Modding Q&A

Thank you

Do this settings actually add anything meaningful to the game, or is it just there without any real effect when enabled?

settings.JPG
 
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The 8 Firaxis-programmed Civ-traits certainly have hardcoded effects!

e.g. Mil Civs get faster unit-promotions, Ind Civs get faster Workers, Rel Civs get max. 2T Anarchy during gov-switches, Sci Civs get a free tech on entering a new era, Comm Civs get an increased number of lower-corruption (core) towns, Exp Civs will never pop Barbs from Goody-Huts, Agri Civs get +1 food in their city-tiles, Sea Civs tend to start adjacent to saltwater, etc.

Buildings tagged as Mil, Sci, Rel, Agri or Sea are also half-price to Civs with the matching traits, and GWs with any of the original 8 (Firaxis) traits can help trigger a "Wonder GA" for any Civs with the matching traits.

As for the rest of the "Traits" in that list (Duarchy, etc.), I have no idea how you(?) got those to appear, but unless you've also hacked your .exe file to give them associated effects, I doubt they'll do anything.
 
As for the rest of the "Traits" in that list (Duarchy, etc.), I have no idea how you(?) got those to appear, but unless you've also hacked your .exe file to give them associated effects, I doubt they'll do anything.
As Jarred said, these flavours are from the editor I use vanilla and Quintillus's editor and, I just looked there, in fact the second editor doesn't have that, so probably these features are useless.
 
I think they are for influencing relations. You can set flavor 1 to have 0-100 relations with flavor 2 etc. To make the Brits hate the French in an early modern scenario or colonists hate the colonizer for instance
 
Ah, right. I knew about Flavours, but I never did anything with them, so I didn't realise that they'd also be added to that box in the Editor. Totally logical Firaxis programming as always...
 
I think they are for influencing relations. You can set flavor 1 to have 0-100 relations with flavor 2 etc. To make the Brits hate the French in an early modern scenario or colonists hate the colonizer for instance
I see no relation to above flavors. I wish I could set if one civ prefer or hate another civ.
Rhetoric vs. Bronze or Astronomy, this likely reflects the original tech tree and development path from vanilla. I assume If I set Bronze to 0 and Retoric to 100, the AI will leave the path with Bronze for last and pick the tech path with Retoric.
 
I see no relation to above flavors. I wish I could set if one civ prefer or hate another civ.
Rhetoric vs. Bronze or Astronomy, this likely reflects the original tech tree and development path from vanilla. I assume If I set Bronze to 0 and Retoric to 100, the AI will leave the path with Bronze for last and pick the tech path with Retoric.
If you want civs to hate each other, give them governments, they are not liking each other.

I use only one flavor in CCM and this flavor has every civ in that mod: AI flavor. This flavor is used to make some buildings and wonders more desirable
for the AI. This setting in CCM was used long before the C3X mod came with perfuming and it makes no harm to use it even today (may be in addition to perfume such a building).
 
I see no relation to above flavors. I wish I could set if one civ prefer or hate another civ.
Rhetoric vs. Bronze or Astronomy, this likely reflects the original tech tree and development path from vanilla. I assume If I set Bronze to 0 and Retoric to 100, the AI will leave the path with Bronze for last and pick the tech path with Retoric.
I see now they just effect how civs prefer techs and improvements. I thought civs could taste other civs flavor.
 
By giving them goverments do you mean the goverments with xenophobic traits? So they hate any other civ in general?
No, it is the setting for a civ in the "shunned government". In the setting below the civ Lowlands don´t like all civs which are in government Despotism. By giving civs a unique form of government (and only this government) it can be determined what civs will be liked (and what civs are not liked). Of course there are other factors, too.

One of the factors that are positive in the relation of civs is, when the civs are in the same culture group.

Shunned Government.jpg
 
Oh really? I thought "shunned government" just meant that the AI wouldn't consider it when choosing from the list of available governments.
This is the part of that setting described in the Civ3ConquestsEdit. These descriptions are not complete as you can see, when looking at the description of culture groups. Here the impact to diplomatic relationship is missing, too.

Shunned Govt2.jpg
 
Sorry, but I'm not sure what you're referring to when you say, "These descriptions are not complete, as you can see when looking at the description of culture groups."
From what I can see, the highlighted description actually matches what I mentioned earlier.
 
Sorry, but I'm not sure what you're referring to when you say, "These descriptions are not complete, as you can see when looking at the description of culture groups."
From what I can see, the highlighted description actually matches what I mentioned earlier.
This means, that what you see in those descriptions are only some parts that were found out about these settings.
 
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