Below I will detail a problem I encountered while trying to change the amount of materials it cost to build a cannon.
File: xml/units/professioninfos
If you take a look at the cannonsmith profession, you will find that in order to produce cannons:
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
He consumes 1 tool to make 1 cannon.
I wanted to push this threshold and make him require 2.
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
Now he consumes 2 tools to make 1 cannon when assigned to the armory.
I wanted to again push the threshold and make him consume 3.
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
That's where I ran into the problem. A picture speaks a thousand words, so here are two.
Unlike normal, the building says it is going to produce 3 cannons and remove 9 tools even though there are no tools in the settlement.
The next turn, you can see that the settlement now is in the negatives, and presumably can make an infinite amount of cannons for free.
Whoever made the dyer profession for RaR used the 2 yeilds consumed threshold. If you're reading this, did you also program this, or was it already maxed out at 2 yeilds? I would like to remove the limit in the programming and make it demand 10 tools if I want, or 10,000 tools (lol) to make 1 cannon. Please somebody help me, this one is driving me nuts. Also, the strategy box the pops up when you scroll over the armory says 'Converts Tool and Tool and Tool into Cannon. If we can resolve the limit issue can we make it say 'Converts 3 Tools into Cannon', or 'Converts 10,000 Tools into Cannon."?
File: xml/units/professioninfos
If you take a look at the cannonsmith profession, you will find that in order to produce cannons:
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
He consumes 1 tool to make 1 cannon.
I wanted to push this threshold and make him require 2.
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
Now he consumes 2 tools to make 1 cannon when assigned to the armory.
I wanted to again push the threshold and make him consume 3.
<YieldsProduced>
<YieldType>YIELD_CANNONS</YieldType>
</YieldsProduced>
<YieldsConsumed>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
<YieldType>YIELD_TOOLS</YieldType>
</YieldsConsumed>
That's where I ran into the problem. A picture speaks a thousand words, so here are two.
Spoiler :

Unlike normal, the building says it is going to produce 3 cannons and remove 9 tools even though there are no tools in the settlement.
Spoiler :

The next turn, you can see that the settlement now is in the negatives, and presumably can make an infinite amount of cannons for free.
Whoever made the dyer profession for RaR used the 2 yeilds consumed threshold. If you're reading this, did you also program this, or was it already maxed out at 2 yeilds? I would like to remove the limit in the programming and make it demand 10 tools if I want, or 10,000 tools (lol) to make 1 cannon. Please somebody help me, this one is driving me nuts. Also, the strategy box the pops up when you scroll over the armory says 'Converts Tool and Tool and Tool into Cannon. If we can resolve the limit issue can we make it say 'Converts 3 Tools into Cannon', or 'Converts 10,000 Tools into Cannon."?