Download Edited Source Files Here
This mod allows technologies to increase the commerce output of all cities controlled by the player who has researched the tech. For this reason +2 research from technologies is much more potent than +2 research from from a building, because if you have, for instance, ten cities, you will actually be getting a bonus of 20 research total.
The commerce changes take effect in alll cities immediately after researching the technology, and will also affect any future cities built or captured by that civilization.
The change has also been updated in the City Screen, Civilopedia, and the Tech Tree.
The new XML Tag used to add commerce increase to a tech is identical to the <CommerceChanges> tag in Civ4BuildingInfos.xml (see example below). Because of the tag order in the schema, the tag must always be added last, following the <Button> tag.
Tag Example:
Code:
<TechInfo>
<Type>TECH_MYSTICISM</Type>
...
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>2</iCommerce>
<iCommerce>0</iCommerce>
</CommerceChanges>
</TechInfo>
(This example would add +2 culture to Mysticism)
In regards to the text entries, all five languages are present, but I can only guarantee accuracy in the English entry. If someone notices an error in an entry, please make me aware so I can correct it.
Some screenshots:
Spoiler :
Civilopedia
The Tech Tree
And the city screen
The Tech Tree
And the city screen
All changes in the source files are marked with "XML Tag: CommerceChanges" comments.