Please correct me if I'm misunderstanding something, but from observing the XML in the game's assets folder,
Civilization has a Personality field/reference, so we create a Personality record for a custom sponsor.
Each Personality has a UniquePersonalityTrait field of type PersonalityTrait.
There are PersonalityTraits_PlayerPerks of a Personality, which must be identified by one of the four PersonalityTraitCategories (Character, Political, Domestic, and Military). And we have to make 3 PersonalityTraits_PlayerPerks that must be of the Character category, and 3 distinct levels.
Each PersonalityTraits_PlayerPerks associates a PersonalityTrait and a PlayerPerk, and the PlayerPerk is in which we define bonuses like added yield of something for a building, cheaper cost to buy, faster development, and stronger attack/defense for military units.
I don't see something like a Civilizations_PlayerPerks table where it would keep track of which perks a civilization might have at runtime. Yet I still see player:AddPerk('PLAYERPERK_ID') and player:HasPerk('PLAYERPERK_ID') in some lua code even for RT.
When I sign one of another faction's foreign policy, my civ gains the PlayerPerk associated with that foreign policy. I also think that (sorry, I didn't really look) Cargo, Spacecraft, Virtues (as Policies carried over from Civ5), and quest decisions also have associated PlayerPerks that I would gain when I choose them.
If it's possible in RT, how do I write the XML to declare that my sponsor gets a specific PlayerPerk that isn't a part of the Personalities system? Do I code this in lua in some game initialized event handler?
Civilization has a Personality field/reference, so we create a Personality record for a custom sponsor.
Each Personality has a UniquePersonalityTrait field of type PersonalityTrait.
There are PersonalityTraits_PlayerPerks of a Personality, which must be identified by one of the four PersonalityTraitCategories (Character, Political, Domestic, and Military). And we have to make 3 PersonalityTraits_PlayerPerks that must be of the Character category, and 3 distinct levels.
Each PersonalityTraits_PlayerPerks associates a PersonalityTrait and a PlayerPerk, and the PlayerPerk is in which we define bonuses like added yield of something for a building, cheaper cost to buy, faster development, and stronger attack/defense for military units.
I don't see something like a Civilizations_PlayerPerks table where it would keep track of which perks a civilization might have at runtime. Yet I still see player:AddPerk('PLAYERPERK_ID') and player:HasPerk('PLAYERPERK_ID') in some lua code even for RT.
When I sign one of another faction's foreign policy, my civ gains the PlayerPerk associated with that foreign policy. I also think that (sorry, I didn't really look) Cargo, Spacecraft, Virtues (as Policies carried over from Civ5), and quest decisions also have associated PlayerPerks that I would gain when I choose them.
If it's possible in RT, how do I write the XML to declare that my sponsor gets a specific PlayerPerk that isn't a part of the Personalities system? Do I code this in lua in some game initialized event handler?