Improving tile yields as a trait

Diego Havoc

Chieftain
Joined
Apr 28, 2012
Messages
4
Hi there, first time poster, first time modder, needing lots of help!

I'm trying to make a new civ, one with a Great Person focus. I want the trait to, among other things, increase the tile yields of great person improvements.

I figured the way to do this was to first define the trait in the <traits> tag, then use <Trait_ImprovementYieldChanges> to change the yields for each improvement, i.e.

Code:
<traits>
		<Row>
			<Type>MY_TRAIT</Type>
			<Description>MY_TRAIT_DESC</Description>
			<ShortDescription>MY_TRAIT_DESC_SHORT</ShortDescription>
		</Row>
	</traits>
	<Trait_ImprovementYieldChanges>
		<row>
			<TraitType>MY_TRAIT</TraitType>
			<ImprovementType>IMPROVEMENT_CUSTOMS_HOUSE</ImprovementType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>2</Yield>
		</row>
	</Trait_ImprovementYieldChanges>

Sadly, this merely had the effect of breaking of the the text I had made (with everything showing TXT_KEY_ETC). Can anyone explain where I'm going wrong?


Also, culture yields seem to be handled differently to all the others. How would I update the Landmark improvement to have, say, 8 culture for my civ only? The only way I can see to do it is to update it for all civs.

Thanks for your time.
 
Capitalization is important. It should be <Traits> and </Traits>, not <traits> and </traits>. The same with <row> and </row>.
 
Alright, that worked, thanks. (Sorry for the delay in replying).

Does anyone know how I would increase the culture yield from landmarks as part of a trait? Do I need to use lua?

Likewise, is it possible to extend the duration of Great Person golden ages only, again as part of a trait?
 
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