Specialists providing Favor (RESOLVED)

SocialMechanic

Chieftain
Joined
May 11, 2019
Messages
97
So, I'm wanting to create a mod that gives the Government Plaza specialist slots, which I think I've got working. However, from what I can tell there is no YIELD_FAVOR or YIELD_INFLUENCE. My goal it to making the districts "citizen yields" provide Favor and/or Influence. I look through the policies and Idid find a ModifierType "MODIFIER_PLAYER_ADJUST_EXTRA_FAVOR_PER_TURN" that gives Favor, but I don't know if its possible to attach Modifiers like this to citizen yields. Also, I found a ModifierType "MODIFIER_PLAYER_ADJUST_INFLUENCE_POINTS_PER_TURN" but that one doesn't have an amount associated to it which is really confusing. Is this all possible?
 
Only the six pre-provided Yields are valid -- Favor, Influence, and Tourism are not yields so cannot directly be used in any "Yields" table.

I think the only way to do what you are after is to create a Modifier and attach it directly to the Government Plaza. Then you would need requirements that specify the effect of the modifier is not to be implemented unless the specialist slot is filled. Probably not easy in terms of the requirements and such that would be needed but I think it may be possible.

From the Vanilla DebugGameplay.sqlite file for table Modifiers:
Code:
ModifierId | ModifierType
CHARISMATICLEADER_INFLUENCEPOINTS | MODIFIER_PLAYER_ADJUST_INFLUENCE_POINTS_PER_TURN

From the Vanilla DebugGameplay.sqlite file for table ModifierArguments:
Code:
ModifierId | Name | Type | Value
CHARISMATICLEADER_INFLUENCEPOINTS | Amount | ARGTYPE_IDENTITY | 2
"ARGTYPE_IDENTITY" is the default and most commonly used setting for column "Type"

______

CitizenYields aren't really "objects" to which a modifier can be attached, as understood by the game, so you'd not be able to attach modifiers directly to them. A Building, a City, a Player, a Policy, a District, a Unit are all "objects" to which modifiers can be attached in one way or another. But CitizenYields and Building Yields for example are considered direct and inherent effects of an object rather than being objects themselves.
 
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