YingYangYolo
Chieftain
- Joined
- Sep 19, 2016
- Messages
- 15
I'm trying to make a building that acts similar to a university in how it makes a certain terrain give a certain yield, in this case i'm trying to make a garden replacement that makes forest and jungle give you culture, This is how it looks currently:
I tried just copy pasting from the univerity on this part (I copy pasted and changed it, tried to do both):
Does anyone have any idea what i'm doing wrong?
(Sorry for the noob question, i'm really new to all this)
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<Buildings>
<Row>
<Type>BUILDING_NTURE_RESERVE</Type>
<Description>TXT_KEY_BUILDING_NTURE_RESERVE</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_NTURE_RESERVE_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_NTURE_RESERVE_STRATEGY</Strategy>
<Help></Help>
<ThemingBonusHelp></ThemingBonusHelp>
<Quote></Quote>
<GoldMaintenance>1</GoldMaintenance>
<MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
<TeamShare>0</TeamShare>
<Water>0</Water>
<River>0</River>
<FreshWater>0</FreshWater>
<Mountain>0</Mountain>
<NearbyMountainRequired>0</NearbyMountainRequired>
<Hill>0</Hill>
<Flat>0</Flat>
<FoundsReligion>0</FoundsReligion>
<IsReligious>0</IsReligious>
<BorderObstacle>0</BorderObstacle>
<PlayerBorderObstacle>0</PlayerBorderObstacle>
<Capital>0</Capital>
<GoldenAge>0</GoldenAge>
<MapCentering>0</MapCentering>
<NeverCapture>0</NeverCapture>
<NukeImmune>0</NukeImmune>
<AllowsWaterRoutes>0</AllowsWaterRoutes>
<ExtraLuxuries>0</ExtraLuxuries>
<DiplomaticVoting>0</DiplomaticVoting>
<AffectSpiesNow>0</AffectSpiesNow>
<NullifyInfluenceModifier>0</NullifyInfluenceModifier>
<Cost>120</Cost>
<FaithCost>0</FaithCost>
<LeagueCost>0</LeagueCost>
<UnlockedByBelief>0</UnlockedByBelief>
<UnlockedByLeague>0</UnlockedByLeague>
<HolyCity>0</HolyCity>
<NumCityCostMod>0</NumCityCostMod>
<HurryCostModifier>25</HurryCostModifier>
<MinAreaSize>-1</MinAreaSize>
<ConquestProb>66</ConquestProb>
<CitiesPrereq>0</CitiesPrereq>
<LevelPrereq>0</LevelPrereq>
<CultureRateModifier>0</CultureRateModifier>
<GlobalCultureRateModifier>0</GlobalCultureRateModifier>
<GreatPeopleRateModifier>25</GreatPeopleRateModifier>
<GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
<GreatGeneralRateModifier>0</GreatGeneralRateModifier>
<GreatPersonExpendGold>0</GreatPersonExpendGold>
<GoldenAgeModifier>0</GoldenAgeModifier>
<UnitUpgradeCostMod>0</UnitUpgradeCostMod>
<Experience>0</Experience>
<GlobalExperience>0</GlobalExperience>
<FoodKept>0</FoodKept>
<Airlift>0</Airlift>
<AirModifier>0</AirModifier>
<NukeModifier>0</NukeModifier>
<NukeExplosionRand>0</NukeExplosionRand>
<HealRateChange>0</HealRateChange>
<Happiness>0</Happiness>
<UnmoddedHappiness>0</UnmoddedHappiness>
<UnhappinessModifier>0</UnhappinessModifier>
<HappinessPerCity>0</HappinessPerCity>
<HappinessPerXPolicies>0</HappinessPerXPolicies>
<CityCountUnhappinessMod>0</CityCountUnhappinessMod>
<NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
<WorkerSpeedModifier>0</WorkerSpeedModifier>
<MilitaryProductionModifier>0</MilitaryProductionModifier>
<SpaceProductionModifier>0</SpaceProductionModifier>
<GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
<BuildingProductionModifier>0</BuildingProductionModifier>
<WonderProductionModifier>0</WonderProductionModifier>
<CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
<CapturePlunderModifier>0</CapturePlunderModifier>
<PolicyCostModifier>0</PolicyCostModifier>
<PlotCultureCostModifier>0</PlotCultureCostModifier>
<GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
<PlotBuyCostModifier>0</PlotBuyCostModifier>
<GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
<GlobalPopulationChange>0</GlobalPopulationChange>
<TechShare>0</TechShare>
<FreeTechs>0</FreeTechs>
<FreePolicies>0</FreePolicies>
<FreeGreatPeople>0</FreeGreatPeople>
<MedianTechPercentChange>0</MedianTechPercentChange>
<Gold>0</Gold>
<AllowsRangeStrike>0</AllowsRangeStrike>
<Espionage>0</Espionage>
<AllowsFoodTradeRoutes>0</AllowsFoodTradeRoutes>
<AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
<Defense>0</Defense>
<ExtraCityHitPoints>0</ExtraCityHitPoints>
<GlobalDefenseMod>0</GlobalDefenseMod>
<MinorFriendshipChange>0</MinorFriendshipChange>
<VictoryPoints>0</VictoryPoints>
<ExtraMissionarySpreads>0</ExtraMissionarySpreads>
<ReligiousPressureModifier>0</ReligiousPressureModifier>
<EspionageModifier>0</EspionageModifier>
<GlobalEspionageModifier>0</GlobalEspionageModifier>
<ExtraSpies>0</ExtraSpies>
<SpyRankChange>0</SpyRankChange>
<InstantSpyRankChange>0</InstantSpyRankChange>
<TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
<TradeRouteTargetBonus>0</TradeRouteTargetBonus>
<NumTradeRouteBonus>0</NumTradeRouteBonus>
<LandmarksTourismPercent>0</LandmarksTourismPercent>
<InstantMilitaryIncrease>0</InstantMilitaryIncrease>
<GreatWorksTourismModifier>0</GreatWorksTourismModifier>
<XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
<TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
<TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
<TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
<TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
<CityStateTradeRouteProductionModifier>0</CityStateTradeRouteProductionModifier>
<GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
<BuildingClass>BUILDINGCLASS_GARDEN</BuildingClass>
<ArtDefineTag>ART_DEF_BUILDING_GARDEN</ArtDefineTag>
<NearbyTerrainRequired></NearbyTerrainRequired>
<ProhibitedCityTerrain></ProhibitedCityTerrain>
<VictoryPrereq></VictoryPrereq>
<FreeStartEra></FreeStartEra>
<MaxStartEra></MaxStartEra>
<ObsoleteTech></ObsoleteTech>
<EnhancedYieldTech></EnhancedYieldTech>
<TechEnhancedTourism>0</TechEnhancedTourism>
<FreeBuilding></FreeBuilding>
<FreeBuildingThisCity></FreeBuildingThisCity>
<FreePromotion></FreePromotion>
<TrainedFreePromotion></TrainedFreePromotion>
<FreePromotionRemoved></FreePromotionRemoved>
<ReplacementBuildingClass></ReplacementBuildingClass>
<PrereqTech>TECH_THEOLOGY</PrereqTech>
<PolicyBranchType></PolicyBranchType>
<SpecialistType></SpecialistType>
<SpecialistCount>0</SpecialistCount>
<GreatWorkSlotType></GreatWorkSlotType>
<FreeGreatWork></FreeGreatWork>
<GreatWorkCount>0</GreatWorkCount>
<SpecialistExtraCulture>0</SpecialistExtraCulture>
<GreatPeopleRateChange>0</GreatPeopleRateChange>
<ExtraLeagueVotes>0</ExtraLeagueVotes>
<CityWall>0</CityWall>
<DisplayPosition>0</DisplayPosition>
<PortraitIndex>24</PortraitIndex>
<WonderSplashImage></WonderSplashImage>
<WonderSplashAnchor>R,T</WonderSplashAnchor>
<WonderSplashAudio></WonderSplashAudio>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
<ArtInfoEraVariation>0</ArtInfoEraVariation>
<ArtInfoRandomVariation>0</ArtInfoRandomVariation>
</Row>
</Buildings>
<!-- Building_AreaYieldModifiers -->
<!-- Building_BuildingClassHappiness -->
<!-- Building_BuildingClassYieldChanges -->
<!-- Building_FreeUnits -->
<!-- Building_DomainFreeExperiences -->
<!-- Building_DomainFreeExperiencePerGreatWork -->
<!-- Building_DomainProductionModifiers -->
<!-- Building_FreeSpecialistCounts -->
<Building_Flavors>
<Row>
<BuildingType>BUILDING_NATURE_RESERVE</BuildingType>
<FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
<Flavor>30</Flavor>
</Row>
</Building_Flavors>
<!-- Building_GlobalYieldModifiers -->
<!-- Building_HurryModifiers -->
<!-- Building_LocalResourceAnds -->
<!-- Building_LocalResourceOrs -->
<!-- Building_LockedBuildingClasses -->
<!-- Building_PrereqBuildingClasses -->
<!-- Building_ResourceQuantity -->
<!-- Building_ResourceQuantityRequirements -->
<!-- Building_ResourceYieldModifiers -->
<!-- Building_ResourceCultureChanges -->
<!-- Building_ResourceFaithChanges -->
<!-- Building_RiverPlotYieldChanges -->
<!-- Building_SeaPlotYieldChanges -->
<!-- Building_LakePlotYieldChanges -->
<!-- Building_SeaResourceYieldChanges -->
<!-- Building_ResourceYieldChanges -->
<!-- Building_FeatureYieldChanges -->
<Building_FeatureYieldChanges>
<Row>
<BuildingType>BUILDING_UNIVERSITY</BuildingType>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
</Row>
<Row>
<BuildingType>BUILDING_UNIVERSITY</BuildingType>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Building_FeatureYieldChanges>
<!-- Building_TerrainYieldChanges -->
<!-- Building_SpecialistYieldChanges -->
<!-- Building_UnitCombatFreeExperiences -->
<!-- Building_UnitCombatProductionModifiers -->
<!-- Building_TechAndPrereqs -->
<!-- Building_YieldChangesPerPop -->
<!-- Building_YieldChangesPerReligion -->
<!-- Building_TechEnhancedYieldChanges -->
<!-- Building_YieldModifiers -->
<!-- Building_ThemingBonuses -->
<Language_en_US>
<Row Tag="TXT_KEY_BUILDING_NTURE_RESERVE">
<Text>Nature reserve</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_BUILDINGS_NTURE_RESERVE_TEXT">
<Text><!-- Add Civilopedia text here --></Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_NTURE_RESERVE_STRATEGY">
<Text>Nature reserve explanation</Text>
</Row>
</Language_en_US>
</GameData>
I tried just copy pasting from the univerity on this part (I copy pasted and changed it, tried to do both):
Code:
<Building_FeatureYieldChanges>
<Row>
<BuildingType>BUILDING_UNIVERSITY</BuildingType>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
</Row>
<Row>
<BuildingType>BUILDING_UNIVERSITY</BuildingType>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>1</Yield>
</Row>
</Building_FeatureYieldChanges>
Does anyone have any idea what i'm doing wrong?
(Sorry for the noob question, i'm really new to all this)