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Modding Food Consumption per Pop / Adding an Era / Altering the research formula

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10 years ago
Dec 16, 2014, 2:24:17 AM
I am trying to modify food consumption per population, add eras (more than just one), and alter the research formula.



Ultimately, I have started off my mod by increasing all resources by 5. So tiles that normally generates 1 food and 1 production before generates 5 or each now. The first thing I want to do is convert the game exactly as it is and see about getting everything to work exactly the same; chances will occur after that. Not sure of any unforeseen consequences of this yet, but I am working through it. I know I will have to adjust the winter effects as well, I haven't quite made it that far. Any advice would be appreciated. Now that I think about it, can I adjust how many techs you need to research to unlock each era?



Location of all mods found so far:

Base City Approval Rating (Modify BaseValue)

SimulationDescriptor[Class].xml :: (Line 129)



Base Food eaten per population (Modify BaseValue)

SimulationDescriptor[Class].xml :: (Line 137)



How many techs it takes to get to the next era (Modify Value 9)

SimulationDescriptor[Class].xml ::



Base Technology Costs (Modify the power value to change the base cost)

SimulationDescriptor[Class].xml ::



City Growth Formula (Changed to .2 from 1 to maintain the normal city growth)

SimulationDescriptor[Class].xml ::
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10 years ago
Dec 19, 2014, 1:58:56 PM
Hello,



I have some answers for you on the science side.

In SimulationDescriptors[Class].xml:

Search for tech cost at line 632. You just have to alter it according to your needs.

Search for EraTechnologyCountPrerequisite at line 599. Changing number 9 to what you want to unlock an era should do the trick.



I will ask around about the other points.

Cheers,
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10 years ago
Dec 20, 2014, 5:18:13 AM
That is great, thanks. That is better than what i was doing, which was altering the individual formulas in each file.



I found the food per population, same file line 137. OP updated with new information



Changing these things brings up a host of others. I have run into a few new things. If you know How to adjust the base amount of FIDSI that population add each (in the city view). I would appreciate that.



EDIT: Found the Base food/industry/etc. per pop. It is on the City hall building.
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10 years ago
Dec 21, 2014, 8:19:47 AM
If you change the CityFoodToCityGrowthConversionFactor from 1 when it shows up in the city screen there is no title for it. I tried adding it to the localization file, but it didn't work. Anyone know how to add the title?



EDIT: Changing the power rating did not alter the cost of research for the first thing you research (might be the first turn).
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10 years ago
Dec 27, 2014, 6:14:23 PM
Hi Pikou (or anyone who knows this),



I'd like to alter the research formula to increase the research costs based on the number of cities.

Can you tell me how I can access the "EmpireTypeMajor:EmpireScaleFactor" property in the "ClassResearch"-SimulationDescriptor?



[Edit] Nevermind, I simply made my own city counter in the research descriptor and used that one.
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