Afforess
The White Wizard
Ok, i'll dig that out!
I'll try to remember too. I think either there was an obscure xml file that controls it (possibly one of the global defines?) or it was something that could be controlled from the SDK/DLL.
Ok, i'll dig that out!
45°38'N-13°47'E;13696148 said:I guess I was responsible for that but I didn't know about modular loading.
Would it be possible to display somehow in the city screen how many WWs and NWs a city can build in its actual conditions (culture level + buildings bonus)? If it's not a big work of course.
Sogroon, I am hoping the changes in Rev 889 fix the issue you were having with modular XML. If not, let me know and I can dig in further.
Sogroon, I am hoping the changes in Rev 889 fix the issue you were having with modular XML. If not, let me know and I can dig in further.
What is the tag for buildings that "Help thwart rival spies". I couldn't find it.
Any building with <iEspionageDefense> above zero will get Helps Thwart Rival Spies in its game text.
Aha! THX
One more: there is a iLandmarkHappiness code in first post. What is a "landmark"?![]()
I am working on a new module for some time by now and have a few questions about the XML in CivicInfos. If someone could explain how do they work I'd be thankful.
<iRevIdxLocal>
<iRevIdxNational>
What's the difference between local and national rebelliousness? I mean it's clear when applied to a building, but in a civic?
<iRevIdxDistanceModifier>
This seems mostly clear: Penalty grows with distance, right?
Does it also true about a bonus? Does that also increase?
Is it only affected by the capital, or other government centers too?
<iRevIdxHolyCityGood>
<iRevIdxHolyCityBad>
Bonus for owning your state religions holy city and penalty if it's owned by a civ with a different state religion, right? Is it neutral, when holy city is owned by someone with the same state religion?
<iRevIdxSwitchTo>
Seems clear: One time bonus/penalty.
But the following ones are rather mysterious for me:
<fRevIdxNationalityMod>
<fRevIdxBadReligionMod>
<fRevIdxGoodReligionMod>
<fRevViolentMod>
<iRevReligiousFreedom>
<iRevLaborFreedom>
<iRevEnvironmentalProtection>
<iRevDemocracyLevel>
<bCommunism>
<bFreeSpeech>
<bCanDoElection>
What do these do?![]()
[...]
DistianceModifier is a percentage multiplier (so 50 = 1.5 x base), and increases the distance from capital revolution index penalty. Government centers (like the forbidden palace) do not affect the distance calculation, but do affect the penalty (decreases it by half).
To be clear - a city with a forbidden palace has 1/2 the distance penalty as normal. A city next to the city with the forbidden palace has the base distance penalty to the capital city, not forbidden palace city.
[...]
That's definitely not how I thought the revindex worked.
Would it be possible to make it affect cities near the government centers as well? (Similarly to how 45° just fixed the unhappiness from distance issue)