Pioneer Creation Time
Have looked, but cannot find where to adjust the "speed" of creating a Pioneer. Anyone know?
Thanks.
Have looked, but cannot find where to adjust the "speed" of creating a Pioneer. Anyone know?
Thanks.
as you study warfare tech you will get a few options that reduce unit creation time.. these are what you are looking for...
first is barracks then command post and finally war collages.. building these also requires city level of 3,4,and 5 iirc
If you are wanting to mod the time they take to build you need to alter the additional time the pioneer kit causes them to take.
From CoreAccessories.xml remove the line in red below and the unit should take 3 turns to build. In theory making it -2 would make it take one turn to build. Not tested it though ![]()
<!-- ************ -->
<!-- ** Packs ** -->
<!-- ************ -->
<GameItemType InternalName="PioneersKit">
<Type>Accessory</Type>
<!--Equipment Display Name/Description-->
<DisplayName>Pioneer's Pack</DisplayName>
<Description>The Pioneer's Pack is necessary for units to found new settlements.</Description>
<IconFile>Pack_Pioneer01.png</IconFile>
<IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
<!--Item Equip Information-->
<CanBeEquipped>1</CanBeEquipped>
<Weight>8</Weight>
<EquipSFX>Equip_Cloak_01</EquipSFX>
<EquipSFX>Equip_Cloak_02</EquipSFX>
<EquipSFX>Equip_Cloak_03</EquipSFX>
<EquipSFX>Equip_Cloak_04</EquipSFX>
<!--Equipment Production Requirements -->
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>Gold</Attribute>
<Value>10.0</Value>
</ProductionRequirement>
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>Materials</Attribute>
<Value>1.0</Value>
</ProductionRequirement>
<AdditionalTrainingTurns>5</AdditionalTrainingTurns>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockAction</Attribute>
<StrVal>BuildTown</StrVal>
</GameModifier>
</GameItemType>
Nimbyjester beat me to it ![]()
You going to increase it or decrease it?
Shouldnt it be enough to make a new .xml file and enter
<GameItemType InternalName="PioneersKit">
<AdditionalTrainingTurns>2</AdditionalTrainingTurns>
</GameItemType>
For a 2-turn Pioneer's Kit? (Might need to do -3 instead, depending on logic.
Actually, upon reading it (additional) you might want to make it 0. This should be a value that overwrites the original (otherwise we cant properly change it). So, writing
<GameItemType InternalName="PioneersKit">
<AdditionalTrainingTurns>0</AdditionalTrainingTurns>
</GameItemType>
should result in units not needing any additional time to be built when receiving a Pioneer's Kit.
That would certainly be worth trying yeah. I was just making it obvious as to where the code was, honest ![]()
Not played around with stripping everything unnecessary from individual item entries yet, just stuck with want I know works. You've reminded me that I was meaning to try it out as I'll only regret it later down the line if skipping stuff works.
Thanks, guys. Will check it out!
whoops totally miss read this
... Sorry for that.. in my defense
I had been up since 5am and was tired
Hell yeah imma edit this to make it a total of 10 turns, slower expansion <3
If we want more challenging game it is good idea to increase the creation time of pioneer. But this case the AI needs more time either. To ballance it we can add plus pioneers to the AI. For example: on difficulty levels higher than normal the AI begins the game with one settler, on ridiculous 2 settlers.
But this case we need to force the AI sovereign to built the first city before his pioneer build, because when the pioneer builds the city the sovereign lose its ability to build another one. I don't think that it is hard to solve, but i didn't look for the files as for.
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