Blitzconfusion
Chieftain
- Joined
- Jul 30, 2014
- Messages
- 70
Long time since the last post, I know.
I have, as I am used to, started to bend details of Civilization V to my will in order to meet my arbitrary definition of balance.
Beliefs? No problems. Units? No problems. Policies? No problems.
But there is one single detail that just refuses co-operation.
I intended to make it so that Professional Army gives bonus Science yield from Barracks, Armory and Military Academy. I copied the code for such from Mercantilism.
However, I quickly noticed that the values I give do not actually matter, the game itself insists it is always +2 Science no matter what (aside from the Policy text itself, which works with changing the text string just fine).
+1/+2/+3 Science? All give 2 (both in city and as shown on technology tree)
All +3? All give +2.
All +2? All give +2.
All +1? All still give +2 (so it is not some arbitrary upper limit)
All +0? Believe or not, all still give +2.
I also first tried setting it into whatever, and then using update command. All is still +2 Science yield for Barracks, Armory and Military Academy.
Offending piece of XML:
<Policy_BuildingClassYieldChanges>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_ARMORY</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_MILITARY_ACADEMY</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
</Policy_BuildingClassYieldChanges>
So: What sorcery do I need to perform to bend the game to my will and stop giving exactly and only exactly 2 science bonus yield from these Buildings if I try to make it give any non-Null value? Is there some other piece of XML I need to override first?
PS: I am pretty sure it is nothing else I put into the yieldchanges, since the only other thing there is a later addition and, as far as I can tell, formatted correctly:
<Update>
<Where PolicyType"POLICY_MERCANTILISM" BuildingClassType="BUILDINGCLASS_MINT" YieldType="YIELD_SCIENCE" />
<Set YieldChange="2" />
</Update>
I have, as I am used to, started to bend details of Civilization V to my will in order to meet my arbitrary definition of balance.
Beliefs? No problems. Units? No problems. Policies? No problems.
But there is one single detail that just refuses co-operation.
I intended to make it so that Professional Army gives bonus Science yield from Barracks, Armory and Military Academy. I copied the code for such from Mercantilism.
However, I quickly noticed that the values I give do not actually matter, the game itself insists it is always +2 Science no matter what (aside from the Policy text itself, which works with changing the text string just fine).
+1/+2/+3 Science? All give 2 (both in city and as shown on technology tree)
All +3? All give +2.
All +2? All give +2.
All +1? All still give +2 (so it is not some arbitrary upper limit)
All +0? Believe or not, all still give +2.
I also first tried setting it into whatever, and then using update command. All is still +2 Science yield for Barracks, Armory and Military Academy.
Offending piece of XML:
<Policy_BuildingClassYieldChanges>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_ARMORY</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
<Row>
<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
<BuildingClassType>BUILDINGCLASS_MILITARY_ACADEMY</BuildingClassType>
<YieldType>YIELD_SCIENCE</YieldType>
<YieldChange>3</YieldChange>
</Row>
</Policy_BuildingClassYieldChanges>
So: What sorcery do I need to perform to bend the game to my will and stop giving exactly and only exactly 2 science bonus yield from these Buildings if I try to make it give any non-Null value? Is there some other piece of XML I need to override first?
PS: I am pretty sure it is nothing else I put into the yieldchanges, since the only other thing there is a later addition and, as far as I can tell, formatted correctly:
<Update>
<Where PolicyType"POLICY_MERCANTILISM" BuildingClassType="BUILDINGCLASS_MINT" YieldType="YIELD_SCIENCE" />
<Set YieldChange="2" />
</Update>