Results 1 to 4 of 4

Thread: Modding city/castle income?

  1. #1

    Default Modding city/castle income?

    Ok, I'm trying to implement a mod for making a 0.5 years/turn game more realistic. I've come up with four major things to change to make it work:

    1.) Make all building build times 4x greater (so they take the same number of years as vanilla buildings).
    2.) Cut population growth by 1/4.
    3.) Cut unit upkeep by 1/4.
    4.) cut city/castle income by 1/4.

    Now, I have 1-3 down (I know which files to mod), but does anyone know the mechanics behind city/castle income and how its derived? Are there files that can be modified to make a 1/4 cut in income?

    I want to make it so that the vanilla 1 turn, 2 year income of a city is equal to the 4 turn, 2 year income in a 0.5 year/turn game.

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Modding city/castle income?

    descr_settlement_mechanics.xml, the SIF entries.

  3. #3

    Default Re: Modding city/castle income?

    Quote Originally Posted by Lusted
    descr_settlement_mechanics.xml, the SIF entries.
    Excellent. Thanks a million!

  4. #4
    The Philosopher Duke Member Suraknar's Avatar
    Join Date
    Dec 2002
    Location
    Navigating the realm of Ideas
    Posts
    707

    Default Re: Modding city/castle income?

    Are we sure city/castle income is not scaled automatically through timescale?
    Duke Surak'nar
    "Η ΤΑΝ Η ΕΠΙ ΤΑΣ"
    From: Residing:
    Traveled to: Over 70 Countries, most recent: and

    ~ Ask not what modding can do for you, rather ask what you can do for modding ~
    ~ Everyone dies, not everyone really fights ~

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO