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Creating a building: How to change tile production?

Posted: Sat Mar 01, 2014 6:56 pm
by blackarchon
I want to create a building which increases the food per turn income from forest tiles for this city. So far I have this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<building cost="120" icon="Buildings/PollutionIcon" tier="0" upkeep="3">
	<modifiers>
		<modifier>
			<effects>
				<pollutionMultiplier sub="0.25"/>
				<creditsPerTurnMultiplier add="0.5"/>
				<morale add="2"/>
				<score strategy="Build" add="0.5"/>
				<score strategy="ImprovePollution" add="0.5"/>
			</effects>
		</modifier>
		<modifier>
			<conditions>
				<territory>
					<features>
						<feature name="Forest"/>
					</features>
				</territory>
			</conditions>
			<effects>
				<foodPerTurn add="1"/>
			</effects>
		</modifier>
	</modifiers>
	<requirements>
		<group>
			<player>
				<technology name="EnvironmentalEconomics"/>
			</player>
		</group>
	</requirements>
</building>
But this doesn't change the forest food production. Is there a way to achieve this?

Re: Creating a building: How to change tile production?

Posted: Sun Mar 02, 2014 6:53 am
by mrowka
Did few tries with this and didnt get any results, im not even sure you can add a bonus to selected titles. All games stuff mostly just add another feature with preset data.

Edit:
After 4h i did give up did try also trying to give a forest response to a attribute that this building would providebut it didnt work. Anyways i did got one thing working, i did put that <food per turn> on emp beam give it radius of 3 and that the effect should only affect forests. And it did work, althrugh effect ( blackout animation) was on each tile in range it did only affect forests.
So my understaing a bit is that you could make custom effect for custom operation and add a custom feature. Now as i assume you dont want a player to drop a nuke for this to work so in advencmets.xml are <acquisitionActions> that could auto cast that operation, not sure if they can be connected to buildings but i did run out of ideas atm :D

Re: Creating a building: How to change tile production?

Posted: Mon Mar 03, 2014 6:59 pm
by SephiRok
Production, research and credits aren't currently possible for territory features, but they will be with the new tile improvements with the next update.

Re: Creating a building: How to change tile production?

Posted: Mon Mar 03, 2014 7:14 pm
by blackarchon
@SephiRok:
So you mean that after the next (beta) patch it will be possible to define a building that, for example, improves food production of forest tiles the city has access to?

@mrowka:
This is an interesting procedure you found. ;)
But for now I think it may be a more feasible way to increase the production of a certain terrain feature with advancements, just like both of the fungus production in Pandora.