Question for Modders

MattJek

King
Joined
Oct 21, 2005
Messages
951
Location
Legoland
Can anyone can tell me which file the tech prerequisites of each building are found in?. Im working on a super long game speed mod and I need to find out how I can set so that wealth, culture and research can be available in cities from the start of the game (ei, no tech required for them). Any help would be aprreciated. :)
 
xml/buildings/BuildingInfos, I think.
 
I checked buildinginfos but there is nothing in that file dealing with wealth, culture or research:(
 
Culture doesn't count as a normal building; there's a special flag in the technology files. Look for a technology that sets CommerceFlexible, I believe. You'll want to have your players start out with a free technology that sets the same flag - you can do that in Python, or via the XML by adding it to the list of free technologies at every handicap.
 
MattJek said:
I checked buildinginfos but there is nothing in that file dealing with wealth, culture or research:(

Yes, there is. You can modify all three with every building. If you want to add a straight number, you'd modify <CommerceChanges>. If you want to alter city output by a percentage, you'd modify <CommerceModifiers>. You can also have buildings make global changes, or change the output of specialists, and so on. Here's an example changing a building to produce 5 culture per turn:

Code:
<CommerceChanges>
	<iCommerce>0</iCommerce>
	<iCommerce>0</iCommerce>
	<iCommerce>5</iCommerce>
</CommerceChanges>

And here's an example where the building increases city science output by 10%:

Code:
<CommerceModifiers>
	<iCommerce>0</iCommerce>
	<iCommerce>10</iCommerce>
	<iCommerce>0</iCommerce>
</CommerceModifiers>

The first iCommerce is commerce (gold), the second is science, and the third is culture.

Max
 
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