Modifying lumber chop yield

In Civ5Builds.xml, there is a build called REMOVE_FOREST.

In the <BuildFeatures> subsection, REMOVE_FOREST has a value of <Production>20</Production>.

So:

Code:
<GameData>
<BuildFeatures>
<Update>
<Where BuildType="BUILD_REMOVE_FOREST"/>
<Set>
<Production>x</Production>
</Set>
</Update>
</BuildFeatures>
</GameData>

Where x is the integer you want. Default is 20.

Keep in mind, you have to modify this production value for every improvement that removes a forest (BUILD_QUARRY, BUILD_MINE, BUILD_FARM, BUILD_PASTURE, BUILD_LANDMARK, BUILD_ACADEMY, BUILD_CUSTOMS_HOUSE, BUILD_MANUFACTORY, BUILD_CITADEL, BUILD_WELL).

And when you modify those, it's slightly different:

Code:
<GameData>
<BuildFeatures>
<Update>
<Where>
<BuildType>BUILD_CITADEL</BuildType>
<FeatureType>FEATURE_FOREST</FeatureType>
</Where>
<Set>
<Production>x</Production>
</Set>
</Update>
</BuildFeatures>
</GameData>

Your full code will look like:

Code:
<GameData>
<BuildFeatures>
<Update>
<Where BuildType="BUILD_REMOVE_FOREST"/>
<Set>
<Production>x</Production>
</Set>
</Update>

<!-- And then rinse and repeat this for each improvement type -->
<Update>
<Where>
<BuildType>BUILD_CITADEL</BuildType>
<FeatureType>FEATURE_FOREST</FeatureType>
</Where>
<Set>
<Production>x</Production>
</Set>
</Update>
</BuildFeatures>
</GameData>
 
<!-- And then rinse and repeat this for each improvement type -->

You don't have to do this. A single Update, one that goes solely by Feature Type, would adjust all of the improvement-specific ones as well as the generic "remove forest" option. So:

Code:
<GameData>
  <BuildFeatures>
    <Update>
      <Set Production="x"/>
      <Where FeatureType="FEATURE_FOREST"/>
    </Update>
  </BuildFeatures>
</GameData>

If you're worried about this being too open-ended and interfering with some other action that's specific to forests but doesn't chop them, then just change the Where to
<Where FeatureType="FEATURE_FOREST" Remove="true"/>
or something along those lines. Note that placing a lumbermill does not use the BuildFeatures table, so the above change wouldn't interfere with that action.
 
You don't have to do this. A single Update, one that goes solely by Feature Type, would adjust all of the improvement-specific ones as well as the generic "remove forest" option. So:

Code:
<GameData>
  <BuildFeatures>
    <Update>
      <Set Production="x"/>
      <Where FeatureType="FEATURE_FOREST"/>
    </Update>
  </BuildFeatures>
</GameData>

If you're worried about this being too open-ended and interfering with some other action that's specific to forests but doesn't chop them, then just change the Where to
<Where FeatureType="FEATURE_FOREST" Remove="true"/>
or something along those lines. Note that placing a lumbermill does not use the BuildFeatures table, so the above change wouldn't interfere with that action.


Meh. I like doing it my way (not for this, other things) so that I can tweak things differently.
 
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