Do you have any idea what to check or what keywords/programs might help me find it? I've searched the terms independent, minorciv, >= 5, and > 4 to no avail.I don't know.
I just found this block, don't know how I missed it earlier today.Culture rate, commerce rate? I tried the obvious ones myself already though.
if (getCommerceRate(COMMERCE_CULTURE) <= 4)
{
changeCultureTimes100(getOwnerINLINE(), getCommerceRateTimes100(COMMERCE_CULTURE), false, true);
return;
}
<LeaderHeadInfo>
<Type>LEADER_GILGAMESH</Type>
<Description>TXT_KEY_LEADER_GILGAMESH</Description>
<Civilopedia>TXT_KEY_LEADER_GILGAMESH_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_LEADER_GILGAMESH</ArtDefineTag>
<iWonderConstructRand>1</iWonderConstructRand>
<iBaseAttitude>0</iBaseAttitude>
<iBasePeaceWeight>2</iBasePeaceWeight>
<iPeaceWeightRand>3</iPeaceWeightRand>
<iWarmongerRespect>2</iWarmongerRespect>
<iEspionageWeight>100</iEspionageWeight>
<iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold>
<iNoTechTradeThreshold>15</iNoTechTradeThreshold>
<iTechTradeKnownPercent>20</iTechTradeKnownPercent>
<iMaxGoldTradePercent>5</iMaxGoldTradePercent>
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
<iMaxWarRand>100</iMaxWarRand>
<iMaxWarNearbyPowerRatio>120</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>30</iMaxWarDistantPowerRatio>
<iMaxWarMinAdjacentLandPercent>1</iMaxWarMinAdjacentLandPercent>
<iLimitedWarRand>100</iLimitedWarRand>
<iLimitedWarPowerRatio>110</iLimitedWarPowerRatio>
<iDogpileWarRand>50</iDogpileWarRand>
<iMakePeaceRand>30</iMakePeaceRand>
<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
<iDemandRebukedSneakProb>25</iDemandRebukedSneakProb>
<iDemandRebukedWarProb>25</iDemandRebukedWarProb>
<iRazeCityProb>0</iRazeCityProb>
<iBuildUnitProb>200</iBuildUnitProb>
<iBaseAttackOddsChange>4</iBaseAttackOddsChange>
<iAttackOddsChangeRand>8</iAttackOddsChangeRand>
<iWorseRankDifferenceAttitudeChange>-2</iWorseRankDifferenceAttitudeChange>
<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
<iCloseBordersAttitudeChange>-3</iCloseBordersAttitudeChange>
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
<iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>
<iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
<iShareWarAttitudeChange>1</iShareWarAttitudeChange>
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
<iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit>
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
<iFavoriteCivicAttitudeChangeLimit>4</iFavoriteCivicAttitudeChangeLimit>
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<TechRefuseAttitudeThreshold>ATTITUDE_FURIOUS</TechRefuseAttitudeThreshold>
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold>
<HealthBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HealthBonusRefuseAttitudeThreshold>
<MapRefuseAttitudeThreshold>ATTITUDE_ANNOYED</MapRefuseAttitudeThreshold>
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarThemRefuseAttitudeThreshold>
<StopTradingRefuseAttitudeThreshold>ATTITUDE_PLEASED</StopTradingRefuseAttitudeThreshold>
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
<OpenBordersRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</OpenBordersRefuseAttitudeThreshold>
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DefensivePactRefuseAttitudeThreshold>
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold>
<iVassalPowerModifier>0</iVassalPowerModifier>
<iFreedomAppreciation>10</iFreedomAppreciation>
<FavoriteCivic>CIVIC_DEIFICATION</FavoriteCivic>
<FavoriteReligion>NONE</FavoriteReligion>
<Traits/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>100</iFlavor>
</Flavor>
</Flavors>
<ContactRands>
<ContactRand>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactRand>250</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<iContactRand>1000</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<iContactRand>20</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<iContactRand>50</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<iContactRand>50</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<iContactRand>100</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<iContactRand>500</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<iContactRand>20</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<iContactRand>80</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<iContactRand>80</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<iContactRand>20</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<iContactRand>5</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<iContactRand>5</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_MAP</ContactType>
<iContactRand>20</iContactRand>
</ContactRand>
<ContactRand>
<ContactType>CONTACT_TRADE_SLAVE</ContactType>
<iContactRand>10</iContactRand>
</ContactRand>
</ContactRands>
<ContactDelays>
<ContactDelay>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<iContactDelay>10</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<iContactDelay>15</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_TRADE_MAP</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
<ContactDelay>
<ContactType>CONTACT_TRADE_SLAVE</ContactType>
<iContactDelay>20</iContactDelay>
</ContactDelay>
</ContactDelays>
<MemoryDecays>
<MemoryDecay>
<MemoryType>MEMORY_GIVE_HELP</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
<iMemoryRand>150</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
<iMemoryRand>150</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
<iMemoryRand>30</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
<iMemoryRand>20</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
<iMemoryRand>10</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
<iMemoryRand>20</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
<iMemoryRand>10</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
<iMemoryRand>10</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
<iMemoryRand>50</iMemoryRand>
</MemoryDecay>
</MemoryDecays>
<MemoryAttitudePercents>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_NUKED_US</MemoryType>
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_RAZED_CITY</MemoryType>
<iMemoryAttitudePercent>-250</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_GIVE_HELP</MemoryType>
<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
<iMemoryAttitudePercent>50</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_MADE_DEMAND</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
<iMemoryAttitudePercent>15</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
<iMemoryAttitudePercent>200</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
<iMemoryAttitudePercent>100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
</MemoryAttitudePercent>
<MemoryAttitudePercent>
<MemoryType>MEMORY_LIBERATED_CITIES</MemoryType>
<iMemoryAttitudePercent>150</iMemoryAttitudePercent>
</MemoryAttitudePercent>
</MemoryAttitudePercents>
<NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<iNoWarProb>10</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<iNoWarProb>60</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<iNoWarProb>90</iNoWarProb>
</NoWarAttitudeProb>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
<iNoWarProb>100</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
<UnitAIWeightModifiers>
<UnitAIWeightModifier>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<iWeightModifier>1000</iWeightModifier>
</UnitAIWeightModifier>
<UnitAIWeightModifier>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<iWeightModifier>-1000</iWeightModifier>
</UnitAIWeightModifier>
</UnitAIWeightModifiers>
<ImprovementWeightModifiers/>
<DiplomacyIntroMusicPeace>
<DiploMusicPeaceEra>
<EraType>ERA_ANCIENT</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_CLASSICAL</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_MEDIEVAL</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_RENAISSANCE</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_INDUSTRIAL</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_GLOBAL</EraType>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_DIGITAL</EraType>
</DiploMusicPeaceEra>
</DiplomacyIntroMusicPeace>
<DiplomacyMusicPeace>
<DiploMusicPeaceEra>
<EraType>ERA_ANCIENT</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_EARLY</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_CLASSICAL</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_EARLY</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_MEDIEVAL</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_MIDDLE</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_RENAISSANCE</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_MIDDLE</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_INDUSTRIAL</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_LATE</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_GLOBAL</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_LATE</DiploScriptId>
</DiploMusicPeaceEra>
<DiploMusicPeaceEra>
<EraType>ERA_DIGITAL</EraType>
<DiploScriptId>AS2D_DIPLO_GILGAMESH_LATE</DiploScriptId>
</DiploMusicPeaceEra>
</DiplomacyMusicPeace>
<DiplomacyIntroMusicWar>
<DiploMusicWarEra>
<EraType>ERA_ANCIENT</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_CLASSICAL</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_MEDIEVAL</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_RENAISSANCE</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_INDUSTRIAL</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_GLOBAL</EraType>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_DIGITAL</EraType>
</DiploMusicWarEra>
</DiplomacyIntroMusicWar>
<DiplomacyMusicWar>
<DiploMusicWarEra>
<EraType>ERA_ANCIENT</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_CLASSICAL</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_MEDIEVAL</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_RENAISSANCE</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_INDUSTRIAL</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_GLOBAL</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
</DiploMusicWarEra>
<DiploMusicWarEra>
<EraType>ERA_DIGITAL</EraType>
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
</DiploMusicWarEra>
</DiplomacyMusicWar>
</LeaderHeadInfo>
<UnitInfo>
<Class>UNITCLASS_ARCHER</Class>
<Type>UNIT_BABYLONIAN_ASHARITTU_BOWMAN</Type>
<Combat>UNITCOMBAT_ARCHER</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK_CITY</DefaultUnitAI>
<Description>TXT_KEY_UNIT_BABYLONIAN_ASHARITTU_BOWMAN</Description>
<Civilopedia>TXT_KEY_UNIT_BABYLONIAN_ASHARITTU_BOWMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_BABYLONIAN_ASHARITTU_BOWMAN_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_LONGBOWMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CROSSBOWMAN</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COLLATERAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_TANNING</PrereqTech>
<iCost>25</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iNukeRange>-1</iNukeRange>
<FeatureImpassables>
<FeatureImpassable>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bFeatureImpassable>1</bFeatureImpassable>
</FeatureImpassable>
<FeatureImpassable>
<FeatureType>FEATURE_RAINFOREST</FeatureType>
<bFeatureImpassable>1</bFeatureImpassable>
</FeatureImpassable>
<FeatureImpassable>
<FeatureType>FEATURE_MARSH</FeatureType>
<bFeatureImpassable>1</bFeatureImpassable>
</FeatureImpassable>
</FeatureImpassables>
<iCombat>3</iCombat>
<iCombatLimit>100</iCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_ARCHER</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<iCityAttack>50</iCityAttack>
<iCityDefense>25</iCityDefense>
<iFirstStrikes>1</iFirstStrikes>
<iCollateralDamage>100</iCollateralDamage>
<iCollateralDamageLimit>40</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>4</iCollateralDamageMaxUnits>
<iCultureGarrison>4</iCultureGarrison>
<iAsset>1</iAsset>
<iPower>4</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_BABYLONIAN_ASHARITTU_BOWMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
</UnitInfo>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
<bUnitAI>0</bUnitAI>
</UnitAI>
I've turned Scouts into a skirmisher unit but now have no idea how to bar independent states from using the UNITAI_EXPLORE, does making a unique unit for them and inserting the following code not work?
Code:<UnitAI> <UnitAIType>UNITAI_EXPLORE</UnitAIType> <bUnitAI>0</bUnitAI> </UnitAI>
<NotUnitAIs>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</NotUnitAIs>
Did not know you could do that, thanks!If you want the AI to NEVER use them with UNITAI_EXPLORE, you need to use this: (Note that this is under NotUnitAIs which is directly following UnitAIs.)
If you want the AI to just not consider them specially suited for exploration then it is enough to remove the reference to UNITAI_EXPLORE in their xml entry.Code:<NotUnitAIs> <UnitAI> <UnitAIType>UNITAI_EXPLORE</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> </NotUnitAIs>
def onBuildingBuilt(self, argsList):
if city.isHasRealBuilding(iAdministrativeCenter): city.setHasRealBuilding(iAdministrativeCenter, False)
My first modding attempt, adding Israel, is nearing completion. The main missing piece is the UP, which is not trivial to code. Do you have any advice on how/where I should code an effect that gives extra yields to the capital city based on the number of Jewish cities with open borders? Finding the list of these cities seems fairly straightforward, there's similar code in UniquePowers.py, but I'm not sure if I check for the UP each turn, and how to actually change the yields. Any help is appreciated.
In my opinion extra yield for capital is best implemented by changing the building yields of the palace building.