XML help for civics mod component

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Sep 12, 2006
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Not sure if this is the right forum to post this request in, but I have some custom civics I want to design into a mod component, and need help with which XML files to edit and which tags within them. Any help would be appreciated!

1) Governmental Succession
a. Interpersonal Combat (no tech, low upkeep)
b. Factional Struggle (req. Agriculture, +1 happy per specialist, medium upkeep)
c. Inheritance (req. Monarchy, +1 happy per unit in city, medium upkeep)
d. Republican Appointment (req. Iron Working, +3 wealth per specialist, +3 happy in 3 largest cities, high upkeep)
e. Representative Election (req. Constitution, -3 unhappy per Courthouse, +1 trade route per city, medium upkeep)
f. Direct Election (req. Democracy, -5 unhappy per Courthouse, +2 trade routes per city, high upkeep)

2) Domestic Security Policy
a. Kill dissidents (Despotism) (no tech, can kill unhappy citizens without whip-building hammers, low upkeep)
b. Imprison dissidents (Police State) (req. Bronze Working, can "slave whip" citizens, medium upkeep)
c. Harrass dissidents (Propaganda) (req. Printing Press, -25% unhappy citizens overall, -1 trade routes, high upkeep)
d. Tolerate dissidents (Free Speech) (req. Constitution, +15% beakers per city, +1 trade route, medium upkeep)
e. Encourage dissidents (Sensationalist Journalism) (req. Corporation, +2 coins per village, +3 coins per town, +2 trade routes, no happy effect from religion buildings, +100% happy effect from theater, colloseum, low upkeep)

3) Domestic Economic Policy
a. Personal command labor (no tech, low upkeep, can only flip citizen specialists)
b. Specialized labor (req. Agriculture, medium upkeep, can flip specialists allowed by buildings)
c. Caste System (req. Code of Laws, medium upkeep, -50% specialist food cost, +100% number of specialists allowed by buildings)
d. Capitalism (req. Banking, low upkeep, +1 coin per cottage, +2 coins per hamlet, +3 coins per village, +4 coins per Town, +20% total unhappy, unhealthy)
e. Unionization (req. Assembly Line, medium upkeep, -1 coin per village, -2 coins per town, +20% total happy, +10% total healthy)
f. Central Planning (req. Communism, high upkeep, -2 coins per village, -3 coins per town, +25% hammers, -10% unhappy, +10% unhealthy)
g. Syndicalism (req. Democracy, no upkeep, +10% happy, +10% healthy)
[all civics can rush-build with gold!]

4) Trade Policy
a. Ad hoc trades (no tech, low upkeep)
b. Trade by treaty (req. Writing, medium upkeep, +1 trade route)
c. Merchant explorers (req. Compass, high upkeep, +2 trade routes, +1 happy and +1 coin for silk, spices, sugar, wine, ivory, whale)
d. Mercantilism (req. Banking, medium upkeep, +1 free specialist per city, no foreign trade routes)
e. Subsidy markets (req. Economics, high upkeep, +1 happy per domestic resource traded abroad)
f. Free markets (req. Corporation, low upkeep, +3 trade routes)

5) Religious Policy
a. Shamanism (no state religion) (no tech, low upkeep)
b. Priestcraft (organized religion) (req. Priesthood, high upkeep, +1 happy per temple, can build missionaries without monastery)
c. Theocracy (req. Theology, medium upkeep, -2 unhappy in cities with state religion, +25% military unit production in cities with state religion, no non-state religion spread)
d. State Atheism (req. Communism, high upkeep, +1 hammer per mine, workshop, +1 food per farm, no happy effect from religious buildings, unhappy citizens convert to citizen specialists)
e. Religious tolerance (req. Liberalism, no upkeep, no state religion, +1 happy per non-state religion, +10% beakers per city)

6) Military Policy
a. Random Warriors (no tech, no upkeep)
b. Warrior Caste (req. Animal Husbandry, low upkeep, +2 XP all units produced, +50% Great General production)
c. Professional Voluntary Soldiery (req. Construction, medium upkeep, +25% unit production speed, +25% unit maintenance cost, -50% XP required to promote units)
d. National Service (req. Nationalism, high upkeep, can draft, +50% non-draft unit production speed, +100% XP required to promote units)
 
Moderator Action: Thread moved to main C&C

The 6th column will require a new python screen. There is a tutorial on civics I think, but it might be on the last page in that section.

If no one comes to your aid this isn't too hard to do with a little patience. Without a detailed look at the changes you have listed I'm not sure if all are simple XML edits or if some might require deeper changes.
 
Maybe the makers of the Europa Europa mod have some tips, because IIRC they have an extra column in theirs.

The civics tutorial, is that from the main game screen?

Also, are there special things to be aware of when modding Warlords?
 
When I wanted a 6th column for some civics I borrowed the python screen from AG's Europe Europa. Less work. :)

I've never modded civics in Warlords.
 
There are some serious balance problems above: Capitalism wins, Factional Struggle+Caste System is rather broken.

Do you know how to use "grep" or text-searching tools? You can search the "Assets" subdirectory of your install for a clue where the XML config data you are looking for is.

Generally, the text subdirectory contains the names of things, and the other directories USES_NAMES_LIKE_THIS which don't actually show up in-game.
 
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