Good Morning
In the ElementalDefs.xml file, I have made two changes to increase the visible tile yields in the game.
- Increased MinValidTileYield from 6 to 7
- Increased MaxValidTileYield from 9 to 10
This change has been met with great success, imo, as the AI are forced to choose better locations in which to settle and there are fewer available 'garbage' locations lying around.
That said, I have recently noticed a consequential problem that has arisen:
The spells Birth of Summer and Bloom of Twilight are meant to revitalize the landscape, yet these spells still fall within the new tile yield values. The result is that these spells have become near useless as most of the tiles I wish to target do not have yields of 7+. oops.
My goal:
I wish to mod these spells. Is it possible to attach an discernible increase to each tile's yield in the target area?
As I understand, each tile has a x/y/z component to it and each tile adds itself plus all adjacent tiles to create it's tile yield. I am hoping these components can be analyzed. Each would be thrown into a fractional chance of x/(x+y+z) and y/(x+y+z) and z/(x+y+z) and the random winner from the weighted values would receive a permanent balanced bonus (to be determined). Thus all 9 tiles would have this done, each receiving one of these bonuses and new tile yields would be generated. THAN the rest of the spell's effect would occur, turning the area into settlable land....only now with an increased change of that land actually being settleable.
Is such a thing possible?