The place to Discuss Improvements
Improvement Entry:
Slave Pen:
Improvement
Built by a Slave
Spawns Slave with Slavery Civic
Prison Work Camp:
Improvement
Spawns Prisoner(like a slave) with Penal System Civic
Bandit Camp:
Improvement
Spawns Bandit with Banditry Civic
Auto Robot Factory:
Improvement
Spawns (Some kind of Robot) with Robotic Armies Civic
Patrol Station:
Improvement
Not as good defensively as a 'fort' but is better for spreading culture borders.
May also spawn something under some civic.
Propaganda Tower:
Improvement
Good for Spreading Culture.
I am thinking about adding in the concept of 'combo' improvements that are very expensive but give the effect of multiple improvements, like fortified farms and mines that act like a watchtower/fort and a farm/mine.
Improvement Entry:
Spoiler :
Code:
Full info
Values in optional tags are the default that will be applied if the tag is not present
<ImprovementInfo>
<Type>IMPROVEMENT_XXX</Type>
<Description>TXT_KEY_IMPROVEMENT_XXX</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_XXX_PEDIA</Civilopedia>
<Civilopedia>TXT_KEY_IMPROVEMENT_XXX_HELP</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_XXX</ArtDefineTag>
<PrereqTech>NO_TECH</PrereqTech>
<PrereqNatureYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PrereqNatureYields>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverSideYieldChange>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</RiverSideYieldChange>
<HillsYieldChange>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</HillsYieldChange>
<IrrigatedYieldChange>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</IrrigatedYieldChange>
<bActsAsCity>0</bActsAsCity>
<bSeaBridge>0</bSeaBridge>
<bHillsMakesValid>0</bHillsMakesValid>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>-1</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<iPillageMapProb>0</iPillageMapProb>
<iPillageMapRange>0</iPillageMapRange>
<bOutsideBorders>0</bOutsideBorders>
<PillageCommerces>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</PillageCommerces>
<PillageYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</PillageYields>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>NO_TERRAIN</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids>
<FeatureMakesValid>
<FeatureType>NO_FEATURE</FeatureType>
<bMakesValid>1</bMakesValid>
</FeatureMakesValid>
</FeatureMakesValids>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>NO_BONUS</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>10000</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage>NO_IMPROVEMENT</ImprovementPillage>
<ImprovementUpgrade>NO_IMPROVEMENT</ImprovementUpgrade>
<UpgradeTech>NO_TECH</UpgradeTech>
<TechYieldChanges>
<TechYieldChange>
<PrereqTech>NO_TECH</PrereqTech>
<TechYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
</TechYieldChanges>
<RouteYieldChanges>
<RouteYieldChange>
<RouteType>NO_ROUTE</RouteType>
<RouteYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</RouteYields>
</RouteYieldChange>
</RouteYieldChanges>
<WorldSoundscapeAudioScript>NONE</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
<iAppearanceProbability>0</iAppearanceProbability>
<SpawnUnitType>NO_UNIT</SpawnUnitType>
<iSpawnRatePercentage>0</iSpawnRatePercentage>
<bSpawnOnBuild>0</bSpawnOnBuild>
<bSpawnBarbarian>0</bSpawnBarbarian>
<SpawnRequiresCivics>
<SpawnRequiresCivic>
<CivicType>NO_CIVIC<CivicType>
<bRequired>0</bRequired>
</SpawnRequiresCivic>
</SpawnRequiresCivics>
<CivicSpawnRateModifiers>
<CivicSpawnRateModifier>
<CivicType>NO_CIVIC<CivicType>
<iSpawnRateModifier>0</iSpawnRateModifier>
</CivicSpawnRateModifier>
</CivicSpawnRateModifiers>
<iCulture>0</iCulture>
<iCultureRange>0</iCultureRange>
<iVisibilityChange>0</iVisibilityChange>
<iSeeFrom>0</iSeeFrom>
<iMinRange>0</iMinRange>
<bBombardable>0</bBombardable>
<bUpgradeRequiresFortify>0</bUpgradeRequiresFortify>
<TraitCounterMods>
<TraitCounterMod>
<TraitType>NO_TRAIT<TraitType>
<iCounterMod>0</iCounterMod>
</TraitCounterMod>
</TraitCounterMods>
</ImprovementInfo>
Slave Pen:
Improvement
Built by a Slave
Spawns Slave with Slavery Civic
Prison Work Camp:
Improvement
Spawns Prisoner(like a slave) with Penal System Civic
Bandit Camp:
Improvement
Spawns Bandit with Banditry Civic
Auto Robot Factory:
Improvement
Spawns (Some kind of Robot) with Robotic Armies Civic
Patrol Station:
Improvement
Not as good defensively as a 'fort' but is better for spreading culture borders.
May also spawn something under some civic.
Propaganda Tower:
Improvement
Good for Spreading Culture.
I am thinking about adding in the concept of 'combo' improvements that are very expensive but give the effect of multiple improvements, like fortified farms and mines that act like a watchtower/fort and a farm/mine.