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

\CTP2_DATA\DEFAULT\GAMEDATA\Feat.txt

This file defines the various Feats that can be accomplished in the game. There are two basic types of Feats and three custom Feats possible in the game. The basic Feats are first nation to discover an Advance and first nation to build X number of buildings. Any number of these basic Feats can be defined.

The three custom Feats (FEAT_SAILED_AROUND_THE_WORLD, FEAT_CONQUERED_BY_FORCE and FEAT_CITY_RECAPTURED) are hard-coded in the game and must exist in the Feat.txt file. The conditions that trigger these Feats cannot be changed without changing the source code though their effects can be changed. New custom Feats can be created and logic for triggering them must be written in SLIC scripts. See the SLIC scripting documentation for more information on how SLIC scripts could be used to trigger Feats.

Variables:
Duration - Amount of time, in turns, for this Feat to last
Description - Unused String ID. This must be a valid String ID but is not actually used in the game.
SlicMessage - Name of SlicObject that defined the message box to be displayed when Feat is accomplished.
The following variables are optional and define the various possible effects of the Feat.
EffectBoatMovement - Amount to increase movement of naval vessels. NOTE: Movement across one tile equals 100.
EffectCityDefenseBonus - Amount to add to Defense attribute of units garrisoned within a city.
EffectReduceCityWalls - Amount to reduce effectiveness of enemy City Walls
EffectIncreaseCityVision - Amount to increase vision radius of cities
EffectIncreaseProduction - Percentage to increase production output. Valid values: 0 - 100
EffectIncreaseCommerce - Percentage to increase gold output. Valid values: 0 - 100
EffectIncreaseHappiness - Amount to raise Happiness in all cities
EffectEliminateDistancePenalty - Amount to reduce Distance to Capital penalty
EffectIncreaseBoatVision - Amount to increase vision radius of naval vessels
EffectIncreaseScience - Percentage to increase science output. Valid values: 0 - 100
EffectGiveMaps - Gives all known maps
EffectIncreaseHitPoints - Amount to increase unit hit points
EffectScriptedTurn - Name of SlicObject to be run each turn Feat is in effect
EffectScriptedCity - Name of SlicObject to be run on each city in the empire
The following variables set things that make a Feat no longer accomplishable
ExcludeAdvance - Advances that exclude this Feat. Any number of Advances can be defined. Must be valid Advance ID from Advance.txt
ExcludeWonder - Wonders that exclude this Feat. Any number of Wonders can be defined. Must be valid Wonder ID from Wonder.txt
ExcludeFeat - Feats that exclude this Feat. Any number of Feats can be defined. Must be valid Feat ID from Feat.txt
ExcludeFunction - Name of SlicObject to exclude this Feat. The SlicObject will be run each turn and if it returns TRUE then the Feat will be excluded.
The following variable set things that cancel the effects of a Feat
CancelAdvance - Advances that can obsolete this Feat. Any number of Advances can be defined. Must be valid Advance ID from Advance.txt
CancelWonder - Wonders that can obsolete this Feat. Any number of Wonders can be defined. Must be valid Wonder ID from Wonder.txt
CancelFeat - Feats that can obsolete this Feat. Any number of Feats can be defined. Must be valid Feat ID from Feat.txt
CancelFunction - Name of SlicObject that can obsolete this Feat. The SlicObject will be run each turn and if it returns TRUE then the Feat will be obsoleted.
The following variables set conditions for the accomplishing of the Feat
Building - Structure that defines type and number of buildings that must be built to trigger this Feat
Building - Type of building that must be built. Must be valid Building Id from Building.txt
Num - Number of buildings that must be built
PercentCities - Percentage of cities that must contain the needed building. Valid values: 0 - 100
MinimumSizeOfCiv - Minimum number of cities that must exist in nation for this feat to be accomplishable
 
Example:
FEAT_THEATERS {
Duration 15
Description str_ldl_0
EffectIncreaseHappiness 5
SlicMessage "FeatBuiltTheaters"
Building { Building IMPROVE_THEATER Num 8 }
}



BACK TO Directory Structure PAGE

BACK TO MODIFICATION INDEX PAGE

[an error occurred while processing this directive]