Suggestion: Lower Crime revolution indexes in special buildings xml.

raxo2222

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There is a lot of crimes. This means individual crime doesn't have to have X revolution index, only half or even fifth of it.
This is pure XML side of Revolution.

All Crime revolution indexes are in special buildings info
And no there is nothing related to python here.

For example we have this crime:
Spoiler :

<BuildingInfo>
<!-- Crime (Aircraft Hijacking) -->
<BuildingClass>BUILDINGCLASS_CRIME_PLANEHIJACKING</BuildingClass>
<Type>BUILDING_CRIME_PLANEHIJACKING</Type>
<Description>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING</Description>
<Civilopedia>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_CRIME_PLANEHIJACKING</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<!-- Prerequisites -->
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<Bonus>BONUS_AIRCRAFT</Bonus>
<!-- Obsolescence -->
<ObsoleteTech>TECH_TELEPORTATION</ObsoleteTech>
<!-- Construction cost -->
<iCost>-1</iCost>
<!-- Main effects -->
<iInsidiousness>10</iInsidiousness>
<UnitCombatFreeExperiences>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_CRIMINAL</UnitCombatType>
<iExperience>4</iExperience>
</UnitCombatFreeExperience>
</UnitCombatFreeExperiences>
<iHealth>-4</iHealth>
<iHappiness>-4</iHappiness>
<CommerceChanges>
<iCommerce>-10</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>-3</iCommerce>
</CommerceModifiers>
<!-- Special Health and Happiness modifiers -->
<iGlobalHappiness>0</iGlobalHappiness>
<!-- Special properties -->
<bNukeImmune>1</bNukeImmune>
<iConquestProb>100</iConquestProb>
<!-- Revolution mod -->
<iRevIdxLocal>100</iRevIdxLocal>
</BuildingInfo>

<iRevIdxLocal>100</iRevIdxLocal> can be changed to 20 as well - there is a lot of crimes.

All <iRevIdxLocal> tags for buildings are in between -30 and 30.
Only crimes have insane values.
 
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In one word raxo, No.
 
Raxo, if you don't like rev, just turn it off in the options. Don't nerve it into irrelevance, that's just lame.
 
In one word raxo, No.
why its too hard to lower crime revolution indexes in xml files?
It seems like you can't get crime levels above 500 - 750 with current indexes.

Or it is meant to make cities rebellious once crime gets way above 750?
As you advance trough eras more crimes gets unlocked, that means its harder to keep cities from rebelling at high crime rates.

I guess Revolutions can be permamently turned off then since it doesn't do anything unless you try hard to make it happen.
 
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