new civ trait

liamc

Chieftain
Joined
Aug 21, 2017
Messages
7
hello, im new here and to modding, and i have a question.
i am trying to create a new civ, and i want to create a trait for it that includes changing greet engineer modifer and the great engineer tile improvment, but all the bonus available are ones the are already in the game in some way (like great scientist exist) but no civ have something to do with engineers so my question is, how do i do that, if i even can? ty
 
Part from Korean Trait wich adds +2 Science to the great engineer tile improvement wich might help you

<Trait_ImprovementYieldChanges>
<Row>
<TraitType>TRAIT_SCHOLARS_JADE_HALL</TraitType>
<ImprovementType>IMPROVEMENT_MANUFACTORY</ImprovementType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>2</Yield>
</Row>
</Trait_ImprovementYieldChanges>

Sadly I cannot help you with the great engeneer modifier since I am a gamer not a modder.
But maybe Babylon's Trait could help you for a compromise:

<GameData>
<Traits>
<Row>
<Type>TRAIT_INGENIOUS</Type>
<Description>TXT_KEY_TRAIT_INGENIOUS</Description>
<ShortDescription>TXT_KEY_TRAIT_INGENIOUS_SHORT</ShortDescription>
<GreatScientistRateModifier>50</GreatScientistRateModifier>
<FreeUnit>UNITCLASS_SCIENTIST</FreeUnit>
<FreeUnitPrereqTech>TECH_WRITING</FreeUnitPrereqTech>
</Row>
</Traits>
</GameData>

besides changing the spawn rate of scientists there are two lines that give a greate scientist for free after writting is discovered

<FreeUnit>UNITCLASS_SCIENTIST</FreeUnit>
<FreeUnitPrereqTech>TECH_WRITING</FreeUnitPrereqTech>

And pls dont hate me if this doesn't work :D
 
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