Godzicraft civ
Chieftain
- Joined
- Mar 28, 2017
- Messages
- 14
and for some coherence,you could add the chateau update... it's an idea
Chateau is an improvement not a building. Technically there is no possibility to built two improvements in 1 tile. You have to remove an old one and build a new one (like a new Chateau). Not sure if this can be called 'upgrade'and for some coherence,you could add the chateau update... it's an idea
Version 1.2
French version thanks to Godzicraft!
Balance tweaks for AI to better evaluate the upgrades:
- Palace - cost 150 (was 100)
- Walls upgrades give +20 hp (was +25 hp) and have maintenance costs aligned with level (1/2/3)
- Factory, Electronic Factory and Madrasa - maint. cost 3 (was 2)
- Power Plant and Research Lab - maint. cost 4 (was 3)
- Lighthouse and Shrine - added Regional effect, cost increased a little
- Amphitheater and Library - Amenites +1 (was 0)
- Workshop - Housing +1...
Version 1.3 Fix for Summer Patch
-- New buildings
INSERT INTO Buildings -- do we need a list of fields???
(BuildingType, Name, PrereqTech, PrereqCivic, Cost, MaxPlayerInstances, MaxWorldInstances, Capital, PrereqDistrict, AdjacentDistrict, Description, RequiresPlacement,
RequiresRiver, OuterDefenseHitPoints, Housing, Entertainment, AdjacentResource, Coast, EnabledByReligion, AllowsHolyCity, PurchaseYield, MustPurchase,
Maintenance, IsWonder, TraitType, OuterDefenseStrength, CitizenSlots, MustBeLake, MustNotBeLake, RegionalRange, AdjacentToMountain, ObsoleteEra,
RequiresReligion, GrantFortification, DefenseModifier, InternalOnly, RequiresAdjacentRiver, Quote, QuoteAudio, MustBeAdjacentLand, AdvisorType,
AdjacentCapital, AdjacentImprovement )
SELECT
'BUILDING_'||BType||'_UPGRADE',
'LOC_BUILDING_'||BType||'_UPGRADE_NAME',
CASE WHEN PTech IS NULL THEN NULL ELSE 'TECH_'||PTech END,
CASE WHEN PCivic IS NULL THEN NULL ELSE 'CIVIC_'||PCivic END,
UCost, -1, -1, 0, -- Cost, MaxPlayerInstances, MaxWorldInstances, Capital (PALACE!)
'DISTRICT_'||PDist, NULL,
'LOC_BUILDING_'||BType||'_UPGRADE_DESCRIPTION',
0, 0, NULL, 0, 0, NULL, NULL, -- RequiresPlacement, RequiresRiver, OuterDefenseHitPoints, Housing, Entertainment, AdjacentResource, Coast
0, 0, -- EnabledByReligion, AllowsHolyCity,
'YIELD_GOLD', 0, -- PurchaseYield, MustPurchase
UMain, 0, NULL, 0, NULL, -- Maintenance, IsWonder, TraitType, OuterDefenseStrength, CitizenSlots
0, 0, 0, 0, 'NO_ERA', 0, -- MustBeLake, MustNotBeLake, RegionalRange, AdjacentToMountain, ObsoleteEra, RequiresReligion
0, 0, 0, 0, NULL, NULL, 0, -- GrantFortification, DefenseModifier, InternalOnly, RequiresAdjacentRiver, Quote, QuoteAudio, MustBeAdjacentLand
CASE WHEN Advis IS NULL THEN NULL ELSE 'ADVISOR_'||Advis END, 0, NULL -- AdvisorType, AdjacentCapital, AdjacentImprovement
FROM RBUConfig;
I see.@Sub6 The mod uses original icons from official Art Assets and Firaxis has not released Art Assets for latest DLCs. So, I don't have icons for BP...
Version 1.3.1
Technical fix to make the mod compatible with future patches and mods that alter Buildings table (like Lee's Buildings).