Planetary Improvement - <AbilityType> Numbers

I pored through the forum and search and did not find this.
So I did it the old fashioned way.

As far as I can tell these are all the Planetary Improvement <AbilityType> Numbers:

0 Economy Bonus
1 Weapons Bonus
2 Defense Bonus
3 Speed Bonus
4 Morale Bonus
5 Population Growth Bonus
6 Social Production Bonus
7 Military Production Bonus
8 Research Bonus
9 Influence Bonus
10 Trade Bonus
11 Diplomacy Bonus
12 Hit Points Bonus
13 Repair Bonus
14 Sensor Bonus (in sectors I think, not % like the rest of them)
15 Espionage Bonus
16 Soldering Bonus
17 Purchase Now Bonus
18 Planet Quality Bonus
19 Trade Routes Bonus
20 Crime Bonus
21 Cabinet Bonus
22 Range Bonus
23 Luck Bonus
24 Courage Bonus
25 Creativity Bonus
26 Government Bonus
27 Loyalty Bonus
28 Logistics Bonus
29 Miniaturization Bonus
30 Home Planet Quality Bonus
31 Colonize Heavy Gravity Bonus
32 Colonize Aquatic Bonus
33 Colonize Toxic Bonus
34 Colonize Barren Bonus
35 Colonize Radioactive Bonus
36 War Profiteering Bonus
37 Persistent Trade Routes Bonus
End of quote

At 38-40 my game simply crashed, so I assumed there were no more after 37.

I think these are Civ-Wide abilities because some of them are also covered with other tags, such as:

       <ManufactureBonus>0</ManufactureBonus>
        <MoraleBonus>0</MoraleBonus>
        <EconomicBonus>0</EconomicBonus>
        <PrestigeBonus>0</PrestigeBonus>
        <PlanetaryDefenseBonus>0</PlanetaryDefenseBonus>
        <PlanetaryQualityBonus>0</PlanetaryQualityBonus>
        <StarshipQualityBonus>0</StarshipQualityBonus>
End of quote

And I think the tags above are planet exclusive. I am not sure though.

5,370 views 7 replies
Reply #2 Top

I always forget that 0 equals something outside of real life. lol.

and [they] did not go past 30 or say specifically that they were/can be used for the <AbilityType> Numbers and when I searched, even in that mod tutorial, I did not see it.

So, now that it is specifically in the header line, at least people don't have to go dig around, they can search and find right away.

 

Thanks

Reply #3 Top

The modding site is for GalCiv2 DL, not really for DA or TA. So that's why those extreme enviroment ones and the freighter one is missing. But it's still an informative site.

Reply #4 Top

I have a question, in planetimprovement.xml

there is something about

<AI>n</AI>              n = numbers

what those number means?

 

and how do I prevent ai build "custom improvement"?

Reply #5 Top

This number is the "value" the AI assigns to an improvement. I don't know EXACLTY how it makes decisions, but the general rule is that it will build imps with a higher number first.

Reply #6 Top

I have tried something like morale bonus to a number of "4000" with <AI>0</AI>  but the AI still building it.

My questions here are will a negative number apply so that AI never going to even think of building planet improvement that has a negative <AI>-n</AI>   value?

Reply #7 Top

I am assuming that it works in a sequential system where the exact values don't matter so much as the order they come in. However, I think that the AI also "weights" the bonuses of the improvements themselves.... that HUUUUGE morale bonus is probably raising the AI values by a similarly large amount....