(Inquiry) How to - Add a Builder with Mining

TheMarshmallowBear

Benelovent Chieftain of the Ursu Kingdom
Joined
Dec 27, 2006
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Does anyone know what exactly needs to be done in order for Mining to grant a free Builder when completed?

Similiar to how researching Penal Colony gives you a Settler in The Australian Scenario.

Appearently you have to make sure you use TechnologyModifiers instead of CivicModifiers xD I'm such a silly bear. xD
 
Last edited:
best way to do this would probably be to create a new dynamic modifier for granting a unit in a players capital, so something like this:
<Types>
<Row Type="MODIFIER_PLAYER_CAPITAL_CITY_GRANT_UNIT_IN_CITY" Kind="KIND_MODIFIER" />
</Types>
<DynamicModifiers>
<Row>
<ModifierType>MODIFIER_PLAYER_CAPITAL_CITY_GRANT_UNIT_IN_CITY</ModifierType>
<CollectionType>COLLECTION_PLAYER_CAPITAL_CITY</CollectionType>
<EffectType>EFFECT_GRANT_UNIT_IN_CITY</EffectType>
</Row>
</DynamicModifiers>
after that create the modifier:
<Modifiers>
<Row>
<ModifierId>FREE_BUILDER_FROM_MINING</ModifierId>
<ModifierType>MODIFIER_PLAYER_CAPITAL_CITY_GRANT_UNIT_IN_CITY</ModifierType>
</Row>
</Modifiers>
add the arguments:
<ModifierArguments>
<Row>
<ModifierId>FREE_BUILDER_FROM_MINING</ModifierId>
<Name>UnitType</Name>
<Value>UNIT_BUILDER</Value>
</Row>
<Row>
<ModifierId>FREE_BUILDER_FROM_MINING</ModifierId>
<Name>Amount</Name>
<Value>1</Value>
</Row>
</ModifierArguments>
and attach it to the tech:
<TechnologyModifiers>
<Row>
<TechnologyType>TECH_MINING</TechnologyType>
<ModifierId>FREE_BUILDER_FROM_MINING</ModifierId>
</Row>
</TechnologyModifiers>
 
Thanks, I actually managed to get it to work by just relying on copy and paste (since it was basically going to be the exact same)

While i have your attention, how would you go about granting extra sight to Scouts via a Policy?
 
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