How do I mod settlement's buildable tile limit?

I want to mod the settlement's buildable tiles to increase with settlement level, as well as the pop limit when the settlement levels up.

The 2 files I tried to mod are ..\Elemental\data\English\Core Improvements\F_CityHubs and ..\Elemental\data\English\Core Improvements\K_CityHubs

  <BuildableTiles>100</BuildableTiles>
  ..

   <!--! Holds 15 population-->
  <GameModifier InternalName="Storage_Population">
   <ModType>ResourceStorage</ModType>
   <Attribute>Population</Attribute>
   <Value>15.0</Value>
   <Cumulative>true</Cumulative>
  </GameModifier>
  <!-- Level-up Cap -->
  <GameModifier InternalName="LevelOne_LevelCap">
   <ModType>LevelBarrier</ModType>
   <Attribute>Population</Attribute>
   <Value>20.0</Value>
   <CityUpgrade>F_Village</CityUpgrade>
  </GameModifier>

 

But it seems modding the values have no effect on the game.  anyone know if there are other places I need to mod to change this?

 

7,331 views 13 replies
Reply #1 Top

nvm figured it out that I have to put my mod files in the ..\Documents\My Games\Elemental\Units\ directory

Reply #2 Top

Yeah, I've got a mod to do the same thing (only at 75 tiles). Don't forget you also need to start a new game to see any effects.

Reply #3 Top

Have you succesfully altered the population limit?

I've been trying but my alteration is adding to the default and i can't figure out why.

Reply #4 Top

I haven't messed with the population limits. You trying to make them larger or smaller? And what is your intended effect?

Reply #5 Top

My intended effect is to have to build more housing structures to raise a city's level.

I've been experimenting with raising the population requirements for tier increases (as well as lowering how much population a city square holds) and lowering the population provided by housing.

 

EDIT: I can get around the fact that the two values combine by making my modifier value a negative. That works OK for the city pops but for housing it makes the infocard look ridiculous (if my file has a -15 modifier to population then the infocard shows that the structure houses +25 -15 people)

Reply #6 Top

Ah, I see what your intending to do and I like it. That'd make cities much more grand and realistic. I'll have to look into the code for this later (on my TO-DO list, lol).

Storage population looks like the default capacity for the city. Right?

LevelBarrier is the population you need to increase the city size.

 

So, Storage would need to be LESS THAN the LevelBarrier for this to work. I don't know if you'd need to mess with the housing though... I don't know how you could balance everything.

Reply #7 Top

Yep, those are the two values. I can get the city level population working satisfactorily but i wasn't happy with the idea that both xmls were combining values. It just didn't seem to be the way it should work...

As to balancing, it's going to be a pain because the food bonuses will need tweaking too hehe.

My initial aim with changing the housing populations was that i was contemplating adding more tiers of housing. I'm also going to remove (if possible) the auto upgrading of huts into houses upon a research breakthrough. I want to have to decide to replace structures to increase capacity

I intend to do similar things with ALL bonus structures so that i really have to specialize. For example, if i want enough food to feed an empire then i want to have to dedicate a city to it with many granaries to store the food.

Reply #8 Top

Hmmm, I don't think I am quite following you on the whole "combining values from both XMLs" thing.

And, yeah, I was just thinking about how more houses are going to require more food. That'd be a problem and I suppose you'd either need to increase farm output or lower the food requirements per house. Either one will require a little more coding (HINT: You can put it all in one XML file if to save space as long as you do all the necessary coding for the individual file).

And be careful with the replacement of structures. A lot of the time it wont even let you delete huts because of the city's layout.

Good luck!

Reply #9 Top

On the combining values thing, it's weird.

in K_CityHubss.xml,  under the "outpost" section it has this for the initial population capacity of the tile;

        <GameModifier InternalName="Storage_Population">
            <ModType>ResourceStorage</ModType>
            <Attribute>Population</Attribute>
            <Value>10.0</Value>
            <Cumulative>true</Cumulative>
        </GameModifier>

If i make my own xml and set this to 1, when you place a city, the initial population capacity will be 11 because it's added my 1 to the original's 10.

 

Now the section for the level limit;

        <GameModifier InternalName="LevelOne_LevelCap">
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>25.0</Value>
            <CityUpgrade>Village</CityUpgrade>
        </GameModifier>

but if i change that to 50 in my own xml, the city WILL only require the 50 i've set.

 

Reply #10 Top

I assume you mean for the level limit, it takes only your value, instead of combining them. If so then its probably because the ModType "Resource Storage" is one that increases and isnt a hard value. IE populatio storage would change if you add more houses. So it needs to add up every occurence of "ResourceStorage - Population" , while the "LevelBarrier" Likely is set to only accept 1 value.

Reply #11 Top

I really don't get why the Building Tile Limit was their solution to players just spamming houses to reach stuff. Why not just limit the number of houses a player can build to eight, or make them require more upkeep past a certain point?

Reply #12 Top

Quoting James009D, reply 2
Yeah, I've got a mod to do the same thing (only at 75 tiles). Don't forget you also need to start a new game to see any effects.
End of James009D's quote

 

Care to share your mod? He was a little vague on how he solved the problem.

Reply #13 Top

Sure, put this file into your "Units" directory (Mods should work too).

ModCityHubs.XML

NOTE: This is a test version. I'm currently trying to imeplement some kind of a tax system and the ability for minor civ's cities to grow (needs testing).

Perhaps your placing the modification in your "Data" directory?