Replacing Political Parties

Is it possible to outright replace the exististing political parties in a mod, or can you only add to the list (as implied by the need for a unique ID number)?

Thanks.
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Reply #1 Top
I've been trying to do the same thing myself . . . unsuccessfully. Anyone know if this is possible?
Reply #2 Top
OK, I think I figured this one out. Behind the scenes, GalCiv2 combines the political parties in any of the xml files in the PolticalParties mod folder (evidentally it doesn't matter what the files is named; it uses all of them) with the ones in the core game files. If you have parties with the same ID or name (could be either; I didn't change internal name) in the mod, their bonuses will be combined with corresponding core party, creating a mess of modifiers. To fix this, I commented out all the party info on the non-mod PoliticalParties (and I made a note to myself so I wouldn't forget!).

The result was I was able to have my custom list of parties as the only ones in the game. However, in my sample game I noticed all four of the AIs had the same political affiliation . . . so my edits are evidentally screwing something up. Ah well.
Reply #3 Top
Don't put the file in the subfolder, leave it out in the data folder of your mod. I've done it and it works fine for me, without having to mess with the original files.

+ Added code to allow you to overwrite entire files if they have the same name and are placed in the Mods\Data folder: Anomalies.xml, CustomPlanets.xml, Events.xml, FlavorText.xml, GC2Ships.xml, GC2Types.xml, GC2_Conversations.xml, InvTactics.xml, PlanetImprovements.xml, PoliticalParties.xml, RaceConfig.xml, ResourceTypes.xml, StarbaseModules.xml, TechTree.xml, UPIssues.xml.