Hello boys
I'd like to get a fort1 upgrade to a fort2 after x turns, but without having it to be worked by a city. I think this is possible, as in FFH, but i've met difficulties implementing it for the dune wars mod.
let me show you what i've got in the CIV4ImprovementInfos.xml :
<ImprovementInfo>
<Type>IMPROVEMENT_FORT</Type>
<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_OUTPOST</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>1</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>50</iUpgradeTime>
<iAirBombDefense>15</iAirBombDefense>
<iDefenseModifier>15</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>25</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<!-- JCultureControl Mod Start -->
<bSpreadCultureControl>1</bSpreadCultureControl>
<iCultureBorderRange>1</iCultureBorderRange>
<iCultureControlStrength>10</iCultureControlStrength>
<iCultureControlCenterTileBonus>20</iCultureControlCenterTileBonus>
<!-- JCultureControl Mod End -->
<!-- JImprovementLimit Mod Start -->
<iMakesInvalidRange>2</iMakesInvalidRange>
<ImprovementRequired/>
<!-- JImprovementLimit Mod End -->
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_SPICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage></ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_FORT2</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_FORT2</Type>
<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_OUTPOST</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>1</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>50</iUpgradeTime>
<iAirBombDefense>30</iAirBombDefense>
<iDefenseModifier>30</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>25</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<!-- JCultureControl Mod Start -->
<bSpreadCultureControl>1</bSpreadCultureControl>
<iCultureBorderRange>2</iCultureBorderRange>
<iCultureControlStrength>50</iCultureControlStrength>
<iCultureControlCenterTileBonus>100</iCultureControlCenterTileBonus>
<!-- JCultureControl Mod End -->
<!-- JImprovementLimit Mod Start -->
<iMakesInvalidRange>2</iMakesInvalidRange>
<ImprovementRequired/>
<!-- JImprovementLimit Mod End -->
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_SPICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage>IMPROVEMENT_FORT</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_FORT3</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
Unfortunately i'm new to civ modding, sorry if anything seems stupid.
Cheers!
I'd like to get a fort1 upgrade to a fort2 after x turns, but without having it to be worked by a city. I think this is possible, as in FFH, but i've met difficulties implementing it for the dune wars mod.
let me show you what i've got in the CIV4ImprovementInfos.xml :
Spoiler :
<ImprovementInfo>
<Type>IMPROVEMENT_FORT</Type>
<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_OUTPOST</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>1</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>50</iUpgradeTime>
<iAirBombDefense>15</iAirBombDefense>
<iDefenseModifier>15</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>25</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<!-- JCultureControl Mod Start -->
<bSpreadCultureControl>1</bSpreadCultureControl>
<iCultureBorderRange>1</iCultureBorderRange>
<iCultureControlStrength>10</iCultureControlStrength>
<iCultureControlCenterTileBonus>20</iCultureControlCenterTileBonus>
<!-- JCultureControl Mod End -->
<!-- JImprovementLimit Mod Start -->
<iMakesInvalidRange>2</iMakesInvalidRange>
<ImprovementRequired/>
<!-- JImprovementLimit Mod End -->
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_SPICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage></ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_FORT2</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
<ImprovementInfo>
<Type>IMPROVEMENT_FORT2</Type>
<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_OUTPOST</ArtDefineTag>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>1</bWater>
<bGoody>0</bGoody>
<bPermanent>0</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>50</iUpgradeTime>
<iAirBombDefense>30</iAirBombDefense>
<iDefenseModifier>30</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>25</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<!-- JCultureControl Mod Start -->
<bSpreadCultureControl>1</bSpreadCultureControl>
<iCultureBorderRange>2</iCultureBorderRange>
<iCultureControlStrength>50</iCultureControlStrength>
<iCultureControlCenterTileBonus>100</iCultureControlCenterTileBonus>
<!-- JCultureControl Mod End -->
<!-- JImprovementLimit Mod Start -->
<iMakesInvalidRange>2</iMakesInvalidRange>
<ImprovementRequired/>
<!-- JImprovementLimit Mod End -->
<TerrainMakesValids/>
<FeatureMakesValids/>
<BonusTypeStructs>
<BonusTypeStruct>
<BonusType>BONUS_SPICE</BonusType>
<bBonusMakesValid>1</bBonusMakesValid>
<bBonusTrade>1</bBonusTrade>
<iDiscoverRand>0</iDiscoverRand>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
</BonusTypeStruct>
</BonusTypeStructs>
<ImprovementPillage>IMPROVEMENT_FORT</ImprovementPillage>
<ImprovementUpgrade>IMPROVEMENT_FORT3</ImprovementUpgrade>
<TechYieldChanges>
</TechYieldChanges>
<RouteYieldChanges>
</RouteYieldChanges>
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
Unfortunately i'm new to civ modding, sorry if anything seems stupid.
Cheers!