formerdc81
Chieftain
- Joined
- Nov 19, 2018
- Messages
- 53
I am trying to make a simple balance mod, but I'm not really sure what is hard-coded and what isn't.
I tried editing SCIENCE_PER_POPULATION in GlobalDefines.xml from 1 to 0.5, but apparently, it only accepts integer values and my choices are 1 or 0.
I tried editing Palace to grant 50% science per population, but there is no way to make the effect global. It only works for the capital.
I tried creating a new, hidden psuedo-library, but I don't know how to get it to automatically be built inside every new city.
At this point, I'm frustrated enough that I'd rather find the place where SCIENCE_PER_POPULATION is parsed in C++ and change it from int to float.
Similarly, I tried to edit Tradition opener's 3 culture to the capital city in Policies.xml but I can't seem to find any mention of it. Is it hard-coded? It makes no sense though, because CapitalPolicyYieldChanges already exists as a table, why did the makers of Civ not include it in there?
For those of you write LUA scripts to solve this problem, how do you even know what are the names of the variables used by the game? When I read many of your scripts, it's clear you are calling on internal game variables. How do you guys know the names of such variables?
I tried editing SCIENCE_PER_POPULATION in GlobalDefines.xml from 1 to 0.5, but apparently, it only accepts integer values and my choices are 1 or 0.
I tried editing Palace to grant 50% science per population, but there is no way to make the effect global. It only works for the capital.
I tried creating a new, hidden psuedo-library, but I don't know how to get it to automatically be built inside every new city.
At this point, I'm frustrated enough that I'd rather find the place where SCIENCE_PER_POPULATION is parsed in C++ and change it from int to float.
Similarly, I tried to edit Tradition opener's 3 culture to the capital city in Policies.xml but I can't seem to find any mention of it. Is it hard-coded? It makes no sense though, because CapitalPolicyYieldChanges already exists as a table, why did the makers of Civ not include it in there?
For those of you write LUA scripts to solve this problem, how do you even know what are the names of the variables used by the game? When I read many of your scripts, it's clear you are calling on internal game variables. How do you guys know the names of such variables?
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