Trying to add a new government

TTSev

Chieftain
Joined
Oct 25, 2019
Messages
28
Hi,

I'm a crazy noob modder who wanted to try to add a new government as a unique ability of a custom civ and it didn't end as well as I hoped. I havn't done anything about the civ yet, I'm first trying to get the government to work.
Things looked promissing as I managed to add it, see it in the tree, pick it, put cards in it and have the name, description and civilopedia entry for it, but I'm still running into issues.

First, the modifiers I put do not apply. I feel like I copied the code of the game correclty but picking the government doesn't give its effects. I tried something simple for testing: +1 faith to the Ancestral Hall.
I don't get any error in Database.org.

Here is the code :
Code:
<GameData>
    
    <Types>
        <Row Type="GOVERNMENT_CONSTITUTIONAL_MONARCHY" Kind="KIND_GOVERNMENT" />
    </Types>
    
    <Governments>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY"
             Name="LOC_GOVERNMENT_CONSTITUTIONAL_MONARCHY_NAME"
             InherentBonusDesc="LOC_GOVT_INHERENT_BONUS_CONSTITUTIONAL_MONARCHY"
             BonusType="GOVERNMENTBONUS_OVERALL_PRODUCTION"
             AccumulatedBonusShortDesc="LOC_GOVT_ACCUMULATED_BONUS_BRIEF_CONSTITUTIONAL_MONARCHY"
             AccumulatedBonusDesc="LOC_GOVT_ACCUMULATED_BONUS_CONSTITUTIONAL_MONARCHY"
             PrereqCivic="CIVIC_URBANIZATION"
             OtherGovernmentIntolerance="0"
             InfluencePointsPerTurn="3"
             InfluencePointsThreshold="90"
             InfluenceTokensPerThreshold="3"
             Tier="Tier3" />
    </Governments>

    <Governments_XP2>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" Favor="3"/>
    </Governments_XP2>

    <Government_SlotCounts>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_MILITARY" NumSlots="1"/>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_ECONOMIC" NumSlots="1"/>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_DIPLOMATIC" NumSlots="2"/>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_WILDCARD" NumSlots="4"/>
    </Government_SlotCounts>

    <GovernmentModifiers>
        <Row GovernmentType="GOVERNMENT_CONSTITUTIONAL_MONARCHY" ModifierId="CONSTITUTIONAL_MONARCHY_FAITH_ANCESTRAL_HALL" />
    </GovernmentModifiers>

    <Modifiers>
        <Row ModifierId="CONSTITUTIONAL_MONARCHY_FAITH_ANCESTRAL_HALL" ModifierType="MODIFIER_BUILDING_YIELD_CHANGE" />
    </Modifiers>

    <ModifierArguments>
        <Row ModifierId="CONSTITUTIONAL_MONARCHY_FAITH_ANCESTRAL_HALL" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="CONSTITUTIONAL_MONARCHY_FAITH_ANCESTRAL_HALL" Name="BuildingType" Value="BUILDING_GOV_WIDE" />
        <Row ModifierId="CONSTITUTIONAL_MONARCHY_FAITH_ANCESTRAL_HALL" Name="Amount" Value="1" />
    </ModifierArguments>

</GameData>

Second, there's a column in the government table that is completely obscure to me. When checking the government table into the gameplay schema file (01_GameplaySchema.sql) I see the column "BonusType" which I can't ignore since it requires something not null without default value. When I look further, it says that it's referencing the GovernmentBonusNames table and rows for this table are added in the Governments.xml file from the core game with this mention "Keep the values in this table coordinated with GovernmentBonusType enums in code". Does this mean this is something hard coded and I'm done? Because they're directly used for 'value' in ModifierArguments as if they were defined somewhere else but I don't see it anywhere.
Also some bonuses are defined using this (the old accumulating bonuses) but others are defined using "normal" government modifiers. Plus the tier4 govs which were defined after accumulating bonuses were changed (in R&F) do not seem use those BonusType and have "GOVERNMENTBONUS_OVERALL_PRODUCTION" defined for it (which is why I put that for mine too).
I'm really lost about this.

Here are text and modinfo in case it's needed :
Spoiler Text and Modinfo :

Text:
Code:
<GameData>
    <LocalizedText>
        <Row Tag="LOC_GOVERNMENT_CONSTITUTIONAL_MONARCHY_NAME" Language="en_US"
             Text="Constitutional Monarchy" />
        <Row Tag="LOC_GOVT_INHERENT_BONUS_CONSTITUTIONAL_MONARCHY" Language="en_US"
             Text="+1 [ICON_Faith] from buildings of the Government Plaza, the Theater Square, the Entertainement Complex and the Water Park in cities following your religion." />
        <Row Tag="LOC_GOVT_ACCUMULATED_BONUS_BRIEF_CONSTITUTIONAL_MONARCHY" Language="en_US"
             Text="+1% [ICON_Gold] per citizen following your religion in your cities." />
        <Row Tag="LOC_GOVT_ACCUMULATED_BONUS_CONSTITUTIONAL_MONARCHY" Language="en_US"
             Text="+1% [ICON_Gold] per citizen following your religion in cities following your religion." />
    </LocalizedText>
</GameData>
Modinfo:
Code:
<?xml version="1.0" encoding="utf-8"?>
<Mod id="96ade946-ed6c-4328-8d58-70b430013e17" version="1">
  <Properties>
    <Name>Belgium Test</Name>
    <Description>Trying to create new civilization and leader: Belgium led by Leopold II.</Description>
    <Created>1572888105</Created>
    <Teaser>Trying to create new civilization and leader: Belgium led by Leopold II.</Teaser>
    <Authors>Sev GUTRON</Authors>
    <CompatibleVersions>1.2,2.0</CompatibleVersions>
  </Properties>
  <Dependencies>
    <Mod id="4873eb62-8ccc-4574-b784-dda455e74e68" title="Expansion: Gathering Storm" />
  </Dependencies>
  <InGameActions>
    <UpdateDatabase id="Gov">
      <File>Constitutional_Monarchy.xml</File>
    </UpdateDatabase>
    <UpdateText id="NewAction">
      <File>Constitutional_Monarchy_Text.xml</File>
    </UpdateText>
  </InGameActions>
  <Files>
    <File>Belgium_Belgians.xml</File>
    <File>Belgium_Config.xml</File>
    <File>Belgium_ConfigText.xml</File>
    <File>Belgium_Icons.xml</File>
    <File>Belgium_Leopold_II.xml</File>
    <File>Belgium_Text.xml</File>
    <File>Constitutional_Monarchy.xml</File>
    <File>Constitutional_Monarchy_Text.xml</File>
    <File>NewLeader_LitterBox.xml</File>
    <File>ZZZ.xml</File>
  </Files>
</Mod>
 
Well for the second question the answer was actually written as commentary on the Expansion2_Governments.xml file :
" <!--Note that many of the meanings of these fields have changed. BonusType needs to be present for UI but is not used for gameplay bonuses any longer. Accumulated bonuses no longer accumulate, they are just another type of gameplay effect.-->"
So that's that.
 
I finally found what was wrong, which was me not really knowing what I was doing. I still don't but I got it to work.
So the new government now gives +1 faith to the appropriate buildings (the ones from the gov plaza, the theatre square, the entertainment complex and water park) but I'd like it to apply only in cities following their owner's religion. I was able to have it limited to cities following any religion, but I don't know how to limit it to a city following the religion founded by the player owning the city. Is it possible?

Current code:
Code:
<GameData>
   
    <Types>
        <Row Type="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" Kind="KIND_GOVERNMENT" />
    </Types>
   
    <Governments>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY"
             Name="LOC_GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY_NAME"
             InherentBonusDesc="LOC_GOVT_INHERENT_BONUS_SPM_CONSTITUTIONAL_MONARCHY"
             BonusType="GOVERNMENTBONUS_OVERALL_PRODUCTION"
             AccumulatedBonusShortDesc="LOC_GOVT_ACCUMULATED_BONUS_BRIEF_SPM_CONSTITUTIONAL_MONARCHY"
             AccumulatedBonusDesc="LOC_GOVT_ACCUMULATED_BONUS_SPM_CONSTITUTIONAL_MONARCHY"
             PrereqCivic="CIVIC_CODE_OF_LAWS"
             OtherGovernmentIntolerance="0"
             InfluencePointsPerTurn="3"
             InfluencePointsThreshold="90"
             InfluenceTokensPerThreshold="3"
             Tier="Tier3" />
    </Governments>

    <Governments_XP2>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" Favor="3"/>
    </Governments_XP2>

    <Government_SlotCounts>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_MILITARY" NumSlots="1"/>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_ECONOMIC" NumSlots="1"/>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_DIPLOMATIC" NumSlots="2"/>
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" GovernmentSlotType="SLOT_WILDCARD" NumSlots="4"/>
    </Government_SlotCounts>

    <GovernmentModifiers>
        <!-- Governement Plaza T1 buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ANCESTRALL_HALL" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_AUDIENCE_CHAMBER" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_WARLORDS_THRONE" />
        <!-- Governement Plaza T2 buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_FOREIGN_MINISTRY" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_GRAND_MASTERS_CHAPEL" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_INTELLIGENCE_AGENCY" />
        <!-- Governement Plaza T3 buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_NATIONAL_HISTORY_MUSEUM" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ROYAL_SOCIETY" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_WAR DEPARTMENT" />
        <!-- Theatre Square buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_AMPHITHEATER" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ART_MUSEUM" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ARCHEOLOGICAL_MUSEUM" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_BROADCAST_CENTER" />
        <!-- Entertainment Complex buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ARENA" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_ZOO" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_STADIUM" />
        <!-- Water Park buildings -->
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_FERRIS_WHEEL" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_AQUARIUM" />
        <Row GovernmentType="GOVERNMENT_SPM_CONSTITUTIONAL_MONARCHY" ModifierId="SPM_CM_FAITH_AQUATICS_CENTER" />
    </GovernmentModifiers>

    <Modifiers>
        <!-- Governement Plaza T1 buildings -->
        <Row ModifierId="SPM_CM_FAITH_ANCESTRALL_HALL" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_AUDIENCE_CHAMBER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_WARLORDS_THRONE" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <!-- Governement Plaza T2 buildings -->
        <Row ModifierId="SPM_CM_FAITH_FOREIGN_MINISTRY" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_GRAND_MASTERS_CHAPEL" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_INTELLIGENCE_AGENCY" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <!-- Governement Plaza T3 buildings -->
        <Row ModifierId="SPM_CM_FAITH_NATIONAL_HISTORY_MUSEUM" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_ROYAL_SOCIETY" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_WAR DEPARTMENT" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <!-- Theatre Square buildings -->
        <Row ModifierId="SPM_CM_FAITH_AMPHITHEATER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_ART_MUSEUM" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_ARCHEOLOGICAL_MUSEUM" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_BROADCAST_CENTER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <!-- Entertainment Complex buildings -->
        <Row ModifierId="SPM_CM_FAITH_ARENA" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_ZOO" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_STADIUM" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <!-- Water Park buildings -->
        <Row ModifierId="SPM_CM_FAITH_FERRIS_WHEEL" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_AQUARIUM" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
        <Row ModifierId="SPM_CM_FAITH_AQUATICS_CENTER" ModifierType="MODIFIER_PLAYER_CITIES_ADJUST_BUILDING_YIELD_CHANGE" SubjectRequirementSetId="SPM_CM_FAITH_REQUIREMENTS" />
    </Modifiers>

    <ModifierArguments>
        <!-- Governement Plaza T1 buildings -->
        <Row ModifierId="SPM_CM_FAITH_ANCESTRALL_HALL" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ANCESTRALL_HALL" Name="BuildingType" Value="BUILDING_GOV_WIDE" />
        <Row ModifierId="SPM_CM_FAITH_ANCESTRALL_HALL" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_AUDIENCE_CHAMBER" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_AUDIENCE_CHAMBER" Name="BuildingType" Value="BUILDING_GOV_TALL" />
        <Row ModifierId="SPM_CM_FAITH_AUDIENCE_CHAMBER" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_WARLORDS_THRONE" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_WARLORDS_THRONE" Name="BuildingType" Value="BUILDING_GOV_CONQUEST" />
        <Row ModifierId="SPM_CM_FAITH_WARLORDS_THRONE" Name="Amount" Value="1" />
        <!-- Governement Plaza T2 buildings -->
        <Row ModifierId="SPM_CM_FAITH_FOREIGN_MINISTRY" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_FOREIGN_MINISTRY" Name="BuildingType" Value="BUILDING_GOV_CITYSTATES" />
        <Row ModifierId="SPM_CM_FAITH_FOREIGN_MINISTRY" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_GRAND_MASTERS_CHAPEL" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_GRAND_MASTERS_CHAPEL" Name="BuildingType" Value="BUILDING_GOV_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_GRAND_MASTERS_CHAPEL" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_INTELLIGENCE_AGENCY" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_INTELLIGENCE_AGENCY" Name="BuildingType" Value="BUILDING_GOV_SPIES" />
        <Row ModifierId="SPM_CM_FAITH_INTELLIGENCE_AGENCY" Name="Amount" Value="1" />
        <!-- Governement Plaza T3 buildings -->
        <Row ModifierId="SPM_CM_FAITH_NATIONAL_HISTORY_MUSEUM" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_NATIONAL_HISTORY_MUSEUM" Name="BuildingType" Value="BUILDING_GOV_CULTURE" />
        <Row ModifierId="SPM_CM_FAITH_NATIONAL_HISTORY_MUSEUM" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_ROYAL_SOCIETY" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ROYAL_SOCIETY" Name="BuildingType" Value="BUILDING_GOV_SCIENCE" />
        <Row ModifierId="SPM_CM_FAITH_ROYAL_SOCIETY" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_WAR DEPARTMENT" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_WAR DEPARTMENT" Name="BuildingType" Value="BUILDING_GOV_MILITARY" />
        <Row ModifierId="SPM_CM_FAITH_WAR DEPARTMENT" Name="Amount" Value="1" />
        <!-- Theatre Square buildings -->
        <Row ModifierId="SPM_CM_FAITH_AMPHITHEATER" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_AMPHITHEATER" Name="BuildingType" Value="BUILDING_AMPHITHEATER" />
        <Row ModifierId="SPM_CM_FAITH_AMPHITHEATER" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_ART_MUSEUM" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ART_MUSEUM" Name="BuildingType" Value="BUILDING_MUSEUM_ART" />
        <Row ModifierId="SPM_CM_FAITH_ART_MUSEUM" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_ARCHEOLOGICAL_MUSEUM" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ARCHEOLOGICAL_MUSEUM" Name="BuildingType" Value="BUILDING_MUSEUM_ARTIFACT" />
        <Row ModifierId="SPM_CM_FAITH_ARCHEOLOGICAL_MUSEUM" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_BROADCAST_CENTER" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_BROADCAST_CENTER" Name="BuildingType" Value="BUILDING_BROADCAST_CENTER" />
        <Row ModifierId="SPM_CM_FAITH_BROADCAST_CENTER" Name="Amount" Value="1" />
        <!-- Complex Center buildings -->
        <Row ModifierId="SPM_CM_FAITH_ARENA" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ARENA" Name="BuildingType" Value="BUILDING_ARENA" />
        <Row ModifierId="SPM_CM_FAITH_ARENA" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_ZOO" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_ZOO" Name="BuildingType" Value="BUILDING_ZOO" />
        <Row ModifierId="SPM_CM_FAITH_ZOO" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_STADIUM" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_STADIUM" Name="BuildingType" Value="BUILDING_STADIUM" />
        <Row ModifierId="SPM_CM_FAITH_STADIUM" Name="Amount" Value="1" />
        <!-- Water Park buildings -->
        <Row ModifierId="SPM_CM_FAITH_FERRIS_WHEEL" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_FERRIS_WHEEL" Name="BuildingType" Value="BUILDING_FERRIS_WHEEL" />
        <Row ModifierId="SPM_CM_FAITH_FERRIS_WHEEL" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_AQUARIUM" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_AQUARIUM" Name="BuildingType" Value="BUILDING_AQUARIUM" />
        <Row ModifierId="SPM_CM_FAITH_AQUARIUM" Name="Amount" Value="1" />

        <Row ModifierId="SPM_CM_FAITH_AQUATICS_CENTER" Name="YieldType" Value="YIELD_FAITH" />
        <Row ModifierId="SPM_CM_FAITH_AQUATICS_CENTER" Name="BuildingType" Value="BUILDING_AQUATICS_CENTER" />
        <Row ModifierId="SPM_CM_FAITH_AQUATICS_CENTER" Name="Amount" Value="1" />
    </ModifierArguments>
   
    <RequirementSets>
        <Row RequirementSetId="SPM_CM_FAITH_REQUIREMENTS" RequirementSetType="REQUIREMENTSET_TEST_ALL" />
    </RequirementSets>

    <RequirementSetRequirements>
        <Row RequirementSetId="SPM_CM_FAITH_REQUIREMENTS" RequirementId="REQUIRES_SPM_CM_HAS_RELIGION" />
    </RequirementSetRequirements>

    <Requirements>
        <Row RequirementId="REQUIRES_SPM_CM_HAS_RELIGION" RequirementType="REQUIREMENT_CITY_FOLLOWS_RELIGION" />
    </Requirements>

</GameData>
 
Last edited:
Inspecting the game's xml files and the database there does not seem to be any occurance of <RequirementArguments> associated to a REQUIREMENT_CITY_FOLLOWS_RELIGION RequirementType. The RequirementType simply seems to be used in combination with other requirements. "REQUIREMENT_CITY_FOLLOWS_RELIGION" just seems to be used as an additional requirement that a city 1st follow any religion rather than a specific one or the one founded by the player.
 
Erf, that's what I was affraid of. It feels strange to me that this si not something that was needed.
When I checked for effects considering the founder of a religion, the closest I found was Tamar's trait "Each Envoy sent to a city-state of Georgia's majority Religion counts as two Envoys." but from what I understood of it, the modifier associated with it ("TRAIT_CITY_STATE_TOKEN_SAME_RELIGION") has no requirements because the religion check is hard coded in the effect ("EFFECT_ADJUST_DUPLICATE_INFLUENCE_TOKEN_WHEN_SAME_RELIGION").
It's a little sad.
Anyways, thanks for your help.
 
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