Info Requested: Do these policy tags work?

Ulixes

Prince
Joined
May 2, 2010
Messages
312
Hi Everybody.
I'm modding policies and I'm exploring all the possibilities xml can offer (as well as many lua codes available in the mod database)

There are many tags in the policies table that don't seem to be used in the vanilla game or in a scenario or in a mod that I know.

I tought that maybe some experienced modders already tested those tags for their mods and can easily tell me if they work:

These are the tags I'd like to know if they work or not:

AllFeatureProduction
CityCountUnhappinessMod
CulturePerTechResearched
DomesticGreatGeneralRateModifier
ExpInBorderModifier
FreeFoodBox
FreeSpecialist
GoldPerMilitaryUnit
GoldPerUnit
HappyPerMilitaryUnit
ImprovementCostModifier
ImprovementUpgradeRateModifier
MaxConscript
MilitaryFoodProduction
MinorQuestFriendshipMod
NumExtraBuilders
NumFreePolicies (works)
OccupiedPopulationUnhappinessMod
RevealAllCapitals (works)
SpecialistProductionModifier
SpecialistUpgradeModifier
StealTechSlowerModifier (works)
UnhappinessFromUnitsMod
UnitSightRangeChange
UnitSupplyMod
WeLoveTheKing

Thank you in advance for your help!
 
NumFreePolicies (Base game)
Code:
		<Row>
			<Type>POLICY_FREE_RELIGION</Type>
			<Description>TXT_KEY_POLICY_FREE_RELIGION</Description>
			<Civilopedia>TXT_KEY_POLICY_FREERELIGION_TEXT</Civilopedia>
			<Help>TXT_KEY_POLICY_FREE_RELIGION_HELP</Help>
			<PolicyBranchType>POLICY_BRANCH_PIETY</PolicyBranchType>
			<CultureCost>10</CultureCost>
			<OneShot>true</OneShot>
			<GridX>4</GridX>
			<GridY>3</GridY>
			<NumFreePolicies>1</NumFreePolicies>
			<PortraitIndex>47</PortraitIndex>
			<IconAtlas>POLICY_ATLAS</IconAtlas>
			<IconAtlasAchieved>POLICY_A_ATLAS</IconAtlasAchieved>
		</Row>

StealTechSlowModifier (G&K)
Code:
		<Row>
			<Type>POLICY_POLICE_STATE</Type>
			<Description>TXT_KEY_POLICY_POLICE_STATE</Description>
			<Civilopedia>TXT_KEY_POLICY_POLICESTATE_TEXT</Civilopedia>
			<Help>TXT_KEY_POLICY_POLICE_STATE_HELP</Help>
			<PolicyBranchType>POLICY_BRANCH_AUTOCRACY</PolicyBranchType>
			<CultureCost>10</CultureCost>
			<GridX>4</GridX>
			<GridY>2</GridY>
			<PortraitIndex>4</PortraitIndex>
			<StealTechSlowerModifier>-25</StealTechSlowerModifier>
			<CatchSpiesModifier>25</CatchSpiesModifier>
			<IconAtlas>POLICY_ATLAS</IconAtlas>
			<IconAtlasAchieved>POLICY_A_ATLAS</IconAtlasAchieved>
		</Row>

And I believe RevealAllCapitals do work.
Sorry I can't help with the others. :\
 
And I believe RevealAllCapitals does work.

It does, but as it reveals both major and minor capitals it's not that useful IMHO
 
Thanks for the confirmation Whoward.

I agree with you, your mod "Policy - Reveal Capitals" surely do a better job if one want to give this feature to a policy.
 
Looking through VMC's source code, the following seems to be true (but was not tested ingame itself):

  • AllFeatureProduction -> implemented (grants production when removing a feature)
  • CityCountUnhappinessMod -> implemented (unhappiness per city)
  • CulturePerTechResearched -> implemented (grants culture whenever a tech can be researched. amount can be negative as well)
  • DomesticGreatGeneralRateModifier -> implemented (great general rate modifier when fighting inside borders. not sure if it has to be in your borders, or if CS-broders count as well)
  • ExpInBorderModifier -> implemented (extra exp when fighting inside borders. stacks with the above for the sake of GGs)
  • FreeFoodBox -> implemented (provides food when a city is initialised. E.g. that city is founded/conquered)
  • FreeSpecialist -> not implemented (value is read, but unused in other files)
  • GoldPerMilitaryUnit -> Lua implemented (value is read, and applied to a variable, though it's unused in other files. A lua method (pPlayer:GetGoldPerMilitaryUnit()) does allow you to read the variable though.)
  • GoldPerUnit -> implemented (extra maintenance cost per unit. interacts properly with trait discount modifiers)
  • HappyPerMilitaryUnit -> Lua implemented (value is read, and applied to a variable. unused in other files, though pPlayer:GetHappyPerMilitaryUnit()) will allow you to read the variable)
  • ImprovementCostModifier -> implemented (improvements are slower/faster to build)
  • ImprovementUpgradeRateModifier -> no clue what it should do
  • MaxConscript -> pretty sure conscription is a relic from civ IV
  • MilitaryFoodProduction -> implemented (similair to <food> in the <Units>-table. It disables food accumulation when a unit with <MilitaryProduction> = 1 is trained (these are all combat units + workboats for some reason)
  • MinorQuestFriendshipMod -> implemented (increased/decreased friendship gains with city states from completing quests)
  • NumExtraBuilders -> implemented (apparently there is some system to limit the maximum amount of workers you can build. This increases/decreases that value. No clue if this actually works 100% properly though, as the default seems to be infinitely many workers.)
  • NumFreePolicies (works)
  • OccupiedPopulationUnhappinessMod -> implemented (unhappiness for occupied citizens)
  • RevealAllCapitals (works)
  • SpecialistProductionModifier -> no clue what it should do
  • SpecialistUpgradeModifier -> not implemented (value is read, but unused in other files)
  • StealTechSlowerModifier (works)
  • UnhappinessFromUnitsMod -> implemented (units can provide unhappiness when <Unhappiness> = true in the <Units>-table. This increases/decreases that amount by a percentage)
  • UnitSightRangeChange -> not implemented (value is not even read)
  • UnitSupplyMod -> pretty sure this is a relic from civ IV
  • WeLoveTheKing -> not implemented (value is a text-key that is read and localised. unused in other files)
As for how these things work exactly you'd be better off actually testing them in-game


EDIT: Wait this thread is from 2014, why did this show up as unread??? :confused:
EDIT2: ah, I got here via a discord link. never mind :crazyeye:
 
Last edited:
Thank you for answering my question, and making the answer public.
ImprovementUpgradeRateModifier could exist, as both "UpgradeTime" and "ImprovementUpgrade" (type of improvement) exist. A few mods already make use of that I think.
 
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