Mercury002
Chieftain
I was creating a civilisation / sponsor mod (don't worry it all works well, fine and dandy). Within this mod I was focusing on adjusting the maintenance modifiers of several different aspects and I noticed a couple of issues, possibly with the way the game has been built or a lack of modifier options.
First I noticed that if you add a maintenance modifier within the traits, it will nullify anything similar placed within the player perks i.e:
<Traits>
This will nullify the player perks:
<PlayerPerks>
<!-- No maintenance for roads and magrails. - overridden by trait so dont use.-->
<PlayerPerks_GeneralBuildingEffects>
<!-- No maintenance for networks. - overridden by trait so dont use. -->
The aim of this set of perks (taken from a quick example / proof of concept mod) was to decrease the cost of tile improvement by X% (25% in this case) and then in the perks to make roads, magrails and networks free, however if the trait is removed they are free but improvements cost the full amount, if the improvement is left in it ignores the player perks that conflict completely and makes both the improvements and roads maintenance etc 25% cheaper instead of free.
This would appear to be due to some kind of conflict between the two as they can affect each other, I would like to know if there is a different trait I could use that would do the same thing but for just improvements and not roads etc (I looked and couldn't find anything any input would be nice) or if possible change the priority order, between perks and traits, that would fix this issue.
Secondly the aim is to increase the maintenance cost of land and naval units (not just military units) which works fine. I would add orbital units but there is no maintenance option for orbital units (although in real life there is even if its maintenance of ground equipment) they should have included an option for orbital maintenance and just left it at default -100 so its free.
I also noticed that units maintenance changes over time as well as with the amount of units, this would suggest that there is some form of time modifier but I have been unable to find any trace of this let alone any player perk / trait that would adjust this.
All I can say for this is HELP HELP HELP.
At the moment I have changed the trait to:
<ImprovementMaintenanceModifier>-100</ImprovementMaintenanceModifier>
<!-- -100% maintenance cost of improvements. -->
this gives all improvements free maintenance but this is a bit over powered for what I wanted.
First I noticed that if you add a maintenance modifier within the traits, it will nullify anything similar placed within the player perks i.e:
<Traits>
<Row>
</Traits><Type>TRAIT_XXXXX</Type>
<Description>TXT_KEY_TRAIT_XXXXX_DESC</Description>
<ShortDescription>TXT_KEY_TRAIT_XXXXX_SHORT</ShortDescription>
<LandUnitMaintenanceModifier>50</LandUnitMaintenanceModifier>
<!-- +50% to land unit maintenance cost. -->
<NavalUnitMaintenanceModifier>50</NavalUnitMaintenanceModifier>
<!-- +50% to naval unit maintenance cost. -->
<ImprovementMaintenanceModifier>-25</ImprovementMaintenanceModifier>
<!-- -25% maintenance cost of improvements. -->
</Row><Description>TXT_KEY_TRAIT_XXXXX_DESC</Description>
<ShortDescription>TXT_KEY_TRAIT_XXXXX_SHORT</ShortDescription>
<LandUnitMaintenanceModifier>50</LandUnitMaintenanceModifier>
<!-- +50% to land unit maintenance cost. -->
<NavalUnitMaintenanceModifier>50</NavalUnitMaintenanceModifier>
<!-- +50% to naval unit maintenance cost. -->
<ImprovementMaintenanceModifier>-25</ImprovementMaintenanceModifier>
<!-- -25% maintenance cost of improvements. -->
This will nullify the player perks:
<PlayerPerks>
<Row>
</PlayerPerks><Type>PLAYERPERK_XXXXX</Type>
<Description>TXT_KEY_PLAYERPERK_XXXXX_DESC</Description>
<Help>TXT_KEY_PLAYERPERK_XXXXX_HELP</Help>
<RouteMaintenanceMod>-100</RouteMaintenanceMod>
</Row><Description>TXT_KEY_PLAYERPERK_XXXXX_DESC</Description>
<Help>TXT_KEY_PLAYERPERK_XXXXX_HELP</Help>
<RouteMaintenanceMod>-100</RouteMaintenanceMod>
<!-- No maintenance for roads and magrails. - overridden by trait so dont use.-->
<PlayerPerks_GeneralBuildingEffects>
<Row>
</PlayerPerks_GeneralBuildingEffects><PlayerPerkType>PLAYERPERK_XXXXX</PlayerPerkType>
<BuildingClassType>BUILDINGCLASS_NETWORK</BuildingClassType>
<MaintenanceChange>-1</MaintenanceChange>
</Row><BuildingClassType>BUILDINGCLASS_NETWORK</BuildingClassType>
<MaintenanceChange>-1</MaintenanceChange>
<!-- No maintenance for networks. - overridden by trait so dont use. -->
The aim of this set of perks (taken from a quick example / proof of concept mod) was to decrease the cost of tile improvement by X% (25% in this case) and then in the perks to make roads, magrails and networks free, however if the trait is removed they are free but improvements cost the full amount, if the improvement is left in it ignores the player perks that conflict completely and makes both the improvements and roads maintenance etc 25% cheaper instead of free.
This would appear to be due to some kind of conflict between the two as they can affect each other, I would like to know if there is a different trait I could use that would do the same thing but for just improvements and not roads etc (I looked and couldn't find anything any input would be nice) or if possible change the priority order, between perks and traits, that would fix this issue.
Secondly the aim is to increase the maintenance cost of land and naval units (not just military units) which works fine. I would add orbital units but there is no maintenance option for orbital units (although in real life there is even if its maintenance of ground equipment) they should have included an option for orbital maintenance and just left it at default -100 so its free.
I also noticed that units maintenance changes over time as well as with the amount of units, this would suggest that there is some form of time modifier but I have been unable to find any trace of this let alone any player perk / trait that would adjust this.
All I can say for this is HELP HELP HELP.
At the moment I have changed the trait to:
<ImprovementMaintenanceModifier>-100</ImprovementMaintenanceModifier>
<!-- -100% maintenance cost of improvements. -->
this gives all improvements free maintenance but this is a bit over powered for what I wanted.