('CHANGE_BORDER_EXPANSION_RATE', 'Amount', '50');
-- Attach the modifier to the game.
INSERT INTO GameModifiers (ModifierId)
VALUES ('CHANGE_BORDER_EXPANSION_RATE');