I've been working to make some changes to the events.xml, silly me changed all the good options and found a couple problems. Among other things, two of my goals were to make the good options a little less of a penalty, and to make the population hits taken by options with a population hit hurt. I am seeing my changes to the events.xml, it's not a case of putting the file in the wrong place.
The good options are always negative penalties no matter what I do. I've tried adding a - to both the GoodAttribute and GoodValue, figuring that a negative and a negative are a positive. The results were still negative penalties with a negative on either one and a negative on both. When that didn't work I tried doing the same with a + instead, but it made no change. I even tried using [-GOODVALUE] out of hopeful desperation but it just prints [-GOODVALUE] instead of something meaningful. Finally I tried changing the [Event InternalName="blah"] to [Event InternalName="NEWblah"] in case it was something hardcoded with the event name, but that didn't change it either. The bit on modding events in CariElf's
modding guide didn't mention anything about negatives for good. Population changes could be listed as a + or a - however.
It seems like good events are currently hard coded to take whatever the value is and make sure it's a negative rather than either spit out the good event's attribute/value or spit it out and flip it's +/- value the other day.
The second problem is the fact that population changes have no effect at all. I originally assumed that the default population changes were just too small to really be noticable, but when I didn't see changes with things like -900 million people I got curious. A population change of -200,000,000 had no effect. A population change of 200,000,000,000,000 gave me 1,863,462,912 million people (commas for readability), but when it was all said and done nothing happened with my population after I hit done or after I hit next turn.
Lastly it's not a bug, but it would be nice to have money a seperate value similar to how the nonworking population change is set since it would allow the flexability of adding a penalty to a cash payout or a cash cost to a benefit.
This is in dark avatar
Version 1.50x3