Warlords/vanilla civic xml questions

Ploeperpengel

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Seems the apolyton modiki is closed and civwiki still doesn't contain any info about civics. So here's my questions:

What's the difference here?

<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>

and those didn't work as expected, can anyone clear it up to me?
<iBaseFreeUnits>0</iBaseFreeUnits>
<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>

Another stupid one here:

<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>

thx
 
I'll take a stab at this.

I would think of the first one dealing with Great Generals in the same way that the Imperialistic trait works.

The second one would apply to Great Generals within your own borders like the Great Wall wonder.

I'm assuming that it applies a modifier to the amount of combat experience gained to fill up the progress bar on the military advisor screen.

All the other tags appear to deal with the amount of unit support costs one has to deal with. One is global and the other applies to military units.

Think of the civics Vassalage and Pacifism.
 
I did so much modding and not playing for such a long time I totally forgot those:mischief: thx anyway

just those basefree tags don't seem to work properly could be the basefreemilitaryunit tag works only with this one combined?
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
 
Well here is what it looks like under vassalage which does increase the base number of free units:

Code:
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_VASSALAGE</Type>
			<Description>TXT_KEY_CIVIC_VASSALAGE</Description>
			<Civilopedia>TXT_KEY_CIVIC_VASSALAGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_VASSALAGE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Vassalage.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,4</Button>
			<TechPrereq>TECH_FEUDALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			[COLOR="Red"]<iBaseFreeUnits>5</iBaseFreeUnits>[/COLOR]
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			[COLOR="Red"]<iFreeUnitsPopulationPercent>10</iFreeUnitsPopulationPercent>[/COLOR]
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>

Hope this helps.

EDIT: I'm not 100% positive on the answer but looking at the above code I would assume that if you set the second tag to 0 then it won't give you any free unit support as that would be 0%. That may explain why it isn't working properly. It's worth a test to try it with the values of 5 and 10 like they are in vassalage to see if its working on the second tags as well that apply to only military units.
 
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