Tech points

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Chieftain
Joined
May 8, 2006
Messages
4
I'm currently trying to alter a trait and name it "Ingenuity."
How can I make it so that trait will give the civilization 3 "tech points" per turn/per city under your control? Some civilizations just advance faster then others. =P
 
well unless there is a function in XML that allows a +x RP/city, then the only way to do it is with the SDK. ;)
 
Yeah, you can do it with XML in a similar way to the way the creative trait works. I'd suggest copying the creative trait entry, and fiddling with the bit that referes to the culture change.
 
I just dont seem to understand where the beaker trait is for some reason. I looked up libraries and the only thing that looked like it "might" be the "beaker" is "assets" but...
 
In CIV4TraitInfos.xml

Code:
<CommerceChanges>
	<iCommerce>0</iCommerce>
	<iCommerce>0</iCommerce>
	<iCommerce>2</iCommerce>
</CommerceChanges>
This is for the creative trait. I think if you change it to:
Code:
<CommerceChanges>
	<iCommerce>0</iCommerce>
	<iCommerce>2</iCommerce>
	<iCommerce>0</iCommerce>
</CommerceChanges>
then it'll give you science instead of culture. It might give you gold, in which case try altering the top value instead...
 
Yeah TGA is right... I have edited that file myself for my mod... but couldn't remember the variables that are in it. :p

I do think it is the top value which would coinside with the economy advisor screen.

Research = x% (some #)
Gold = x% (some #)
Culture = x% (some #)

The x% would be the current setting you have the % modifier at, and the (some #) would be the total you are receiving per turn.
Basically the culture one shows up after drama. So I would assume that this is how it works for the variables that TGA mentioned. ;)
 
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