Tribal Village yield inquiry

Joined
Dec 31, 2001
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244
Location
Jacksonville North Carolina USA
Im toying with customization.

Here is where I need assistance please.

On higher levels you get minimal variety from tribal villages, what I would like is to keep my human level on Deity for all other aspects of game but to keep the yield for tribal villages more plentiful or more beneficial, like instead of just getting scouts have it a variety across the board as in lower levels.

Any suggestions on what to do would be very helpful and again,thanks for all the great previous assistance!


Gramps
 
Im taking a shot in the dark, but looking at the file Assets\XML\GameInfo\CIV4HandicapInfo am I "understanding" that the list is a simple rotation as it appears here?

If so then I am assuming all I would have to do is make my own list up?

2nd can someone explain,in real simple terms what the era modifier equates to, it goes from 1 to 5,I assume 1 is lowest 5 highest, but what does this "mean"?

Thanks!

Gramps
 
It isn't a rotation.
It is a probability.
Eg, you see <GoodyType>GOODY_LOW_GOLD</GoodyType> stated 5 times in Deity
It means there is a 5 out of total probability of spawning low gold
 
It isn't a rotation.
It is a probability.
Eg, you see <GoodyType>GOODY_LOW_GOLD</GoodyType> stated 5 times in Deity
It means there is a 5 out of total probability of spawning low gold

<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>

Ok, this is all that is listed,now if I remove barbarians at start even shortens the list

Now, just trying to figure out how this works, any help on how it determines which comes when

If I can take a shot, say I want more chance at landing gold, I guess I could make all the entries say high gold instead of low gold?

There are 20 entries on each level so your beginner level is 1 as an era modifer, which seems should be higher for a lower level?

Thanks!

Gramps
 
There is no era modifier for the goody picking stuff. The list is the list. It generates a random number with a range that matches the length of the list and gives you that one, unless it is a "bad" one and the unit doing the popping (i.e. a scout) can not get a bad outcome, or it is popped via expanding borders which can also not give a bad outcome, in which case it tries again for up to a maximum of 10 tries. It might also retry if the result should be a tech but there is none available, but I'm not sure if it does or not. That is is. The entire algorithm for selecting the resulting goody type. There is no more. If there were 8 things in the list it would pick one of the 8. They just decided to make them all have 20 things. If you want gold to be given more often, you should just be able to add some lines that give gold. GOODY_LOW_GOLD gives some gold (the average should be 40, modified by the game speed's growth percent), GOODY_HIGH_GOLD gives more (the average should be 70, modified by the game speed's growth percent). Those are defined in CIV4GoodyInfo.xml.

For an era modifier, I assume you mean the iAIPerEraModifier tag in the same file. That goes from 0 for the low to medium difficulty levels (everything up to and including Noble) to -5 at Deity. This is applied as a percentage to a wide swath of things that the AI does, like the cost to build things, the cost to research a tech, unit support costs, inflation rate, and so on. If this is below 0 then for the AI things get cheaper every time they advance an era. However, it has nothing to do with which result the AI (or you) gets from goody huts.
 
Ok, thanks for both answers!

Gramps
 
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