Oathkeeper Oblivion
Chieftain
- Joined
- Oct 23, 2020
- Messages
- 43
Anyone know if the table GreatWorkModifiers actually works? Can I attach modifiers to great works?
<GreatWorkModifiers>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_1" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_2" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_3" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_4" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_5" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_1" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_2" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_3" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_4" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
<Row GreatWorkType="GREATWORK_PRODUCT_HONEY_5" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
</GreatWorkModifiers>
<Modifiers>
<Row ModifierId="PROJECT_COMPLETION_CREATE_CORPORATION_PRODUCT_HONEY" ModifierType="MODIFIER_PLAYER_GRANT_RANDOM_RESOURCE_PRODUCT"/>
<Row ModifierId="PRODUCT_CITY_GROWTH_HONEY" ModifierType="MODIFIER_SINGLE_CITY_ADJUST_CITY_GROWTH" SubjectStackLimit="1"/>
<Row ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY" ModifierType="MODIFIER_SINGLE_CITY_ADJUST_CITY_HOUSING_FROM_GREAT_WORKS" SubjectStackLimit="1"/>
</Modifiers>
<Units>
<!-- Sanguine Pact!-->
<Row UnitType="UNIT_VAMPIRE" Cost="150" UseMaxMeleeTrainedStrength="true" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" FormationClass="FORMATION_CLASS_LAND_COMBAT" PromotionClass="PROMOTION_CLASS_VAMPIRE" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_VAMPIRE_NAME" Description="LOC_UNIT_VAMPIRE_DESCRIPTION" CanCapture="False" CanRetreatWhenCaptured="True" CanTrain="false" CanEarnExperience="false" ImmediatelyName="true"/>
<!-- Voidsingers-->
<Row UnitType="UNIT_CULTIST" Cost="100" Maintenance="4" BaseMoves="2" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_SUPPORT" Name="LOC_UNIT_CULTIST_NAME" Description="LOC_UNIT_CULTIST_DESCRIPTION" PurchaseYield="YIELD_FAITH" PseudoYieldType="PSEUDOYIELD_UNIT_RELIGIOUS" MustPurchase="TRUE" CanTrain="false" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="10" CanCapture="False" TraitType="TRAIT_SECRET_SOCIETY_UNIT_CULTIST"/>
</Units>
So, yes. So long as the SQL update loads into the game after the game mode alters the game database to add the units specific to the game mode.Code:<Units> <!-- Sanguine Pact!--> <Row UnitType="UNIT_VAMPIRE" Cost="150" UseMaxMeleeTrainedStrength="true" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" FormationClass="FORMATION_CLASS_LAND_COMBAT" PromotionClass="PROMOTION_CLASS_VAMPIRE" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_VAMPIRE_NAME" Description="LOC_UNIT_VAMPIRE_DESCRIPTION" CanCapture="False" CanRetreatWhenCaptured="True" CanTrain="false" CanEarnExperience="false" ImmediatelyName="true"/> <!-- Voidsingers--> <Row UnitType="UNIT_CULTIST" Cost="100" Maintenance="4" BaseMoves="2" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_SUPPORT" Name="LOC_UNIT_CULTIST_NAME" Description="LOC_UNIT_CULTIST_DESCRIPTION" PurchaseYield="YIELD_FAITH" PseudoYieldType="PSEUDOYIELD_UNIT_RELIGIOUS" MustPurchase="TRUE" CanTrain="false" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="10" CanCapture="False" TraitType="TRAIT_SECRET_SOCIETY_UNIT_CULTIST"/> </Units>
you're probably looking forHey guys, I have a quick question
My friend and I are working with a new Civ with trading traits. Could you please share any knowledge on how is to adjust trading post creating time? We know that trading posts are pop-up after finishing the trading route but we could not find how it could be adjusted. In the assets I have found modifiers for "trading post created instantly" but it is now exactly what we are looking for.
Many thanks in advance!
UPDATE GlobalParameters SET Value= 'whatever number' WHERE Name= 'TRADE_ROUTE_TURN_DURATION_BASE';
you're probably looking for
TRADE_ROUTE_TURN_DURATION_BASE
in GlobalParameters
So for sql something like
Code:UPDATE GlobalParameters SET Value= 'whatever number' WHERE Name= 'TRADE_ROUTE_TURN_DURATION_BASE';
I don't know that you'd be able to adjust the time for a single civ by using a trait
Maybe try adjusting a trader's movement speed?
There's not a whole lot you can do with regard to modding trade routes and trading posts, and even less that you can do that is civilization-specific.
You can fairly easily adjust the yield porn from trade routes either via a modifier like the extra gold per tiles covered granted as a suzerainity bonus, or you can edit the bonuses districts give for internal or international trade routes. You can make buildings and wonders and districts (and other things like Policies) give more trade routes. You can use modifiers to adjust the plunder immunity of trade routes like that great admiral does. You can use a modifier like Trajan's to instantly give a trading post in any city owned by a specific civilization.
But it is pretty much impossible to make trade routes operate differently or to make trading posts operate differently. Trading Posts aren't even defined anywhere in the exposed game files. They just exist like magic as a game concept and an icon that shows in certain UI screens -- but Trading Posts themselves are completely handled as an internal thing by the game's inaccessible sourcecode.
Your post made me curious and so I went to CIV 6 DATABASE SEARCH - Search in values of properties existent in civ 6 configuration database Author: raeni'm struggling to find de Hero Lifespan definition. Can someone help me?