Modding Propaganda


Good Morning all

So, I'm definately not a modder, but would love some assurance that what I am doing is correct:

I would like to undo SD's +1 Propaganda change, and turn it back into a +2/essence spell. I've found the code for the spell in CoreSpells.xml

Am I correct to change the Perturn from 1 to 2 to make this change? (additionally I'll change the description to match) 

Thanks

    <SpellDef InternalName="Propaganda">
        <DisplayName>Propaganda</DisplayName>
        <Description>City produces +1 Gildar per Essence.</Description>
        <Image>S_Inspiration_Painting.png</Image>
        <IconFG>S_Avarice_Icon.png</IconFG>
        <AutoUnlock>1</AutoUnlock>
        <CanStack>0</CanStack>
        <SpellBookSortCategory>City</SpellBookSortCategory>
        <SpellBookSortSubCategory>CityEnchantment</SpellBookSortSubCategory>
        <SpellType>Strategic</SpellType>
        <SpellClass>ImpResourceBooster</SpellClass>
        <SpellSubClass>Other</SpellSubClass>
        <SpellTargetType>FriendlyCity</SpellTargetType>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Air1</Attribute>
        </Prereq>
        <SpellResourceCost>
            <Resource>Mana</Resource>
            <Amount>20</Amount>
        </SpellResourceCost>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Duration>-1</Duration>
            <HasUpgradableValue>1</HasUpgradableValue>
            <PerTurn>1</PerTurn>
            <Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
        <ValidTerrainCategory>City</ValidTerrainCategory>
        <AIData AIPersonality="AI_General">
            <AIPriority>60</AIPriority>
        </AIData>
        <HitSoundFX>Spell_Avarice_01</HitSoundFX>
        <SpellCastEffectName>Brilliance</SpellCastEffectName>
        <SpellCastEffectScale>.4</SpellCastEffectScale>
        <SpellDefEffect>
            <EffectName>S_Inspiration_Particle</EffectName>
            <LocalPosition>0,0,0</LocalPosition>
            <EffectScale>0.75</EffectScale>
            <EffectDelay>0.5</EffectDelay>
            <SnapToTerrain>1</SnapToTerrain>
        </SpellDefEffect>
    </SpellDef>

3,163 views 2 replies
Reply #1 Top

You are not. Instead, replace

<Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>

with

<Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence] * 2]]></Expression>
            </Calculate>

Reply #2 Top

Quoting Heavenfall, reply 1
You are not. Instead, replace


<Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>


with

<Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence] * 2]]></Expression>
            </Calculate>

A big thank you for that!

I figure with my tax mod adjustments, while I receive a wider range of taxation options, the coorisponding unrest penalties are generally higher than the defaults. This spell change should hopefully help partially offset this effect.