Code: xml
- <RequiresCity>True</RequiresCity>
This tag has no apparent function. It is included in most buildings. A few have it set to false, but this doesn't appear to break them. I haven't tried not including this.
<RequiresCity> - Seems only to apply when
<RequiresResource> is set to true. In every instance where there is a tag for <RR>, it is set to true and is accompanied by a <RC> tag set to false. Some improvements (such as huts and studies) which do not require a resource node, do not have a setting for <RR>. Yet there is still a setting for <RC> which is set to true. Setting <RC> to False in these instances seems to do nothing. You must still build your improvements in a space connected to your city.
It's a one way street however. For an improvement which normally has an <RR> setting, (farms, mines, element shrines), if you change <RC> to True then the improvement can no longer be built unless it is touching your city.
3. Improvements (buildings)
To create a building that can be built on top of a world resource,...
Note that each world resource can only have one building on top of it per player. With that I mean that there is no choice for the player, if multiple buildings are available on top of a resource. You need to make sure that the player always has only one building to construct on top of a resource.
I have been experimenting with this and these are my results:
If you try to create an alternate improvement type to go on the same resource node (different "InternalName"), it will simply be ignored by the game and will build the original improvement type.
If you use the same InternalName and set your new improvement to build on an existing resource node, it will combine both the improvement you created and the originally intended improvement. When you go to build it, it will display 2 build costs, and once it is built it will produce both the original output, plus the output from what you designed.
You can change the in-game name and tiles used for an original resource improvement without a problem. To get around the double cost/production problem you can set your new improvement to cost zero to build, and subtract every turn the same amount of resources that the original one produces. This basically works, there is a flaw that it shows an original resource icon on the pop-up picture when you hover over the building, along with an icon for your new replacement resource.
I'm guessing all this can be avoided by simply creating a new resource node that can even be visually identical to the one you are replacing, and then just setting the <Rarity> of the original resource to 0. But I haven't tried it yet.