the best way to put a bit more money into the game?

gingerbill

Prince
Joined
Dec 21, 2005
Messages
335
Playing on EPIC and want to mod it so there is a bit more money in the game , mainly to see more units one the map , nothing drastic but about 25% more units .

Im not sure how well that would work because of the way unit maintenace works.

What's the easiest way to put more money into the game? or a good way?

Is modding unit maintenance possible ? difficult?
 
It's relatively easy. You want to go into the gameplay/xml/globaldefines file and scroll down to the portion where it says 'gold stuff' in green letters.

The Unit values are here

Spoiler :
Code:
		<Row Name="INITIAL_GOLD_PER_UNIT_TIMES_100">
			<Value>50</Value>
		</Row>
		<Row Name="UNIT_MAINTENANCE_GAME_MULTIPLIER">
			<Value>8</Value>
		</Row>
		<Row Name="UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR">
			<Value>7</Value>
                           </Row>

Basically if you wanted 25% more units you would change that first value from 50 to 40 with the following code:

Spoiler :
Code:
            <GameData>
                   <Defines>
                         <Update>
                               <Set Value="40"/>
                               <Where Name="INITIAL_GOLD_PER_UNIT_TIMES_100"/>
                         </Update>
                   </Defines>
            </GameData

Setting the exponent divisor and the game multiplier both =Higher= will reduce the effect of inflation. The section where it says units outside isn't used..
 
thanks thats great info .

Would be nice to know what each of those commands do . It's so difficult to immediately see changes in the game , especially were units are concerned .
 
You might want to take a look at kael's guide to modding in civ 5, it's pretty darned good. Make sure you follow the steps in page 32 to ensure your program works. Don't =ever= edit the base files. Always create new ones with copied and pasted code and then reference that file using the onmodactivated command.

http://forums.civfanatics.com/showthread.php?t=385009
 
You might want to take a look at kael's guide to modding in civ 5, it's pretty darned good. Make sure you follow the steps in page 32 to ensure your program works. Don't =ever= edit the base files. Always create new ones with copied and pasted code and then reference that file using the onmodactivated command.

http://forums.civfanatics.com/showthread.php?t=385009


i've read through that when i was making a little mod it's very helpful , i didnt see anything on there regarding those 3 unit files . It's not so much that i dont know how to change them , its that i dont know exactly what they do in the first place. what do INITIAL_GOLD_PER_UNIT_TIMES_100 , UNIT_MAINTENANCE_GAME_MULTIPLIER and UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR actualy mean.
 
Oh.. well to explain then.. the portion that says initial gold per unit times 100, means that it takes the value in that slot divided by 100 for each unit (this is why it takes 2 before you see any impact, becuase the computer rounds down). Making it 40 would give you the first 2 units free and cost on the 3rd and 5th.

The multiplier and the exponent use 1+.0x (where x is the number in value) to the power of the number of turns. The top one gets divided by the bottom one, which is why making them both higher (and closer together) lowers the ammount given by inflation. Mind you it would be foolish to remove inflation entirely without also raising the initial unit cost to something substantial like 400 or 500 as you would drop units costing 8/turn in the late game to costing .5 per turn. Of course 4 gold per turn units at the start of the game is pretty hefty.. Though you can always update the palace to provide the first 4 units for free or something.
 
Oh.. well to explain then.. the portion that says initial gold per unit times 100, means that it takes the value in that slot divided by 100 for each unit (this is why it takes 2 before you see any impact, becuase the computer rounds down). Making it 40 would give you the first 2 units free and cost on the 3rd and 5th.

The multiplier and the exponent use 1+.0x (where x is the number in value) to the power of the number of turns. The top one gets divided by the bottom one, which is why making them both higher (and closer together) lowers the ammount given by inflation. Mind you it would be foolish to remove inflation entirely without also raising the initial unit cost to something substantial like 400 or 500 as you would drop units costing 8/turn in the late game to costing .5 per turn. Of course 4 gold per turn units at the start of the game is pretty hefty.. Though you can always update the palace to provide the first 4 units for free or something.

thanks alot for taking the time to explain , would never have worked that out . Think i need to have a good think before changing these.
 
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