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The first one should be easy enough by changing/removing current limits, the second one might be harder.
Some other things i want to try:
-Disable production (set industry to zero and stop quick-build) when city on rebellion.
---- Any idea on where the quick build costs are??? What is the variable name?
-Change Expansion Approval to be a formula instead of flat rate. I want the formula to be calculated off the number of cities the user haves. IE: Will have no expansion approval for first couple cities, but it grows non-linearly afterwards.
--- What is the variable name for city count?
-Stop units from getting hurt after fortification is gone.
--- Any ideas where to look to edit?
-Increase empire wide penalties for expansion (you take over a base, entire empire becomes slightly less happy).
--- Any ideas where to look to edit?
Edit:
I would also like to edit the roads so that they actually work. I cant seem to find this though...
Where is TechnologyRoadSpeedBonus1 defined so i can edit it?
I think that one works (not sure). I was more interested in the one modified when the technology Endless Mechanisms was used. It is supposed to make movement on roads 50% cheaper (on top of the original road that you posted)... but it actually increases it.
Another question. I want to have the garrison affect happiness. If there is not 2 units in garrison the city is unhappy. As units in garrison increase above 2, a positive net approval is achieved.
[code]
[/code]
So for example in the code before, i want to do very similar things to what is affecting the fortification regen. Can I use the InGarrisonRegenModifier and have it apply to satisfaction? Where do i find classcity? I assume i want a different path to modify?
Caotico09 wrote: I figured out the roads to some degree.
Another question. I want to have the garrison affect happiness. If there is not 2 units in garrison the city is unhappy. As units in garrison increase above 2, a positive net approval is achieved.
[code]
Edit: Scratch that. See this first line here?
[CODE]
[/CODE]
Adding the second line under it adds 10 approval per garrison.
Try creating a new variable like unitslotcount - 2 instead of plain unitslotcount, that should do the trick.
The player restrictions for each map size are at the top of the WorldGenerator/WorldGeneratorOptionDefinitions.xml file. The variable for the number of players is NumberOfMajorFactions, and is defined in Options/GameOptionDefinitions.xml.
I've played with 8 players on smaller maps than tiny, and it works. I haven't tried above 8 players yet though, on any size.
mindthirst wrote: The player restrictions for each map size are at the top of the WorldGenerator/WorldGeneratorOptionDefinitions.xml file. The variable for the number of players is NumberOfMajorFactions, and is defined in Options/GameOptionDefinitions.xml.
I've played with 8 players on smaller maps than tiny, and it works. I haven't tried above 8 players yet though, on any size.
Thanks mindthirst. I really appreciate the help. Awesome advice.
Dude, this xml thing is a mess. I tried to make WW faction to move through forests with no penalty, i was going nuts. Some things seem to not work for no reason.
Samanie wrote: Dude, this xml thing is a mess. I tried to make WW faction to move through forests with no penalty, i was going nuts. Some things seem to not work for no reason.
And the "Left" should be "value" here i think.
I know. This XML is killing me.
Thats so weird. That sorta-works (after switching the first line to multiplication as well...). But i loaded up some of my previous attempts.. they use the 'value'.
I feel dumb for not catching the "left" earlier.... but i had tried value before and it didnt work without any other major changes that i can see.
So i dont know whats different now...
Thanks for the help!
Edit: Interestingly enough the whether it works or not seems to depend on how i use it. Before i was adding the lines into that place where you showed me. Moving them into ClassCity seems to work.
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