I've got a number of questions I'd like to see if I can get some help with, in no particular order:
1. I'm working on a mod to re-balance a number of things and I've made a .modinfo with both a .sql and .xml and for the most part I'm able to adjust the values I want however I've got this :
<GlobalParameters>
<Update>
<Where Name="SCIENCE_PERCENTAGE_YIELD_PER_POP" />
<Set Value="50"/> <!-- Original 70 -->
</Update>
</GlobalParameters>
And it's not having any impact in game each pop still generates .7 science, not the .5 science I think that the above code should change it to... any insight?
2. Does anyone know what these 3 values do in <GlobalParameters>, CULTURE_COST_FIRST_PLOT, CULTURE_COST_LATER_PLOT_EXPONENT, CULTURE_COST_LATER_PLOT_MULTIPLIER? I'd like to make border growth slightly faster but not sure what to changes those values to... and with the above problem I'm not sure I'm actually changing the values at all.
3. I'd like to add in a +gold generation from pops similar to the .7 science from SCIENCE_PERCENTAGE_YIELD_PER_POP, how do I add that?
4. Right now when you build a unit that requires iron it just checks do you have 2 (or 1) iron, is there a way to actually get a unit to consume the iron (similar to how civ 5 worked) I'd like to have a soft cap for units based on a manpower resource but units need to consume the manpower resource to make that work.
5. Right now when you build districts or buildings it gives a flat +x to the production of the resource is there a way to make it give a *5% (kind of like how ruhr valley or hanging gardens gives a percentage)?
1. I'm working on a mod to re-balance a number of things and I've made a .modinfo with both a .sql and .xml and for the most part I'm able to adjust the values I want however I've got this :
<GlobalParameters>
<Update>
<Where Name="SCIENCE_PERCENTAGE_YIELD_PER_POP" />
<Set Value="50"/> <!-- Original 70 -->
</Update>
</GlobalParameters>
And it's not having any impact in game each pop still generates .7 science, not the .5 science I think that the above code should change it to... any insight?
2. Does anyone know what these 3 values do in <GlobalParameters>, CULTURE_COST_FIRST_PLOT, CULTURE_COST_LATER_PLOT_EXPONENT, CULTURE_COST_LATER_PLOT_MULTIPLIER? I'd like to make border growth slightly faster but not sure what to changes those values to... and with the above problem I'm not sure I'm actually changing the values at all.
3. I'd like to add in a +gold generation from pops similar to the .7 science from SCIENCE_PERCENTAGE_YIELD_PER_POP, how do I add that?
4. Right now when you build a unit that requires iron it just checks do you have 2 (or 1) iron, is there a way to actually get a unit to consume the iron (similar to how civ 5 worked) I'd like to have a soft cap for units based on a manpower resource but units need to consume the manpower resource to make that work.
5. Right now when you build districts or buildings it gives a flat +x to the production of the resource is there a way to make it give a *5% (kind of like how ruhr valley or hanging gardens gives a percentage)?