• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Seaport question

Meanness

Chieftain
Joined
Mar 22, 2006
Messages
65
Apologies in advance for what is likely a stupid question, but I have spent a good amount of time digging through xml files and searching the forums. Please help me out!

Where is the +1 production modifier for sea resources from the seaport? I don't see any production modifiers in Buildings.xml, and a search for seaport only turns it up in one other xml file (policies.xml).

I would like to add similar production modifiers for the shipyard, but I am not sure where to start. Thanks in advance!
 
Apologies in advance for what is likely a stupid question, but I have spent a good amount of time digging through xml files and searching the forums. Please help me out!

Where is the +1 production modifier for sea resources from the seaport? I don't see any production modifiers in Buildings.xml, and a search for seaport only turns it up in one other xml file (policies.xml).

I would like to add similar production modifiers for the shipyard, but I am not sure where to start. Thanks in advance!


I'm not sure what production from the Seaport you are referring to. I can't find any references to production in the various descriptions of the Seaport.

The Shipyard provides Production equal to the Gold adjacencies of its parent district, thanks to the fact that the Shipyard has a listing in Building_YieldDistrictCopies that converts gold to production. (Only two buildings are listed in that table, the Shipyard and Arabia's special Madrassa building that converts Science to Faith).
 
The civ6 seaport only has a modifier for trained unit XP and for trained Corps/Army:

SEAPORT_TRAINED_UNIT_XP_MODIFIER
SEAPORT_TRAINED_CORPS_ARMY_DISCOUNT

Other than that it just has direct yields added to the building itself, and which are not dependant on surrouding resources.

----------------------------------------------------------------

Otherwise what you are describing sounds like civ5's Seaport, which has this, under the Civ5 system for affecting plot yields with sea resources:
Code:
	<Building_SeaResourceYieldChanges>
		<Row>
			<BuildingType>BUILDING_SEAPORT</BuildingType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_SEAPORT</BuildingType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
		<Row>
			<BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>1</Yield>
		</Row>
	</Building_SeaResourceYieldChanges>
 
Thanks for the replies, I'm an idiot...forgot I still had the TCS Improved Water Yields mod installed. The answer was in there.
 
Back
Top Bottom