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Proposed Properties

Discussion in 'Civ4 - Caveman 2 Cosmos' started by Azurian, Oct 12, 2013.

  1. Azurian

    Azurian The Azurian

    Joined:
    Apr 10, 2012
    Messages:
    2,092
    Location:
    Florida, USA
    Properties Cheatcheat

    Column 1 Column 2
    Element Description
    bSourceDrain Properties that are declared as bSourceDrain are produced or consumed on game objects, move/spread/diffuse to other game objects and interact with other properties on the same game object. Game objects are plot, unit, city, player, team and game.
    Property Source/Drains produce or consume a property on a game object when they are active. Examples: This can be a constant production with a limit or a percent based decay or growth that is exponential on low amounts and limited on higher amounts.
    Property Interactions interactions between two different properties on the same game object. Examples: Two properties of which the higher reduces the other or a conversion between two properties or a spreading or diffusion from one property to the other.
    Property Propagators cause a property to interact with the same property on other game objects. Example: A property diffuses or spreads or moves to other game objects or gathers to a game object.


    Column 1 Column 2
    Game Object Description
    GAMEOBJECT_GAME only one is present, it represents everything that is global
    GAMEOBJECT_TEAM a group of players that are permanently allied and share tech and some wonder effects
    GAMEOBJECT_PLAYER in a normal single player Civ4 game without set up teams there is no real difference between player and team
    GAMEOBJECT_CITY
    GAMEOBJECT_UNIT
    GAMEOBJECT_PLOT



    Column 1 Column 2
    Element Description
    Propagator A type of manipulator
    ChangePropagator Grants a property to Propagate (manipulates) another property.
    GameObjectTypeFrom The "master" property that does the manipulation.
    GameObjectTypeTo The "slave" property that is manipulated.
    iChangePercent the strength of the manipulation.

    Code:
     <ChangePropagators>
            <ChangePropagator>
              <GameObjectTypeFrom>GAMEOBJECT_CITY</GameObjectTypeFrom>
              <GameObjectTypeTo>GAMEOBJECT_PLAYER</GameObjectTypeTo>
              <iChangePercent>100</iChangePercent>
            </ChangePropagator>
          </ChangePropagators>

    Column 1 Column 2
    Source Description
    PROPERTYSOURCE_CONSTANT Adds X /Turn
    iAmountPerTurn Amount of X /Turn
    PROPERTYSOURCE_CONSTANT_LIMITED ???
    PROPERTYSOURCE_DECAY decays X% of Property / Turn


    Code:
    <PropertyManipulators>
      <PropertySource>
        <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
        <PropertyType>PROPERTY_CRIME</PropertyType>
        <iAmountPerTurn>20</iAmountPerTurn>
      </PropertySource>
    </PropertyManipulators>
    Column 1 Column 2
    Element Descriptions
    PROPERTYPROPAGATOR_SPREAD Spreads the property without decreasing it on the source object
    PROPERTYPROPAGATOR_GATHER Collects properties from other objects and moves it to the object with the propagator
    PROPERTYPROPAGATOR_DIFFUSE Moves a property from a source object to target objects with a rate depending on the difference between them
    iDistance Diffuse from the city to all plots in a distance
    iPercent How much you want the difference reduced per turn



    Code:
    <PropertyManipulators>
      <PropertyPropagator>
        <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
        <PropertyType>PROPERTY_CRIME</PropertyType>
        <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
        <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
        <RelationType>RELATION_NEAR</RelationType>
        <iDistance>1</iDistance>
        <iPercent>2</iPercent>
      </PropertyPropagator>
    </PropertyManipulators>

    Column 1 Column 2
    Element Description
    AiWeight The Ai knows that higher values are either good or ba based on the sign of the aiweight (- is bad).For buildings and properties on cities this should be very easy. For properties on anything other than cities, and sources on anything other an buildings, if we want the AI to be able to react meaningfully to it, then we'll need new code, and at least for anything unit or route propagated, whole new strategy and tactical routines.
    Operationrange t knows the range over which the property operates (values below which or above which further improvements or degradations won't really make any practical difference), and based on where it is in that range currently it weighs buildings that add to or subtract from the property in question.

    Column 1 Column 2
    Element Description
    RelationType only used by propagators.
    RELATION_ASSOCIATED which depending on the TargetObjectType can mean owner, owned (e.g. from a team object with target type city it will mean all cities of that team, from a plot to a player it will mean the owner of that plot)
    RELATION_TRADE which currently is only defined for cities with target cities and means the cities with which the city has trade routes
    RELATION_NEAR uses iDistance and means all objects within that distance of the TargetObjectType (e.g. with target object
    GAMEOBJECT_UNIT and iDistance 2 it will mean all units within the plot on which the source object is
    RELATION_SAME_PLOT is more or less the same as RELATION_NEAR with a distance of 0

    Column 1 Column 2
    Element Description
    AIScaleType tells the AI how it should scale the weight. AISCALE_CITY will cause it to consider the property more important in larger cities and less important in smaller cities.
    iOperationalRangeMin and iOperationalRangeMax will tell the AI in which range the property will usually be and the AI will assume that getting a negative property close to the end of the range will cause considerably worse effects than having it somewhere in the mid of the range.



    Column 1 Column 2
    Tips
    If your property is not a drain source property then the main next step is to consider all the buildings that you want to add that property to and then add them there in the building XMLs.
    For drain source properties you can add property manipulators to a lot of different info XMLs depending on what you want to model (buildings, unit types, promotions, leader traits, ...).
    You can also require minimum and maximum property values to allow building something (this is not the same as auto building).
    Events can be given property requirements as well.


    Column 1 Column 2
    Element Description
    MinValue Minimumvalue needed for the building to exist
    MaxValue It is a range. If the property value gets outside that range, the building is removed.You need that if you want to have some buildings , for exampleonly at low crime or at negative crime.Or another use would be to have multiple versions of a building that are used at different crime levels.


    Code:
    <PropertyInfos>
    		<PropertyInfo>
    			<Type>PROPERTY_CRIME</Type>
    		      	  <PropertyBuildings>
    			 	<PropertyBuilding>
    			     	<BuildingType>BUILDING_CRIME_TPING</BuildingType>
    			     	<iMinValue>10</iMinValue>
    			     	<iMaxValue>100000</iMaxValue>
    		</PropertyInfo>
    	</PropertyInfos>
    </Civ4PropertyInfos>


    Code:
    <PropertyManipulators>
    			  <PropertySource>
    			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    			    <PropertyType>PROPERTY_CRIME</PropertyType>
    			    <iAmountPerTurn>5</iAmountPerTurn>
    			  </PropertySource>
    			</PropertyManipulators>
    </UnitInfo>

    This are the Game Object Modifiers AI Andy Added.

    GOM_BUILDING
    GOM_PROMOTION
    GOM_TRAIT
    GOM_FEATURE
    GOM_OPTION
    GOM_TERRAIN
    GOM_GAMESPEED
    GOM_ROUTE
    GOM_BONUS
    GOM_UNITTYPE
    GOM_TECH
    GOM_CIVIC
    GOM_RELIGION
    GOM_CORPORATION

    Code:
    <PropertyManipulators>
    				<PropertySource>
    					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    					<PropertyType>PROPERTY_ELECTRICTY</PropertyType>
    					<iAmountPerTurn>1</iAmountPerTurn> ADD VALUE
    					<Active>
    						<Has>
    				   			<GOMType>GOM_TECH</GOMType>
    				   			<ID>TECH_CYBERNETICS</ID> ADD TECH
    						</Has>
    					</Active>
    				</PropertySource>
    			</PropertyManipulators>
    Expressions
    http://forums.civfanatics.com/showpost.php?p=11598257&postcount=27
    Spoiler :


    Code:
    <Active>
      <And>
        <Has>
          <GOMType>GOM_FEATURE</GOMType>
          <ID>FEATURE_FOREST</ID>
        </Has>
        <Or>
          <Has>
            <GOMType>GOM_ROUTE</GOMType>
            <ID>ROUTE_ROAD</ID>
          </Has>
          <Has>
            <GOMType>GOM_ROUTE</GOMType>
            <ID>ROUTE_PAVED</ID>
          </Has>
        </Or>
      </And>
    </Active>
    
    Has
    The Has tag is one of the most common tags you will use with boolean expressions. It evaluates if the referenced game object modifier is on the object. Game object modifiers or short GOM are a lot of different things from promotion to religion:
    Column 1 Column 2
    Name Description
    Active In property manipulators. They will only have an effect if the Active expression evaluates to true.
    NewCityFree In building info. If it evaluates to true when you found a new city, then that building will be added for free (if it can be constructed).
    ConstructCondition In building info. If it evaluates to false for a city, then that city won't be able to build that building.
    TrainCondition In unit info. Same as ConstructCondition except for units.


    Column 1 Column 2
    Name Description
    ATTRIBUTE_POPULATION manipulate property based on population
    ATTRIBUTE_HEALTH manipulate property based on health
    ATTRIBUTE_HAPPINESS manipulate property based on happiness


    Column 1 Column 2
    AND The And tag can have any number of subexpressions and it will only evaluate to true if all subexpressions are true
    Or Or is exactly the same as And, except that it is enough if one subexpression evaluates to true.
    BEqual That is short for boolean equal. It takes exactly two subexpressions and evaluates to true if both subexpressions evaluate to the same.
    Not This tag inverts the result of its one subexpression





    Templates



    Code:
    <PropertyManipulators>
    			  <PropertySource>
    			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    			    <PropertyType>PROPERTY_ELECTRICITY</PropertyType>
    			    <iAmountPerTurn>5</iAmountPerTurn>
    			  </PropertySource>
    			</PropertyManipulators>
    This code gives +5 Electricity per turn to a building.

    Code:
    <PropertyManipulators>
    			  <PropertySource>
    			    <PropertySourceType>PROPERTYSOURCE_DIFFUSE</PropertySourceType>
    			    <PropertyType>PROPERTY_ELECTRICITY</PropertyType>
    			    <iAmountPerTurn>5</iAmountPerTurn>
    			  </PropertySource>
    			</PropertyManipulators>
    This building creates 5% Electricity a Turn.

    Code:
    	<PropertyInfos>
    		<PropertyInfo>
    			<Type>PROPERTY_ELECTRICITY</Type>
    		      	  <PropertyBuildings>
    			 	<PropertyBuilding>
    			     		<BuildingType>BUILDING_ORBITALPOWERPLANT</BuildingType>
    			     		<iMinValue>1500</iMinValue>
    			     		<iMaxValue>1000000</iMaxValue>
     			  	</PropertyBuilding>
     			</PropertyBuildings>
    		</PropertyInfo>
    	</PropertyInfos>
    This means The Orbital Power Plant requires 1500 Electricity to be enabled. Any less and its disabled.



    Code:
    <PropertySource>
    					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
    					<iAmountPerTurn>5</iAmountPerTurn>
    					<Active>
    						<Has>
    				   			<GOMType>GOM_TECH</GOMType>
    				   			<ID>TECH_CYBERNETICS</ID>
    						</Has>
    					</Active>
    This means the building gains 5 Electricity at Cybernetics.


    Code:
    <PropertySource>
    					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
    					<iAmountPerTurn>-5</iAmountPerTurn>
    					<Active>
    						<Has>
    				   			<GOMType>GOM_BUILDING</GOMType>
    				   			<ID>BUILDING_DIGITALIBARY</ID>
    						</Has>
    					</Active>
    This means the Digital Library Consumes 5 Electricity a Turn.

    Code:
    <PropertySource>
    					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
    					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
    					<iAmountPerTurn>-1</iAmountPerTurn>
    					<Active>
    						<Has>
    				   			<GOMType>GOM_BONUS</GOMType>
    				   			<ID>BONUS_COMPUTER</ID>
    						</Has>
    					</Active>
    The Computer Resource consumes 1 electricity.

    Code:
    <Active>
      <And>
        <Has>
          <GOMType>GOM_FEATURE</GOMType>
          <ID>FEATURE_FOREST</ID>
        </Has>
        <Or>
          <Has>
            <GOMType>GOM_ROUTE</GOMType>
            <ID>ROUTE_ROAD</ID>
          </Has>
          <Has>
            <GOMType>GOM_ROUTE</GOMType>
            <ID>ROUTE_PAVED</ID>
          </Has>
        </Or>
      </And>
    </Active>
    That one would mean the property manipulator is active on plots with a road or paved road running through a forest.


    Code:
    <NewCityFree>
    <If>
      <Has>
        <GOMType>GOM_CIVIC</GOMType>
        <ID>CIVIC_FEUDAL</ID>
      </Has>
      <Has>
        <GOMType>GOM_FEATURE</GOMType>
        <ID>FEATURE_FOREST</ID>
      </Has>
      <Has>
        <GOMType>GOM_FEATURE</GOMType>
        <ID>FEATURE_JUNGLE</ID>
      </Has>
    </If>
    </NewCityFree>
    If you are running feudal, then you need a forest near the new city to get it for free. Otherwise you need a jungle near it.

    Code:
    <ConstructCondition>
     <And>
      <Is>TAG_FRESH_WATER</Is>
      <Has>
        <GOMType>GOM_BONUS</GOMType>
        <ID>BONUS_APPLE</ID>
      </Has>
      <Has>
        <GOMType>GOM_CIVIC</GOMType>
        <ID>CIVIC_FEUDAL</ID>
      </Has>
     </And>
    </ConstructCondition>
    So the city will only be able to build that building if it has fresh water, access to apples and its owner runs the feudal civic.


    Code:
    <TrainCondition>
    			  <Greater>
    			    <IntegrateCount>
    			      <RelationType>RELATION_WORKING</RelationType>
    			      <GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
    			      <Has>
    			        <GOMType>GOM_FEATURE</GOMType>
    			        <ID>FEATURE_FOREST</ID>
    			      </Has>
    			    </IntegrateCount>
    			    <Constant>5</Constant>
    			  </Greater>
    			</TrainCondition>
    The unit is trainable in the city if it has more than 5 forests (so at least 6).
    Code:
    <ConstructCondition>
      <Or>
        <Not>
          <Has>
            <GOMType>GOM_TERRAIN</GOMType>
            <ID>TERRAIN_X</ID>
          </Has>
        </Not>
        <Has>
          <GOMType>GOM_BUILDING</GOMType>
          <ID>BUILDING_Y</ID>
        </Has>
     </Or>
    </ConstructCondition> 
    Cannot Build if X Terrain is in the city vicinity unless you have Y Building.
     
  2. Nimek

    Nimek Chieftain

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    How about strategic resources as properties?
    I would like to see such system with production/consume of resources but without stockpiling to make things as simple as possible.
     
  3. Faustmouse

    Faustmouse Chieftain

    Joined:
    Jan 31, 2012
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    We all do... But therefore we need 1D-Property System because otherwise each round will take about an hour...
     
  4. Azurian

    Azurian The Azurian

    Joined:
    Apr 10, 2012
    Messages:
    2,092
    Location:
    Florida, USA
    Education
    Phase: Added
    Slows the number of :science: in the game
    Certain buildings require a number of Education Points to be created
    Certain buildings have :science: stat replaced with education stat
    Education can be used to lower modify stats like Disease without raising Science (Washing Hands)

    Entertainment
    Phase: Added
    Slows the number of :culture: in the game
    Certain buildngs require a number of Entertainment Points to be created
    Certain buildings have :culture: stat replaced with entertainment stat
    Entertainment can be used to modify stats like Happiness without raising Culture(Techno Rave , Cartoons, Social Network, Rollercoaster Park, Video Games)

    Luxury
    Phase: Added
    Slows the number of :gold: in the game
    Certain buildings require a number of Luxury Points to be created
    Certain buildings have :gold: stat replaced with luxury stat
    Luxury can be used to modify stats like Happiness without raising Gold (Butler Service ).
    Luxury Points can be used to unlock more power version of certain buildings (Golf Course-->Country Club, Burger Hut --->French Cuisine, Nightclub --->Supper Club)
    Luxury is raised by education, entertainment.
    Luxury is lowered by crime, lowered by disease by modders

    Tourism
    Phase: Added
    Certain Buildings Create Tourism Points
    Tourism can be used to generate gold, science, culture, education, entertainment, luxury by modders
    Tourism is lowered by flammability, air pollution, water pollution, radiation


    Strategic Resources
    system with production/consume of resources but without stockpiling to make things as simple as possible.

    Rebelliousness
    I'd say "warning" (orange) city revolt state halfs the amount of tourism generated and "danger" (red) state lowers it to 10% of the original "safe" (green) levels amount (100%), after the factors you stated above have also been taken into account, of course.

    Morale
    Faith
    Spreads Religion

    SimCity/ Hydro
    Spoiler :


    Electrical
    Adds Electricity




    Plumbing
    Phase: Planning
    Adds Aqua (water)
    Certain buildings need Aqua
    Allows creation of water bourne diseases.
    Similiar to Electricity, certain buildngs without Aqua shut down.
    Population consumes Aqua.

    Radiation
    Phase: Planning
    The "soil pollution" that lead,nuclear buildings, antigrav,and nuclear bombs can spread on meltdown or detonation.


    Habilitation
    Phase: Planning
    How livable a terrain is and a measurement on how the environment affects quality of life. Grass has more Habitation then Desert. Also determines the quality of life at space stations, space colonies, and spaceships. Different levels of life support increase habilitation from biomes to "cloud nine" terrestrial enclosures inside spaceships.

    Artificial Intelligence
    Phase: Planning
    Stars with Computer Networks, How much computing power/calculations certain buildings requires. Similiar to Education, except the level of algorithm or A.I Core rase A.I.
    A level of A.I is required to unlock certain A.I influenced buildings,(majority of Transhuman Era).


    A Mining Ant may require 14 A.I while a Terra computer require 300 A.I.
     
  5. Faustmouse

    Faustmouse Chieftain

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    1) If not enough aqua (I don't like the name btw) then your Pop should be slowly dying. It should also increase the instability.

    2) I think you could merge Radtiation into habilitation.

    3) You could also merge AI into Education.
     
  6. Thunderbrd

    Thunderbrd C2C War Dog

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    It may affect habilitation but it would not be the same thing. Radiation adds its own unique problems and is a nightmare to attempt to clean up. Storms would catch and spread radiation as well.
     
  7. Azurian

    Azurian The Azurian

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    Location:
    Florida, USA
    1.) What would you name it?

    2.) See Thunderbrd's explanation.

    3.) It could be merged I agree, and it might be simpler to just do that.
     
  8. n47

    n47 Chieftain

    Joined:
    Aug 20, 2013
    Messages:
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    @MrAzure, please remember to ask about the AI. -- The education is not an ordinary property. Blocking buildings construction may influence AI.
     
  9. Faustmouse

    Faustmouse Chieftain

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    Jan 31, 2012
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    I just don't think that adding 10 new properties is very good...

    I would simply go for Clean Water or Drinking Water or Fresh Water. The problem I see is that Aqua means simply Water in spanish, thus it also is aqua in the ocean.
     
  10. Azurian

    Azurian The Azurian

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    Location:
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    Agree, I think Properties many need an A.I weight. I originally wanted to do Education as a Commerce which allows for A.I weight, putting a Commerce requires DLL and Python.

    @Faustmouse

    Not good for?

    Right now Education, Entertainment, and Luxury are the main ones I want to add.

    Radiation was Thunderbrd and Habilitation later with Space Maps.
     
  11. DRJ

    DRJ Hedonist

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    Dec 1, 2005
    Messages:
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    Location:
    Hamburg, Germany
    Could you please add rebelliousness to the list as well? People don't like to visit sites if there is civil war or unrest.

    I'd say "warning" (orange) city revolt state halfs the amount of tourism generated and "danger" (red) state lowers it to 10% of the original "safe" (green) levels amount (100%), after the factors you stated above have also been taken into account, of course.
     
  12. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    15,730
    Location:
    California, USA
    Just posting some stuff I already said all in one spot.

    Sim City
    - Crime
    - Fire
    - Health (Sickness)
    - Education
    - Electricity
    - Water
    - Garbage
    - Air Pollution
    - Water Pollution
    - Radiation
    - Land Value
    - Traffic
    - Mayor Approval
    - Tourism
    - Residential Demand ($, $$, $$$)
    - Commercial Demand ($, $$, $$$)
    - Industrial Demand ($, $$, $$$)

    I think there are some more but that covers most.

    Also in Pharaoh it had Structural Integrity.

    Here are links to the other Property Topics ...

    - C2C - Flammability
    - Crime & Punishment
    - Air and Water Pollution
    - C2C _ Unhealthiness Mod (aka Disease Property)
    - On Power (electrical)
    - Technological/Education Property
    - Structural Integrity
    - Jobs & Homeless
     
  13. Thunderbrd

    Thunderbrd C2C War Dog

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    hmm... revolutionary sentiment as a property might be an interesting overwrite of the rev system.

    I also NEED morale as a property - the only problem I'm having with it is we need to figure out how to have the property set at the player level - each player having its own. Electricity probably should work something like this as well though it's probably fine not to so long as we can get it to not cross borders (unless a trade agreement allows for it.) But Morale would be trickier as each player needs its own accounting systems for its own morale pools.

    Either AIAndy will end up coming back and helping us to further flesh out the property systems or I'll have to really get familiar with the 'next level' of programming knowledge so I can sort out what he's done enough to directly interact and manipulate. I may not be that far off now as I'm getting more familiar with what I do know. With n47 around we may be able to sort out the way it all works enough to implement adjustments.
     
  14. Azurian

    Azurian The Azurian

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    Yeah we do need a Morale system (like in Empire Earth).

    Other Properties that could be useful but not sure if:
    Fame (how famous a city is)
    Tolerance (how accepting it is of other cultures)
    Employment
     
  15. Azurian

    Azurian The Azurian

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    You were right, and Koshling added AI Weight in SVN 4138. Disease is at -10.

    Code:
    PropertyInfo>
    PROPERTY_DISEASE
    TXT_KEY_PROPERTY_DISEASE
    TXT_KEY_PROPERTY_DISEASE_STRATEGY
    TXT_KEY_PROPERTY_DISEASE_DISPLAY
    TXT_KEY_PROPERTY_DISEASE_CHANGE
    TXT_KEY_PROPERTY_DISEASE_CHANGE_ALL_CITIES
    TXT_KEY_PROPERTY_DISEASE_PREREQ_MIN
    TXT_KEY_PROPERTY_DISEASE_PREREQ_MAX
    1
    [COLOR="RoyalBlue"]-10 [/COLOR]
    AISCALE_CITY
    0
    110
    4
          

    Code:
    Index: CIV4PropertyInfos.xml
    ===================================================================
    --- [COLOR="Red"]CIV4PropertyInfos.xml(revision 4137)[/COLOR]
    +++[COLOR="SeaGreen"] CIV4PropertyInfos.xml(revision 4138)[/COLOR]
    @@ -303,10 +303,10 @@
     TXT_KEY_PROPERTY_DISEASE_PREREQ_MIN
     TXT_KEY_PROPERTY_DISEASE_PREREQ_MAX
     1
    -[COLOR="Red"]0[/COLOR] 
    +[COLOR="SeaGreen"]-10 [/COLOR]
     AISCALE_CITY
     0
    -[COLOR="Red"]1000[/COLOR]
    +[COLOR="SeaGreen"]110[/COLOR]
     4
           
             
    

    So, I am guessing to add +10 to Properties that are beneficial, and we can experiment with the values if needed.

    Edit :Made changes see SVN thread.
     
  16. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    I also need a property at the player level for relations with Indigenous Peoples. The property is used in the events and there are nation wide activities you can do to improve relations plus diplomacy. AIAndy pointed me at how to do it so I will hunt it up.
     
  17. bill2505

    bill2505 Chieftain

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  18. Azurian

    Azurian The Azurian

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    2,092
    Location:
    Florida, USA
    I am thinking this could work as Mayor Approval (I like the name Governor better), or Morale.. Both rebelliousness (-) and admiration (+) are included, with bonuses for the amount of :) and other beneficial properties you have.

    Agree, the last thing we want us cookie cutter properties and this will make tourism more fun. Currently instead of having property code modded all at once, I am adding Propgrators(Manipulators) by layers because it's easier to discuss them.


    Edit: What do you guys think about a Faith property that spreads religion across the land?
     
  19. Nimek

    Nimek Chieftain

    Joined:
    Jul 7, 2010
    Messages:
    1,179
    Gender:
    Male
    @bill

    We already have upgradable buildings and Platy abandoned this project.
     
  20. Azurian

    Azurian The Azurian

    Joined:
    Apr 10, 2012
    Messages:
    2,092
    Location:
    Florida, USA
    Added a Property Cheatcheat and updated Proposed Properties to OP.
     

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