Trait for Extra Tile Yields

draco963

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Hello all,

Just getting into Civ5, and I'm trying to make Financial and Productive traits. So, for Financial for example, tiles that yield 3 Gold would get a +1 bonus throughout the civ; and a similar bonus for Production: tiles with 3 production would get a fourth.

Now, I've gone through the Civ5Traits.xml, thinking that I would find something appropriate in there, like with Civ 4. I did find Trait_ExtraYieldThresholds, Trait_YieldChanges, and Trait_YieldChangesStrategicResources, but none of them have the effect I'm looking for.

Trait_YieldChangesStrategicResources effects only Strategic resources, which isn't what I want (yield change on all tiles).

Trait_ExtraYieldThresholds and Trait_YieldChanges appear to have no effect at all. I've tried both, and can see no difference between having either of them or neither at all.

So, I'm at a loss. I can only assume that I've misinterpreted the use for Trait_ExtraYieldThresholds and Trait_YieldChanges, but if I have, then how are they used?

Any help would be greatly appreciated.
Thanks all!
 
First of all, you posted this in the wrong forum. All questions go in the main C&C forum; these subfora are for the posting and discussion of completed files. I've notified a moderator to move the thread.

Second, some XML stubs are remnants of Civ4 and aren't used by Civ5. These may be some of those, since no civs use the Financial, Creative, Industrious, etc. tags in this game.
 
First of all, you posted this in the wrong forum. All questions go in the main C&C forum; these subfora are for the posting and discussion of completed files. I've notified a moderator to move the thread.

Moderator Action: Thread moved.
 
Sorry for the wrong forum, thanks for the thread move.

Can anyone corroborate Spatzimaus's declaration that these are leftover stubs from Civ4? I'm willing to accept that, as (like he said), no civs in Civ5 use the Financial Trait. Except, that the format of the XML in Civ5 is quite different from Civ4, and the Financial Trait entry clearly follows the Civ5 format.

Thanks again!
 
Except, that the format of the XML in Civ5 is quite different from Civ4, and the Financial Trait entry clearly follows the Civ5 format.

To be clear, I'm not saying that the actual XML itself was from Civ4. But if Firaxis' devs are like any others, then when they were first designing Civ5, they used Civ4's design as a baseline. So they'd have coded in Civ5-compatible versions of Financial, Creative, etc. simply because those were what Civ4 used, and then as time went on and they came up with more interesting traits they stopped using those and turned off the parts of the engine that had checked for those particular stubs.

(Reminds me of how the Dragon Age developers at Bioware made all of their dungeon maps in a hacked version of NWN2, because that was all they'd had available initially. As time went on and the new game's engine was completed, they'd translate things over and add new features where they could.)

It's possible that those particular tables still do something, but I've never tried them and if you weren't seeing any effect then they're probably shut off internally. Should be easy enough to verify once we get the DLL...
 
Is there a way to run my mod through a debug and see if that part of the XML is being processed at all?

No. There are debug tools that can help you spot an error in your XML if you made any (specifically the xml.log file), but it won't tell you whether that particular table is being used for anything internally. Given that these are stubs with empire-wide effects, I'd assume that they'd be noticeable if they WERE working.

Easiest way to check would be to just change, say, America's trait to be TRAIT_FINANCIAL. That way, you'd know that it wasn't some other XML error in whatever custom bit you add to enable it.

FireTuner generally doesn't catch XML-related issues, but it might also be worth checking.

EDIT: And to answer your other question, no, we don't have the DLL yet. No ETA on it, although the devs have said they're working on it. So, "soon".
 
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