File-wise it's all i think. Does it show up in the pedia/worlbuilder? Maybe the tech that unlocks it, or some other condition accidentally set (like coast only or something).
And maybe LSystem, if you add it to some exotic node.
<BuildInfo>
[COLOR="Red"]<Type>BUILD_YOUR_REMOVE_FOREST</Type>[/COLOR]
[COLOR="Red"]<Description>EARLY CHOP</Description>[/COLOR]
<Help/>
<PrereqTech>NONE</PrereqTech>
<iTime>0</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>NONE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
[COLOR="Red"]<PrereqTech>TECH_YOUR_TECH</PrereqTech>[/COLOR]
[COLOR="Red"]<iTime>300</iTime>
<iProduction>0</iProduction>[/COLOR]
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_C</HotKey>
<bAltDown>1</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
</BuildInfo>
<BuildInfo>
<Type>BUILD_REMOVE_FOREST</Type>
<Description>TXT_KEY_BUILD_REMOVE_FOREST</Description>
<Help/>
<PrereqTech>NONE</PrereqTech>
<iTime>0</iTime>
<iCost>0</iCost>
<bKill>0</bKill>
<ImprovementType>NONE</ImprovementType>
<RouteType>NONE</RouteType>
<EntityEvent>ENTITY_EVENT_CHOP</EntityEvent>
<FeatureStructs>
<FeatureStruct>
<FeatureType>FEATURE_FOREST</FeatureType>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
[COLOR="Blue"]<iTime>300</iTime>
<iProduction>30</iProduction>[/COLOR]
<bRemove>1</bRemove>
</FeatureStruct>
</FeatureStructs>
<HotKey>KB_C</HotKey>
<bAltDown>1</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button>
</BuildInfo>
Code:<BuildInfo> [COLOR="Red"]<Type>BUILD_YOUR_REMOVE_FOREST</Type>[/COLOR] [COLOR="Red"]<Description>EARLY CHOP</Description>[/COLOR] <Help/> <PrereqTech>NONE</PrereqTech> <iTime>0</iTime> <iCost>0</iCost> <bKill>0</bKill> <ImprovementType>NONE</ImprovementType> <RouteType>NONE</RouteType> <EntityEvent>ENTITY_EVENT_CHOP</EntityEvent> <FeatureStructs> <FeatureStruct> <FeatureType>FEATURE_FOREST</FeatureType> [COLOR="Red"]<PrereqTech>TECH_YOUR_TECH</PrereqTech>[/COLOR] [COLOR="Red"]<iTime>300</iTime> <iProduction>0</iProduction>[/COLOR] <bRemove>1</bRemove> </FeatureStruct> </FeatureStructs> <HotKey>KB_C</HotKey> <bAltDown>1</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button> </BuildInfo> <BuildInfo> <Type>BUILD_REMOVE_FOREST</Type> <Description>TXT_KEY_BUILD_REMOVE_FOREST</Description> <Help/> <PrereqTech>NONE</PrereqTech> <iTime>0</iTime> <iCost>0</iCost> <bKill>0</bKill> <ImprovementType>NONE</ImprovementType> <RouteType>NONE</RouteType> <EntityEvent>ENTITY_EVENT_CHOP</EntityEvent> <FeatureStructs> <FeatureStruct> <FeatureType>FEATURE_FOREST</FeatureType> <PrereqTech>TECH_BRONZE_WORKING</PrereqTech> [COLOR="Blue"]<iTime>300</iTime> <iProduction>30</iProduction>[/COLOR] <bRemove>1</bRemove> </FeatureStruct> </FeatureStructs> <HotKey>KB_C</HotKey> <bAltDown>1</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <Button>,Art/Interface/Buttons/Builds/BuildChopDown.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,7,8</Button> </BuildInfo>
Try with this set same iTime and different Production you can see in code. I think that iTime on 800 is very long time for early era.
This is just my opinion/idea of what I would do![]()
If you have a , for a button for leaderhead buttons could that cause any problems?
There's no real way to make it obsolete.
There'd be a dirty freak solution:
- tie "slash & burn" to an unresearchable tech
- make every civ start with that tech
- when a civ researches the normal chopping tech, then remove the unresearchable tech from this civ (relatively easy to do via Python)
what does the derivative civilization mean in the civilization.xml mean?