<ImprovementInfo>
<Type>IMPROVEMENT_ENTANGLEMENT</Type>
<Description>Barbed Wire</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_ENTANGLEMENT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_ENTANGLEMENT</ArtDefineTag>
<YieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>40</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>10</iUpgradeTime>
<iAirBombDefense>10</iAirBombDefense>
<iDefenseModifier>10</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
<TerrainMakesValid>
<TerrainType>TERRAIN_SNOW</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
</TerrainMakesValids>
<FeatureMakesValids/>
<ImprovementPillage/>
<ImprovementUpgrade>IMPROVEMENT_TRENCH</ImprovementUpgrade>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_TRENCH</Type>
<Description>Trench</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_TRENCH_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_TRENCH</ArtDefineTag>
<YieldChanges/>
<bActsAsCity>0</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>0</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>40</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>15</iUpgradeTime>
<iAirBombDefense>25</iAirBombDefense>
<iDefenseModifier>25</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>0</bOutsideBorders>
<TerrainMakesValids/>
<FeatureMakesValids/>
<ImprovementPillage>IMPROVEMENT_ENTANGLEMENT</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_PILLBOX</ImprovementUpgrade>
<TechYieldChanges/>
<RouteYieldChanges/>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
Doesn't say what? That it upgrades? But both improvements appear in the pedia, correct? And can you build both with your workers?
Edit: That's just determined by the resources, nothing more. Same resource = competing.
Turns into barbed wire. ITs in a series of four barbed wire-->trench-->pillbox-->bunker system
Trench and pillbox turn into barbed wire on pillage, bunker system to pillbox. Tried them all and all worked like xml
Excuse me but does anyone know where the button atlas is for religions and technologies? Or should I make individual .dds files and put them in? If this is the case, would I need alpha's enabled for the religion buttons? Because on the diplomacy screen and Civilopedia there is obviously no colored background from the religion icons.
I believe it is possible, but will require extensive Python programming.If you don't mind I have a question, in case you don't mind I'll skip the wait and add it here.
Is it possible to setup a Cultural flip scenario?
What I mean is lets say Paris is the only French city on the map and it is surrounded by other countries which are all appling cultural pressure on Paris.
The object is for France to survive for a set amount of TIME and has just enough defenders to protect itself but not enough to push outward to do anything about the situation. So this is a stalemate situation that will end in Paris submitting in a Cultural flip if something isn't done fast.
Now to add more players. across the map are friends of France that can provide help but I want to add the No Raze option to complicate things.
These friends can attack these cities but it doesn't slow the cultural aspect of what is happening, these friends can produce a Great Artist and gift it to Paris so Paris can build a Great Portrait which will surge Paris' cultural border outward.
So the game is won by flipping Paris or Paris assimulating those cities around it.
Is it possible to build something like this?
I mentioned above that friends of Paris can build Great Artists but so can (lets call the other cities Spain for example), Frances' allies have the disadvantage of a great distance but Paris' Culture is very strong equaling it all out.
Rule 1: This is paramount. NEVER CHANGE THE CORE FILES.How hard is it to insert and replace units? I was just thinking, I would love my normal BTS CivIV if I could just change a few things, stats and models and such. I've never done anything like it though, so I wouldn't know where to begin.
I essentially would like to add a pre-dreadnaught stage (instead of Ironclads) for all nations, and then replace standard models for Germany with German hardware in the WWII era part or the game. I imagine replacing models is a lot easier than adding something new entirely.
Ironclad= Brandenburg model
Destroyer= Pocket Battleship model
Battleship= Bismarck model
Fighter= FW 190 model
Bomber= He 111 model
I would love it if I could change Destroyers so that when you click on One unit, it shows 2 or 3 ships, indicating you are building a small flotilla rather than one ship.
All the stats could be the same, I don't want to change game balance. Is this a huge project beyond a novice, or something I could manage?
You can ask just here.
In general it's probably the best idea to begin with e.g. this tutorial. How to add stuff is critical for every mod, and if you understand how to add a unit you'll also probably get a good bunch of the other stuff.
For the specific project:I think kiwitt is dead right. It goes quite a bit away from the normal mechanics, you'll need real programming for that. It's a big task, not a small one.
If you are not changing the core files. No problem there, if you simply edit a world builder file
<ImprovementFreeSpecialists>
<ImprovementFreeSpecialist>
<ImprovementType>IMPROVEMENT_FOREST_PRESERVE</ImprovementType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</ImprovementFreeSpecialist>
<ImprovementFreeSpecialist>
<ImprovementType>IMPROVEMENT_JUNGLE_PRESERVE</ImprovementType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</ImprovementFreeSpecialist>
<ImprovementFreeSpecialist>
<ImprovementType>IMPROVEMENT_DESERT_PRESERVE</ImprovementType>
<iFreeSpecialistCount>1</iFreeSpecialistCount>
</ImprovementFreeSpecialist>
</ImprovementFreeSpecialists>