[an error occurred while processing this directive] Modification: Data File Definitions

\CTP2_DATA\DEFAULT\GAMEDATA\Buildings.txt

This file defines all the buildings that can be built within a city.
Variables:
DefaultIcon - Icon ID to be used for this building. Must be a valid Icon ID from UnitIcon.txt
Description - This string is not used within the game but must reference a valid String ID from one of the string files.
EnableAdvance - Advance ID that enables construction of this building. Must be a valid Advance ID from Advance.txt
ObsoleteAdvance - Advance ID that renders this building obsolete. Up to 5 ObsoleteAdvances can be defined. Must be a valid Advance ID from Advance.txt
PrerequisiteBuilding - Building ID of building that must be built before this building can be contructed. Any number of PrerequisiteBuildings can be defined.
ProductionCost - Production cost to build this building
Upkeep - Commerce cost to maintain this building
The following variables are optional and define special abilities of the building.
Capitol - This building set the Capitol city. Only one building can have this flag and it can only exist in one city in the empire. Building a new one will cause the old one to be removed.
DefendersPercent - Amount to add to Defense rating of unit's garrisoned in city with this building. NOTE: This is not a percent but a flat amount added.
HappyInc - Amount to raise Happiness in cities with this building
DoubleTelevangelists - This building causes Televangelists to have twice the change of succeeding against the host city.
ProductionPercent - Percent amount to increase Production output
FoodPercent - Percent amount to increase Food output
CommercePercent - Percent amount to increase Gold output. NOTE: This actually effects only Gold output not Commerce.
SciencePercent - Percent amount to increase Science output
FoodVat - Set the building as food vat. The value defines the amount of pollution produced per unit of food created.
Airport - This building is an airport.
NoUnhappyPeople - This building prevent people from becoming unhappy
NoRushBuyPenalty - This building removes the RushBuy penalty
LowerCrime - Percent amount to modify Crime. NOTE: This value is multiplied by the current Crime rate and added to the Crime, thus a negative number (-0.2) is actually required to cause the crime to go down.
PreventConversion - Percent chance of stopping a foreign religious unit from converting this city. Valid values: 0.0 - 1.0
PreventSlavery - Percent chance of stopping foreign slavers from Slave Raiding this city. Valid values: 0.0 - 1.0
AllowGrunts - This flag is not used by the game.
LowerPeaceMovement - Modifier to the War Discontent amount. NOTE: This value is multiplied by the current War Discontent amount and added in, thus a negative number (-0.25) is required to lower the War Discontent.
GoldPerCitizen - Amount of Gold per citizen this building generates.
ProtectFromNukes - This building protects the city from nuclear strikes.
ProtectFromBioAgents - Percent chance of stopping Infector attacks on this city. Valid values: 0.0 - 1.0
ProtectFromNanoVirus - Percent chance of stopping Eco-Terrorist attacks on this city. Valid values: 0.0 - 1.0
Television - This building is a Television.
CityWalls - This building is a City Wall
IsReligious - This building is a religious building
ForceField - This building is a Force Field
CantBuildInSea - This building cannot be built in Ocean Cities
CantBuildOnLand - This building cannot be built in Land Cities
Cathedral - This building is a Cathedral
Brokerage - This building is a Brokerage
NuclearPlant - This building is a Nuclear Plant
SciencePerPop - Amount of Science per citizen this building generates
RaiseOvercrowdingLevel - Amount to increase the level where overcrowding begins.
RaiseMaxPopulation - Amount to increase the maximum population
StarvationProtection - Number of turns this building can prevent starvation.
CoastalBuilding - This building can only be built in coastal cities
OffenseBonusLand - Amount to add to Attack rating of unit's garrisoned within this city when attacking land units
OffenseBonusWater - Amount to add to Attack rating of unit's garrisoned within this city when attacking naval units
OffenseBonusAir - Amount to add to Attack rating of unit's garrisoned within this city when attacking aerial units
PopulationPollutionPercent - Amount to modify pollution created by population. NOTE: Negative numbers (-0.5) will cause the pollution to go down.
ProductionPollutionPercent - Amount to modify pollution created by production. NOTE: Negative numbers (-0.5) will cause the pollution to go down.
PollutionAmount - Flat amount of pollution created by this building
GLHidden - This flag causes this building to not be displayed in the Great Library

Example:
IMPROVE_AIRPORT {
DefaultIcon ICON_IMPROVE_AIRPORT
Description DESCRIPTION_IMPROVE_AIRPORT
EnableAdvance ADVANCE_AERODYNAMICS
 
PrerequisiteBuilding IMPROVE_BANK
PrerequisiteBuilding IMPROVE_BAZAAR
 
ProductionCost 3000
Upkeep 8
CommercePercent 0.2
Airport
CantBuildInSea
}



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