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Shared Pools and Definitions

Shared effect target pools, New World hotel needs and other definitions to use as sub-mod.

The modloader will always load the latest version. You do not need to update your sub-mod if you don't need the new features yourself.

Do not modify contents of this mod

Making changes may break mods and cause compatibility issues.

Go to github.com/anno-mods/shared-resources and create an issue to make change suggestions.

How to Use

Copy the [Shared] Pools and Definitions into your mod and add shared-pools-and-definitions to your LoadAfterIds.

Pools

Generic approach:

<!-- add to pools having sand mine -->
<ModOp Type="add"
  Path="//ItemEffectTargetPool/EffectTargetGUIDs[Item/GUID='1010560']">
  <Item>
    <GUID>1500010708</GUID> <!-- NW Sand Pit -->
  </Item>
</ModOp>

Fast approach:

<!-- add to sand pool -->
<ModOp Type="add" GUID="1500010714"
  Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs">
  <Item>
    <GUID>1500010708</GUID> <!-- NW Sand Pit -->
  </Item>
</ModOp>

Insert into Progression Menus by Unlock

Inserting into construction menus at the right spot while ensuring no other mods break your entry is quite cumbersome.

shared-pools-and-definitions allows you to insert using population progress instead of GUIDs.

Snippet:

<ModOp Type="addNextSibling" GUID="25000190"
  Path="/Values/ConstructionCategory/BuildingList/Item[Worker&lt;=400][last()]">
  <Item>
    <Building>1500010111</Building>
    <Worker>400</Worker>
  </Item>
</ModOp>

Result:

Menu Unlock Guide

  • Always add your own unlock condition
  • If there's no unlock in this region, use the consumer unlock instead. E.g. Rum has no unlock in the OW, but consumption starts at 500 Artisans
  • For production chains: use the tab of the highest workforce in the chain
  • For construction categories: use the tab of the lowest workforce/consumer in the chain
  • Include previous population if you add an entry to a lower tier, e.g. add Farmer if you want to add an Worker unlocked chain into the Farmers tab.

Currently available populations are:

Menu GUID Valid Tags
Farmers 25000189 Farmer, Worker, Artisan, Engineer, Investor
Workers 25000190 Worker, Artisan, Engineer, Investor
Artisans 25000191 Artisan, Engineer, Investor
Tourists 132779 Tourist, Artisan, Investor
Engineers 25000192 Engineer, Investor
Investors 500447 Investor
Jornaleros 25000193 Jornalero, Obrero, Artista
Obreros 25000194 Obrero, Artista
OW Consumables 500945 Farmer, Worker, Artisan, Tourist, Engineer, Investor, Scholar

Feel free to contribute other populations as well.

Hotel Needs

<!-- copy needs from vanilla/NW Tourism hotel -->
<ModOp Type="add" GUID="601379" Path="/Values/PopulationLevel7/PopulationInputs/Item/RequiredBuildings[Item/Region='Moderate']">
  <Item>
    <RequiredBuilding>1500010500</RequiredBuilding>
    <Region>Moderate</Region>
  </Item>
</ModOp>
<ModOp Type="add" GUID="601379" Path="/Values/PopulationLevel7/PopulationInputs/Item/RequiredBuildings[Item/Region='Colony01']">
  <Item>
    <RequiredBuilding>1500010529</RequiredBuilding>
    <Region>Colony01</Region>
  </Item>
</ModOp>

When adding a need, make sure to flag the region.

<ModOp Type="addNextSibling" GUID="601379" Path="/Values/PopulationLevel7/PopulationInputs/Item[Product='1010213']">
  <Item>
    <Product>1500300060</Product>
    <Amount>0.008333333</Amount>
    <SupplyWeight>55</SupplyWeight>
    <MoneyValue>55</MoneyValue>
    <FullWeightPopulationCount>30</FullWeightPopulationCount>
    <NoWeightPopulationCount>29</NoWeightPopulationCount>
    <RequiredBuildings>
      <Item>
        <RequiredBuilding>601445</RequiredBuilding>
        <Region>Moderate</Region>
      </Item>
    </RequiredBuildings>
  </Item>
</ModOp>

Do the following if you want to remove a need, e.g. bread from OW hotels.

<ModOp Type="remove" GUID="601379"
    Path="/Values/PopulationLevel7/PopulationInputs/Item[Product='1010213']/RequiredBuildings/Item[Region='Moderate']" />

Never replace a need, always remove and add.

Construction Menu Descriptions

The mod enableds you to change the words "Production Chain" in the construction chain InfoTip.

Production Chains:

<Asset>
  <Template>ProductionChain</Template>
  <Values>
    <Standard>
      <InfoDescription><!-- Text GUID --></InfoDescription>
    ...

Changing the description of categories and buildings is possible already possible in vanilla.

Production Categories:

<Asset>
  <Template>ConstructionCategory</Template>
  <Values>
    <ConstructionCategory>
      <CategoryDescription><!-- Text GUID --></CategoryDescription>
    ...

Buildings:

  <Asset>
    <Template>FactoryBuilding7</Template>
    <Values>
      <Building>
        <BuildingCategoryName><!-- Text GUID --></BuildingCategoryName>
        ...

Changes

  • 8.3: Adjust/add pools (Kurila)
  • 8.2: Updated Korean translations (thanks to modpark817)
  • 8.2: Added Timber production pool
  • 8.1: Add NW Docklands need to tourists only when NewWorldDocklands is active
  • 8: Replace NW tourist need of fur coats with ponchos
  • 7: Added pools for motor assembly plant and subway station
  • 7: Renamed most pool names from plural / 'all' to singular
  • 6: Added pools for oil power plants, and various other productions
  • 6: Renamed assets-pools.xml to assets-pools.include.xml