C2C Traits I (Military)
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TagDescription
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TypeDefines the infox
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bTypeDependencyDependancyx
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AndDependencyTypesDependancy Definitionx
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OrDependencyTypesDependancy Definitionx
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DescriptionPrimary label TXT_KEYx
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ShortDescriptionShort label TXT_KEYx
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HelpA short description for both pedia and hover infox
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StrategyAn expanded description text for the pediax
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ButtonFile path to button art definitionx
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OnGameOptionsOptions must be on for entry to functionx
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NotOnGameOptionsOptions must not be on for entry to functionx
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TraitPrereqUseful for Developing Leaders - Trait must be possessed by leader for leader to take this traitx
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TraitPrereqOr1Useful for Developing Leaders - Trait must be possessed by leader for leader to take this traitx
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TraitPrereqOr2Useful for Developing Leaders - Trait must be possessed by leader for leader to take this traitx
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PrereqTechUseful for Developing Leaders - Tech must be possessed by leader's team for leader to take this traitx
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PromotionLineNecessary with or without Developing Leaders to ensure compatibility. Traits are established on Promotionlines here just as promotions are.x
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iLinePriorityNegative Values = negative traits. 0 Equals a core game trait without developing leaders. Positive Values = Positive traits.x
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DisallowedTraitTypesFor Developing Leaders. Lets us say the leader must not have a particular trait if he wishes to be able to select this one.x
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bCivilizationTraitA bool that lets us define this trait as being unselectable for Leaders - traits with this bool are intended for Civilization development rather than for Leader development, a project that never gained enough traction to continue much further. This was the first step in isolating the ability to define traits for that project and may be useful for us later.x
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bNegativeTraitEstablishes this trait as a 'Negative Trait'
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bImpurePromotionsIf the option 'Pure Traits' is on, any free promos from this trait are turned off - use when the promos are positive and the trait is negative or the promos are negative and the trait is positive.
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bImpurePropertyManipulatorsIf the option 'Pure Traits' is on, any property manipulators assigned to this trait are turned off. use when the prop manipulators are positive and the trait is negative or the prop manipulators are negative and the trait is positive.
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bBarbarianSelectionOnlyused to give this trait to the Barbarian player (and ONLY the barbarian player may take it.)
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FlavorsUse to define how leaders will view the value of the trait in relation to their personalities for Developing Leaders. I was personally using it to also keep a measured balance between traits.
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iHealthPositive values are positive. Health bonus to all cities.
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iHappinessPositive values are positive. Happiness bonus to all cities.
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iMaxAnarchyEstablishes a limit to the amount of turns that can be spent in anarchy. If it's to be used it should be adjusted for gamespeed.
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iUpkeepModifierCivic Upkeep modifier (the cost of beuracracy), positive is percentage penalty.
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iLevelExperienceModifierNegative is good. % adjustment to the amount of XP required for your units to level.
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iGreatPeopleRateModifierPositive is good. % adjustment to the speed of obtaining GP pts in all cities.
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iGreatGeneralRateModifierPositive is good. % adjustment to the conversion of XP gains to Great Military People point gains.
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iDomesticGreatGeneralRateModifierPositive is good. % adjustment to the coversion of XP gains to Great Military People point gains where battles were within your borders.
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iMaxGlobalBuildingProductionModifierWorld Wonder build modifier % Why these are named 'Max' I'm not sure.
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iMaxTeamBuildingProductionModifierTeam Project build modifier %
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iMaxPlayerBuildingProductionModifierNational Wonder build modifier%
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iRevIdxLocalPositive is bad. I believe there's a bug between Local and National tags so that they all end up being National... but it may only be a bug on buildings. Would need researched.
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iRevIdxNationalPositive is bad. I believe there's a bug between Local and National tags so that they all end up being National... but it may only be a bug on buildings. Would need researched.
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iRevIdxDistanceModifierPositive is bad.
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iRevIdxHolyCityGoodPositive is good
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iRevIdxHolyCityBadPositive is bad
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fRevIdxNationalityModPositive is bad.
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fRevIdxBadReligionModPositive is bad.
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fRevIdxGoodReligionModPositive is good.
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bNonStateReligionCommerceyes accepts the application of non-state religion commerce modifiers which is a good thing. By default those defined underlying modifiers for having a religion that isn't of your own state adopted type are ignored. These modifiers are fairly minor but can add up to big benefits across many cities and by hoarding many religions.
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bUpgradeAnywhereyes allows the unit to upgrade whereever it is - quite useful but is the hallmark of Progressist at the moment. I'd like to break this into a couple of effects rather than just one tag but this will be the most useful to do for the equipment mod.
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ExtraYieldThresholdsFood, Production, Commerce, Positive good, +x on plots with x or more
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TradeYieldModifiers% modifier to Trade yields
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CommerceChangesFlat base rate adjustment to Commerce output in all cities. Positive good.
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CommerceModifiersPercentage adjustment to Commerce output in all cities. Positive Good.
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FreePromotionsFree promos to assign
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FreePromotionUnitCombatsUnitcombats to assign free promos to
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CivicOptionNoUpkeepTypesI believe this sets particular civics to add no civic upkeep to this leader
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BuildingProductionModifierTypes% modifier to the production rate in cities when they build the defined building
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BuildingHappinessModifierTypesLooks like a happiness adjustment to cities with a particular building - the naming is a little flawed and I'm hoping the tag isn't as flawed.
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SpecialBuildingProductionModifierTypes% modifier to the production rate in cities when they build buildings within the defined SpecialBuildingType group.
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UnitProductionModifierTypes% modifier to the production rate in cities when they build units.
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SpecialUnitProductionModifierTypes% modifier to the production rate in cities when they build units within the defined SpecialunitType group (ex: Missionaries)
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ImprovementYieldChangesChanges the yield benefit of defined improvements: ex - +1 Production from Mines
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ImprovementUpgradeModifierTypesPositive is good. % modifier to speed of all Improvements naturally upgrading.
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BuildWorkerSpeedModifierTypes% modifier adjustment to work speeds when workers are building defined 'builds'.
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YieldChangesplus or minus defined yield amount in all cities
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SpecialistExtraYieldsFlat base rate adjustment to ALL specialists' yeild outputs. Positive is good.
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SpecialistYieldChangesFlat Base rate adjustment to Specific Specialist's Yield outputs. Positive is good.
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YieldModifiers% modifier to all city outputs of defined yield type: ex - + 20% production
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CapitalYieldModifiers% modifier to specified yield output in the capital only
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SpecialistCommerceChangesFlat Base rate adjustment to Specific Specialist's Commerce outputs. Positive is good.
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CapitalCommerceModifiers% Commerce adjustments to Commerce output in Capital Only. Positive is good
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SpecialistExtraCommercesFlat base rate adjustment to ALL specialists' Commerce outputs. Positive is good.
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LessYieldThresholdsReduces yields on plots - I'll update later with how this is programmed
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SeaPlotYieldChangesIncreases or Decreases specified yields on sea plots
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DomainFreeExperiencesFree experience points to units trained within nation that have a particular domain type
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DomainProductionModifiers% modifier to the production output in cities where they are building units of a specified terrain.
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TechResearchModifiers% modifier to the research rate when researching specified techs
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GoldenAgeYieldChangesBonus yield values produced while in a golden age
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GoldenAgeCommerceChangesBonus commerce values produced while in a golden age
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UnitCombatFreeExperiencesFree Experience points to units trained within the nation when they have the specified unitcombat type
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UnitCombatProductionModifiers% modifier to production output in cities training units of specified unitcombats.
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EraAdvanceFreeSpecialistTypeWhen the player advances an era, it gets a free specialist of the specified type in its cities
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GoldenAgeonBirthofGreatPersonTypeWhen the player has a Great Person born of a particular type, they get a free golden age.
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iWarWearinessAccumulationModifier% adjustment to the accumulation of War Weariness values.
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iCivicAnarchyTimeModifier% adjustment to the amount of anarchy time when adjusting civics
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iReligiousAnarchyTimeModifier% adjustment to the amount of anarchy time when switching religions
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iImprovementUpgradeRateModifier% adjustment to the amount of time it takes to have a specified improvement naturally upgrade.
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iWorkerSpeedModifier% adjustment to the workrate of all workers.
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iMaxConscriptPositive is good. Adds or subtracts to the national maximum number of units that can be conscripted in a round.
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iDistanceMaintenanceModifierPositive is bad. Represented as a Percentage. Adjusts the impact of Disance Maintenance.
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iNumCitiesMaintenanceModifierPositive is bad. Represented as a Percentage. Adjusts the impact of NumCitiesMaintenance.
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iCorporationMaintenanceModifierPositive is bad. Represented as a percentage. Adjusts the impact of Corporation Maintenance.
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iStateReligionGreatPeopleRateModifierPositive is good. % Adjustment to the output of GP pts in each city that has the state religion.
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iFreeExperienceFree Experience points to ALL units trained by the player.
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iBaseFreeUnitsPositive is good. Adds to the base free units that don't need supported by upkeep expenses.
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iBaseFreeMilitaryUnitsPositive is good. Adds to the base free military units that don't need supported by upkeep expenses.
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iFreeUnitsPopulationPercentPositive is good. Guessing here but a 1 should mean +1 free unit per 100 total population.
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iFreeMilitaryUnitsPopulationPercentPositive is good. Guessing here but a 1 should mean +1 free military unit per 100 total population.
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iGoldPerUnitPositive is bad. Added cost per unit. Should be a minimum of 0 on the total sum.
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iGoldPerMilitaryUnitPositive is bad. Added cost per Military unit. Should be a minimum of 0 on the total sum.
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iHappyPerMilitaryUnitPositive is good. +1 Happiness from any military unit set to be able to provide happiness with this effect. Represents people feeling secure because of their military presence. Very strong effect to conquer unhappiness with easily.
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iLargestCityHappinessPositive is good. Flat +/- happiness to largest cities in the empire, an amount adjusted by mapsize I believe.
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iFreeSpecialistPositive is good. +/- free specialists in all cities. (min 0 total from all sources)
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