Placing districts on mountains.

Kobazco

Chieftain
Joined
Mar 6, 2016
Messages
55
Once again I've got an issue regarding mountains. This time, it regards placing an unique neighborhood on any type of mountain, but I can't get it to work sadly. Here is the code I have so far for testing purposes.

Code:
<GameInfo>
    <Types>
        <Row Type="DISTRICT_EBBOT" Kind="KIND_DISTRICT"/>
    </Types>
    <DistrictReplaces>
        <Row CivUniqueDistrictType="DISTRICT_EBBOT" ReplacesDistrictType="DISTRICT_NEIGHBORHOOD"/>
    </DistrictReplaces>
    <Districts>
        <Row DistrictType="DISTRICT_EBBOT" Name="LOC_DISTRICT_EBBOT_NAME" Description="LOC_DISTRICT_EBBOT_DESCRIPTION" PrereqCivic="CIVIC_DEFENSIVE_TACTICS" PlunderType="PLUNDER_GOLD" PlunderAmount="50" AdvisorType="ADVISOR_GENERIC" Cost="60" CostProgressionModel="COST_PROGRESSION_GAME_PROGRESS" CostProgressionParam1="1000" RequiresPlacement="true" RequiresPopulation="false" OnePerCity="false" Aqueduct="false" NoAdjacentCity="false" InternalOnly="false" ZOC="true" CaptureRemovesBuildings="false" CaptureRemovesCityDefenses="false" MilitaryDomain="NO_DOMAIN" Housing="4" CityStrengthModifier="2" TraitType="TRAIT_CIVILIZATION_DISTRICT_EBBOT"/>
    </Districts>
    <District_Adjacencies>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="Hills_Faith1"/>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="Hills_Faith2"/>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="Hills_Faith3"/>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="Hills_Faith4"/>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="Hills_Faith5"/>
    </District_Adjacencies>
    <District_Adjacencies>
        <Row DistrictType="DISTRICT_EBBOT" YieldChangeId="District_Gold"/>
    </District_Adjacencies>
    <District_ValidTerrains>
        <Row DistrictType="DISTRICT_EBBOT" TerrainType="TERRAIN_GRASS_MOUNTAIN"/>
        <Row DistrictType="DISTRICT_EBBOT" TerrainType="TERRAIN_PLAINS_MOUNTAIN"/>
        <Row DistrictType="DISTRICT_EBBOT" TerrainType="TERRAIN_TUNDRA_MOUNTAIN"/>
        <Row DistrictType="DISTRICT_EBBOT" TerrainType="TERRAIN_SNOW_MOUNTAIN"/>
        <Row DistrictType="DISTRICT_EBBOT" TerrainType="TERRAIN_DESERT_MOUNTAIN"/>
    </District_ValidTerrains>
    <District_GreatPersonPoints>
        <Row DistrictType="DISTRICT_EBBOT" GreatPersonClassType="GREAT_PERSON_CLASS_SCIENTIST" PointsPerTurn="2"/>
    </District_GreatPersonPoints>
    <District_TradeRouteYields>
        <Row DistrictType="DISTRICT_EBBOT" YieldType="YIELD_FOOD" YieldChangeAsOrigin="0" YieldChangeAsDomesticDestination="1" YieldChangeAsInternationalDestination="1"/>
    </District_TradeRouteYields>
    <District_CitizenYieldChanges>
        <Row DistrictType="DISTRICT_EBBOT" YieldType="YIELD_CULTURE" YieldChange="1"/>
        <Row DistrictType="DISTRICT_EBBOT" YieldType="YIELD_GOLD" YieldChange="1"/>
    </District_CitizenYieldChanges>
    <Adjacency_YieldChanges>
        <Row ID="Hills_Faith1" Description="LOC_DISTRICT_Hills_FAITH1" YieldType="YIELD_FAITH" YieldChange="1" TilesRequired="1" AdjacentTerrain="TERRAIN_GRASS_HILLS"/>
        <Row ID="Hills_Faith2" Description="LOC_DISTRICT_Hills_FAITH2" YieldType="YIELD_FAITH" YieldChange="1" TilesRequired="1" AdjacentTerrain="TERRAIN_PLAINS_HILLS"/>
        <Row ID="Hills_Faith3" Description="LOC_DISTRICT_Hills_FAITH3" YieldType="YIELD_FAITH" YieldChange="1" TilesRequired="1" AdjacentTerrain="TERRAIN_DESERT_HILLS"/>
        <Row ID="Hills_Faith4" Description="LOC_DISTRICT_Hills_FAITH4" YieldType="YIELD_FAITH" YieldChange="1" TilesRequired="1" AdjacentTerrain="TERRAIN_TUNDRA_HILLS"/>
        <Row ID="Hills_Faith5" Description="LOC_DISTRICT_Hills_FAITH5" YieldType="YIELD_FAITH" YieldChange="1" TilesRequired="1" AdjacentTerrain="TERRAIN_SNOW_HILLS"/>
    </Adjacency_YieldChanges>
</GameInfo>
 
Do you have the stats of the district outlined elsewhere? If you look in the districts.xml you can see the row that includes cost prereq and all that. In the file you can see that unique districts have their own complete entry.

Edit: the game may also have no way to "flatten" the mountain to make way for a district. Mountains may just not be a viable terrain. Post your logs when you boot it up?
 
I know cities and other things can be built on mountaims and they look really nice as the mountain kinda forms around it. Set a mountain to be possible and settle on it.
 
They can?? That's amazing! That's great to know.
I also apologize, I didn't see that you had posted the <Districts> row.
 
I did define it separately in my leader.xml . The district appears in the build menu just fine but it says there are no suitable places for it.
 
I made a quick file for trait and ran your could. I tried everything I could think of right now, setting moutains to passable, changing some tables, etc. but sorry, no luck.
I did run without terrain req, and you district worked fine, so definitely issue w/ mountians.

some natural wonders are the only things in the xmls that have validterrains as mountains, and they all have a setting for impassable true.
Might be coded in dll that mountains are not valid terrain for districts/buildings.
 
Well guess I'm placing the Undertale civ on hold for now. Maybe we can figure it out once we get the SDK. Until then... That means I can start working on Knuckles lmao.
 
I don't think this is coded in the DLL for Mountains specifically, rather I think what it is is the Passable field on the Terrain table. Mountains all have Impassable=1. The DLL probably looks at that for determining where something is placeable, and that wins over the DistrictValidTerrains table.
 
They probably made sure stuff looked nice ontop of mountains this time around. Most improvements looked terrible on mountains and cities were entirely invisible in Civ5.

Glad to see we can do mountain cities.
 
Yeah, same thing happened with my passive trying to put yields on mountains. Mountains will not receive yields unless they are passable. Still can't build the district on it if it is passable.
 
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