No Leader_Traits Mod

Sir Og

Chieftain
Joined
Apr 13, 2004
Messages
55
Location
Stara Zagora, Bulgaria
I have always disliked the unique units and unique civ/leader traits that were introduced in Civ3. There were options to play without these in Civ3 but I see no such option in civ4.
So I want to make a mod where all civilizations start with equal opportunities. This is the way I want to play because civilizations become specialized IRL because of their envirement not because they were somehow predisposed to be better seafarers, traders, fighters, scientists or whatever.

So far I found that trait bonuses are in "CIV4TraitInfos.xml" but I am thinking that instead of removing the bonuses from the traits I should remove the traits from the leaders because of possible AI behaiviour issues. (any input from Firaxians will be greatly appreciated)

Unique units are in "CIV4CivilizationInfos.xml" and there is no problem with removing these.

Starting techs are also in "CIV4CivilizationInfos.xml" but I would like to make them random or simply leave them as they are right now. This is not such a big issue anyway.

So far I am having problems with locating where in the .xml file is defined the build building X faster. I would greatly appreciate it if someone can point to the location of that definition.
 
I am pretty sure that "Double production speed of buildingX" is not in CIV4LeaderHeadInfos.xml It makes sence for that to be in CIV4TraitInfos.xml, but I can't find it there either.
 
Oh, sorry, I thought you wanted to remove the traits themselves.

If you just want to remove the production boost it's in CIV4BuildingInfos.xml. For example, the barracks building has the code:
Code:
<ProductionTraits>
	<ProductionTrait>
		<ProductionTraitType>TRAIT_AGGRESSIVE</ProductionTraitType>
		<iProductionTrait>100</iProductionTrait>
	</ProductionTrait>
</ProductionTraits>
Meaning it goes 100% faster for those with the aggressive trait.
 
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