sman1975
Emperor
Hello - me again...
I'm working on a mod (scenario) with 7 different player civs set in Napoleonic Europe. These civs differ vastly in their technical evolution - e.g. France in 1799 has quite a higher production capability (building for building) than say Ottoman Sultanate, Austria might be between these two extremes. Ultimately, I'd like to impose some form of economic handicap on less sophisticated civs.
I'm looking for an XML solution to lower global total production (as a percentage) for some player civs, and raise production for others.
Ideally, the solution would behave something like the unit supply behavior ("Production Penalty") that kicks in when you have too many units - a global reduction percentage.
I tried to use the "MaxPlayerBuildingProductionModifer" in Traits table, but that only seems to impact Wonders, not normal buildings.
I tried using a negative value in the "CapitalBuildingModifier" from the Traits table (the opposite of the normal Rome UA) -- but the game ignores a negative value for this element.
I'm also considered raising unit maintenance costs, but that only penalizes gold, not production. It's a last-ditch surrogate, but not as proper as hitting production.
Appreciate any suggestions!
sman
I'm working on a mod (scenario) with 7 different player civs set in Napoleonic Europe. These civs differ vastly in their technical evolution - e.g. France in 1799 has quite a higher production capability (building for building) than say Ottoman Sultanate, Austria might be between these two extremes. Ultimately, I'd like to impose some form of economic handicap on less sophisticated civs.
I'm looking for an XML solution to lower global total production (as a percentage) for some player civs, and raise production for others.
Ideally, the solution would behave something like the unit supply behavior ("Production Penalty") that kicks in when you have too many units - a global reduction percentage.
I tried to use the "MaxPlayerBuildingProductionModifer" in Traits table, but that only seems to impact Wonders, not normal buildings.
I tried using a negative value in the "CapitalBuildingModifier" from the Traits table (the opposite of the normal Rome UA) -- but the game ignores a negative value for this element.
I'm also considered raising unit maintenance costs, but that only penalizes gold, not production. It's a last-ditch surrogate, but not as proper as hitting production.
Appreciate any suggestions!
sman
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