Modification of Rare Resources in Rise of Nations

 

Ever wished that the Rare Resources in Rise of Nations were more flexible, so that you can add creative depth or a realistic touch to your scenarios and mods? Modification of Rare Resources is possible, and in this guide, I’ll provide an overview of what can be changed, what can’t, and how it can be achieved.

 

Download a Word version of this document.

 

***NOTE: improper changes to game files can lead to crashes and game problems. Please make backups of all files edited in the modding procedures described below.***

 

To begin, it is important to describe up front what can and cannot be achieved with Rare Resource modifications.

 

You CAN:

 

You CANNOT:

 

The files that will be needed for editing are listed below. Note that when I say "data folder"  and "mapstyles folder" I mean EITHER the RoN original data and mapstyles folders, if making changes only for original RoN, and the T&P data and mapstyles folders, if making changes only for T&P. Changes functional in both will need to be editied in both data and mapstyles folders:

·         resourcerules.xml: located in the data folder.

·         resourcerules_strings.xml: located in the data folder.

·         effects_graphics.xml: located in the data folder.

·         rules.xml: located in the data folder.

·         interface.xml: located in the data folder (only if you alter and rename the TGAs below).

·         default.xml: located in the mapstyles folder.

·         iface_specialresource.tga: located in the default RoN art folder, not in T&P's.

·         CTW_Spec_Res.tga: located in the T&P art folder, but not RoN's.

 

With this in mind, there are several steps to modifying Rare Resources:

 

1.)     Determine the type of resource you want to add. Are you looking to add a resource that is a identifiable in the Modern Age to go with your Modern/Information age scenario setting? Are you looking to add a resource that is more in keeping with your scenario’s geographic region? Are you creating an “out-there” conversion, like one based in a fantasy or sci-fi realm? All these things and more would be good reasons to mod Rare Resources, and can give you ideas about what Rare Resources you want to add.

 

In this guide, the primary example shown modifying Titanium (20 Food, 20 Oil, Attrition in enemy territory reduced 50%, available Industrial Age) to Lead (30 Metal, Attrition in enemy territory reduced 30%, requirements of Medieval Age and Empire [Civic II], obsolete in the Modern Age), and switching out Maize (30 Food, Cost to ramp up units reduced 50%, CTW-only) for Titanium (30 Metal, 30 Oil, Cost to ramp up units removed, available Modern Age).

 

2.)     Determine which current resource you will need to replace to bring your resource to fruition. Note again that the resource being replaced is entirely dependent upon which resource ability you are choosing. These are summarized here below, with numbers left out because they can be changed:

 

·         Research Effects

o        Bison: Granary research cost reduced

o        Dye: Civic research cost reduced

o        Furs: Military research cost reduced

o        Incense: Temple research cost reduced

o        Papyrus: Science research cost reduced

o        Relics: Research and upgrade time reduced

o        Silk: Commerce research cost reduced

o        Silver: Age advancement cost reduced

o        Wine: Unit upgrade cost reduced.

 

·         Base Resource Costs

o        Coal: All Timber costs reduced

o        Gold: All Wealth costs reduced

o        Gypsum: All costs reduced

o        Iron Ore: All Metal costs reduced

o        Sugar: All Food costs reduced

 

·         Military Structure  and Unit Effects

o        Aluminum: Aircraft costs reduced and speed increased

o        Bananas: All unit hit points increased

o        Citrus: Ships heal at sea

o        Copper: Dock and Factory unit hit points increased

o        Cotton: Barracks, Stable, and Dock production time reduced

o        Horses: Stable unit costs reduced

o        Huskies: Scout vision increased

o        Maize: Unit ramp up cost reduced

o        Marble: Wonder cost reduced

o        Obsidian: Archers, Towers, Forts, and Cities gain attack bonus

o        Rubber: Auto Plant unit costs reduced

o        Rum: Ship combat range increased

o        Salmon: Naval unit costs reduced

o        Salt: Troop (Barracks) unit costs reduced

o        Sulphur: Siege and Artillery (Siege Factory) unit costs reduced

o        Titanium: Attrition in enemy territory reduced

o        Uranium: Nuclear missile cost reduced and speed increased

o        Whales: Ship speed increased

 

·         Civic Effects

o        Amber: Market sell prices increased and buy prices reduced

o        Beaver Pelts: Scouts and Merchants free

o        Cattle: Citizen armor increased

o        Coffee: Resource income increased

o        Diamonds: Commerce limit increased

o        Fish: no special abilities

o        Gems: National Borders increased

o        Olive Oil: Extra Farms per city

o        Peacocks: Population Limit increased

o        Spice: Caravan income increased

o        Tobacco: Building and Wonder construction time reduced

o        Wool: Citizen cost and production time reduced.

 

Also, I want to note the sequence of resource names that is maintained pretty much throughout the game’s files. It is important that this sequence be maintained, or abilities of resource will be decoupled from their descriptions, and the end player won’t know what does what:

 

Fish, Relics, Wine, Papyrus, Dye, Silk, Spice, Salt, Horses, Rubber, Sulphur, Amber, Silver, Tobacco, Marble, Furs, Cotton, Bison, Copper, (Seals – never made it in game), Peacocks, Citrus, Sugar, Diamonds, Gems, Aluminum, Whales, Obsidian, Wool, Coal, Uranium, Titanium, Cattle, Huskies, Olive Oil, Gypsum, Beaver Pelts, Gold, Rum, Coffee, Bananas, Salmon, Iron Ore, Maize, Incense.

 

3.)     Determine what you will need to change to bring your new resource to life. This will determine the number of files you will need to create or edit to complete your resource mod. The list of things you can change, summarized again, and the files needed for the change, are listed below. In the notes, (ME) stands for model editor, (GE) stands for graphics editor, and (XE) stands for XML editor:

 

·         Activation of CTW-only Resources: (XE) resourcerules.xml and default.xml

·         Names: (XE) resourcerules.xml, effects_graphics.xml, typenames.xml and default.xml

·         Base Resources Gathered: (XE) resourcerules.xml

·         Base Resource Gathering Rates: (XE) resourcerules.xml

·         Prerequisites for Discovery: (XE) resourcerules.xml

·         Obsolescence: (XE) resourcerules.xml

·         Bonus Scales: (XE) rules.xml

·         Description: (XE) resourcerules.xml, resourcerules_strings.xml

·         Icons: (GE, XE) iface_specialresource.tga OR CTW_Spec_Res.tga OR your own file, resourcerules.xml

·         Models: (ME) or models in the art folder of RoN and T&P

·         Textures: (GE) or textures in the art folder of RoN and T&P

·         Map Availability: (XE) default.xml

 


 

How to Create a New Rare Resource, Step by Step

 

In this section, I will go over the important procedures that are involved in changing a Rare Resource to present a newer version to the player. Note again, that the primary example shown in this document includes modifying Titanium (20 Food, 20 Oil, Attrition in enemy territory reduced 50%, available Industrial Age) to Lead (30 Metal, 10 Wealth, Attrition in enemy territory reduced 30%, requirements of Medieval Age and Empire [Civic II], obsolete in the Modern Age), and switching out Maize (30 Food, Cost to ramp up units reduced 50%, CTW-only) for Titanium (30 Metal, 30 Oil, Cost to ramp up units removed, available Modern Age). This will serve to show the whole process except making new models and graphics.

 

Let’s begin by reviewing the files in the process:

 

Resourcerules.xml

 

The resourcerules.xml file describes most of the general statistics of the resource, including the name, where the game’s engine can find the icons in the texture files, what the description string will read (for comparison with resourcerules_strings.xml), the obsolescence and prerequisites of a resource, its size in squares, if it is a static drawing or not, its resource gathering types and rates, and if it is available as a random drop in maps. The sequence in this file matters, as it does in other files, since changing the sequence would change the abilities a resource has. A typical Rare Resource entry looks like this:

 

 

<RESOURCE>                                                                                                      à Open tag

      <NAME>Furs</NAME>                                                                               à Enter name of resource

      <ABBREV>Fu</ABBREV>                                                                            à I have seen no effect, leave alone

      <X_SIZE>1</X_SIZE>                                                                                 à Size of resource on map (x-axis)

      <Y_SIZE>1</Y_SIZE>                                                                                 à Size of resource on map (y-axis)

      <BLOCK>0</BLOCK>                                                                                   à Static (1) or animated (0)

      <PREQ0>none</PREQ0>                                                                           à Prerequisite 1 in Age or Tech

      <PREQ1>none</PREQ1>                                                                           à Prerequisite 2 in Age or Tech

      <OBS>disable</OBS>                                                                                 à Obsolescence in Age or Tech

      <BONUS_TYPE0>Food</BONUS_TYPE0>                                             à First Resource Gathered

      <BONUS_NUM0>10</BONUS_NUM0>                                                 à Amount of First Resource Gathered

      <BONUS_TYPE1>Metal</BONUS_TYPE1>                                            à Second Resource Gathered

      <BONUS_NUM1>10</BONUS_NUM1>                                                 à Amount of Second Resource Gathered

      <RANDOM_RARE_DROP>1</RANDOM_RARE_DROP>                      à Will this appear in resource editor

      <DESC>                                                                                                          à Description string, must match strings

        Cost of #ICON24 Military research reduced by $NUMBER0%.        

      </DESC>                                                                                                        

      <DESC_ABBREV>                                                                                         à Short description, must match strings

        Military Research Bonus

      </DESC_ABBREV>

      <TEX_ID>TEX_SPECIAL_RESOURCES</TEX_ID>                                 à Texture file reference: leave alone

      <TEX_COL>1</TEX_COL>                                                                         à Column of big icon in texture file

      <TEX_ROW>3</TEX_ROW>                                                                      à Row of big icon in texture file

      <TEX_CLIP>0</TEX_CLIP>                                                                        à Always set to zero

      <TEX2_ID>TEX_SPECIAL_RESOURCES</TEX2_ID>                            à Texture file reference: leave alone

      <TEX2_X>196</TEX2_X>                                                                         à Top left X of small icon in tex file

      <TEX2_Y>228</TEX2_Y>                                                                          à Top left Y of small icon in tex file

      <TEX2_XS>27</TEX2_XS>                                                                       à Always set to 27

      <TEX2_YS>27</TEX2_YS>                                                                        à Always set to 27

    </RESOURCE>                                                                                                 à Close tag

 

When editing these tags, make sure to ONLY edit the text between the tag markers. Any broken tags or changed hashes may make the game inoperable.

 

Resourcerules_strings.xml

 

This file is used only to maintain consistency between the <DESC> and <DESC_ABBREV> tags and the game’s display to the player of these tags. The strings that should be edited to match the <DESC> are in the top half, denoted by the <CAT hash=587613> tag, and the strings that should be edited to match the <DESC_ABBREV> tags are in the bottom half, denoted by the <CAT hash=”5799388”> tag.

 

Not editing these tags will not cause any harm to your conversion, since they are constructed to look back to the rules.xml ability settings and NOT your resourcerules.xml file. However, if you make changes like granting immunity to attrition, free wonders, and so on, it’s good to make that clear to your players. As with any of the strings files, do not edit the contents of the tag, only the value between the tag open and close.

 

Some contents of these values are unusual. The #ICONx references share the same sequence as the icons listed in the icon_texs.xml file, with #ICON1 being the Food apple icon, and so on down the list. An example of how this can be used is if you add an obsolete reference to a resource. The description can be changed to include: “Rendered obsolete in the #ICON33 Modern Age” for a resource that is obsolete in that Age. The $NUMBER0 and $NUMBER1 refer to the abilities of the resource as described in rules.xml. The value of $NUMBER0 is the value of the first listed ability, and $NUMBER1 is the second. If the value is expressed in %, the % should be appended to the end, and + or – should be added before the $ sign as needed.

 

Effects_graphics.xml

 

The effects_graphics.xml file handles the majority of graphic effects for non-interactive items, such as resources and particle systems. The pertinent parts of this file are bounded by the <GOODS></GOODS> tags. Again, note that the sequence of resources here must be maintained, or you will end up with the wrong graphics on the right abilities, and so on. It is best to edit directly in the lines of the resource you are changing, rather than risking breaking tags or adding extra info that will break the game. An example:

 

<GOOD name="Furs" icon_row="2" icon_col="6" model="" texture="">

      <BOUNDINGVOLUMES>

        <SPHERE x="0" y="0" z="0" rad="120"/>

      </BOUNDINGVOLUMES>

</GOOD>

 

In this example, Furs calls on animated examples so the model and texture classes remain empty. This is because there are other references that direct “Furs” to look toward the unit_graphics.xml file. Since editing animated resources involves treating the resources as a unit, this will not be addressed here due to my lack of familiarity with unit modifications. If another player more experienced with unit modification wants to try editing animated resources, please let me know.

 

Another example, however, will show what we want to edit for non-animated values:

 

<GOOD name="Uranium" icon_row="4" icon_col="6" model=".\art\Uranium.bh3" texture=".\art\Uranium.tga" offset="0" underlay="1" anim="Uranium Default">

      <BOUNDINGVOLUMES>

        <SPHERE x="30" y="0" z="15" rad="160"/>

      </BOUNDINGVOLUMES>

</GOOD>

 

In this example, we see a static resource, Uranium. In the case of this resource, we see that, to give the resource its appearance we have several options. The models are changed by the “model” class, the texture applied to the model (the skin) is changed by the “texture” class, and any particle animations are added through the “anim” and “particle” tags. The models and textures can typically be found in the art folder of the original RoN, though the “BillBoard” model is used whenever a flat resource is being presented. The animations I have seen so far include the “Uranium Default”, which gives that resource its green glow, “Sugar Default”, which I am not sure what it does; more of these are located in the anim_graphics.xml. The particles are all listed directly above the Rare Resources in the effects_graphics.xml file, so I expect any one of these can be called into service. The two that are used for most present resources are “Steam”, which adds an outgassing steam effect to resources like Sulphur, and “Glitter,” which provides the sparkles on resources like Titanium.

 

The icon_row and icon_col values are references to the resource_icon.tga file found in the original RoN art directory. They are only shown, in my experience, for animated resources during placement in the scenario editor. The only interesting thing about that file is it seems to imply that natural gas and rice may have been a resource considered at one point, and as well as olives and incense, which eventually (kind of) made it in. There is very little reason to change these values, except maybe for completeness. The icon file referenced can be changed by editing the <ICONPAGE> tag at the end of the <GOODS> section.

 

I do not yet know the meaning of the contents of the <BOUNDINGVOLUMES> tags, but simply leaving them alone has caused no problems thus far. I also have not determined at this time if it is possible to give non-animated models animated models. At this point, this does not seem possible, because I cannot find a referent that links the animated resources to the herd animations controlled by the unitrules.xml and unit_graphics.xml files.

 

Rules.xml

 

The rules.xml file is where changes can be made to the scale of a resource’s ability benefits. The numbers here are reported to the $NUMBER0 codes in the descriptions from the resourcerules.xml and resourcerules_strings.xml. Below is the entire pertinent section of the file. Edit only those resources you plan on changing. Again, note that the sequence of resources is repeated once again.

 

    <RELICS_RESEARCH_SPEED value="33%"/>

    <WINE_UNIT_UPGRADES value="20%"/>

    <PAPYRUS_SCIENCE_MILITARY value="25%"/>

    <DYE_CIVIC_COMMERCE value="25%"/>

    <FURS_MILITARY value="25%"/>

    <SILK_COMMERCE value="25%"/>

    <SILK_CARAVAN value="0"/>

    <SPICE_CARAVAN_INCOME value="20%"/>

    <SALT_BARRACKS_COST value="15%"/>

    <HORSES_STABLE_COST value="15%"/>

    <RUBBER_AUTOPLANT_COST value="15%"/>

    <SULPHUR_SIEGE_COST value="20%"/>

    <AMBER_MARKET value="10"/>

    <SILVER_AGE_COST value="15%"/>

    <TOBACCO_BUILDING_SPEED value="10%"/>

    <MARBLE_WONDER_COST value="10%"/>

    <FURS_LOS value="0"/>

    <COTTON_CREATION_SPEED value="25%"/>

    <BISON_GRANARY_COST value="33%"/>

    <COPPER_FACTORY_HP value="20%"/>

    <PEACOCKS_POP value="10%"/>

    <SUGAR_FOOD_COST value="10%"/>

    <DIAMONDS_COMMERCE value="10"/>

    <GEMS_TERRITORY_BONUS value="2"/>

    <ALUMINUM_AIR_COST value="15%"/>

    <ALUMINUM_AIR_SPEED value="25%"/>

    <WHALES_SHIPS_MOVE value="20%"/>

    <OBSIDIAN_ARCHERS_RANGE value="0"/>

    <OBSIDIAN_ARCHERS_ATTACK value="1"/>

    <WOOL_CITIZENS_COST value="15%"/>

    <WOOL_CITIZENS_SPEED value="33%"/>

    <COAL_TIMBER_COST value="25%"/>

    <URANIUM_NUKE_COST value="5%"/>

    <URANIUM_NUKE_SPEED value="10%"/>

    <TITANIUM_ATTRITION value="50%"/>

    <CATTLE_CITIZEN_ARMOR value="1"/>

    <DOGS_SCOUT_LOS value="3"/>

    <OLIVE_FARMS value="1"/>

    <GYPSUM_COST value="10%"/>

    <BEAVER_FREE_SCOUT_MERCH value="1"/>

    <GOLD_WEALTH_COST value="10%"/>

    <RUM_NAVAL_RANGE value="1"/>

    <COFFEE_INCOME_BONUS value="10%"/>

    <BANANAS_HP_BONUS value="10%"/>

    <SALMON_NAVAL_COST value="20%"/>

    <IRON_METAL_COST value="10%"/>

    <MAIZE_RAMPING_BONUS value="50%"/>

    <INCENSE_TEMPLE_RESEARCH value="25%"/>

 

Interface.xml

 

This file is only important if you change the filename of the resource icon files. The pertinent tags here are:

 

<IFACETEXLOAD id="TEX_SPECIAL_RESOURCES" file=".\art\iface_specialresource.tga " pixformat="PF_32"/>

<IFACETEXLOAD id="TEX_CONQ_RSRC" file=".\art\CTW_Spec_Res.tga" pixformat="PF_32"/>

 

Note that the IDs correspond to the TEX entries in the resourcerules.xml file. By changing the file entered in the “file” class, you can change the file the resource will look for to find its icons. So far, I have had success with TGA and PNG files in this area, and I have left “pixformat” alone.

 

Default.xml

 

This is the main map generation file, and is part of the process of activating or deactivating a resource for use in a map. To add a resource to the list of resources that will randomly appear in a new game, add a tag:

 

<RARE name=”xxxxx”/> under the <LAND_0><RARE RESOURCES> group.

 

To remove a resource from the list of resources that will randomly appear in a new game, delete the RARE tag it is in. If you have simply changed a name from another that was previously available, change that same resources name here. The order does not seem to matter in this file.

 


 

Example of Rare Resource Modification

 

The steps that this example will entail are:

 

1.)     Name Changes for Titanium to Lead and Maize to Titanium.

2.)     Base Resources Gathered Changes for Titanium and Maize.

3.)     Base Resource Gathering Rate Changed for Titanium and Maize.

4.)     Prerequisite Changes for Titanium.

5.)     Obsolescence Changes for Titanium.

6.)     Bonus Scale Changes for Titanium and Maize.

7.)     Description Changes for Maize.

8.)     Icon Changes for Titanium and Maize.

9.)     Model Changes for Titanium and Maize.

10.)  Texture Changes for Titanium and Maize.

11.)  Map Availability for Maize.

 

I find it is best to move in order from one file to the next. So, beginning with resourcerules.xml, we can change the resources as follows:

 

1.)     In resourcerules.xml, under the Titanium Resource tag

a.       Change the <NAME> tag from Titanium to Lead

b.       Change the <PREQ0> tag from Industrial Age to Medieval Age

c.        Change the <PREQ1> tag from none to Empire

d.       Change the <OBS> tag from disable to Modern Age

e.       Change the <BONUS_TYPE0> tag from Food to Metal

f.         Change the <BONUS_NUM0> tag from 20 to 30

g.       Change the <BONUS_TYPE1> tag from Oil to none

h.       Change the <BONUS_NUM1> tag from 20 to 0

 

2.)     Open the iface_specialresource.tga in the RoN default art directory.

a.       Note that Lead icons are available already (a wholly new resource would need an edit, which is beyond the scope of this tutorial)

b.       First, take note of the current values of <TEX_COL>, <TEX_ROW>, <TEX2_X> and <TEX2_Y>, since in this example we are switching an existing resource (Titanium) into another existing one (Maize) to change its abilities. These values are 2, 3, 224, and 228.

c.        Find the column and row of the large icon you wish to use. Begin counting at 0. For Lead, the icon is Column 5, Row 1.

d.       Back in the resourcerules.xml file, change the <TEX_COL> tag to read 5 and the <TEX_ROW> tag to read 1.

e.       Switch again to the icon file. Now, find the upper left corner of the small icon. For reference, the values are always even. The top row has a Y value of 200, the bottom row a Y value of 228. The X value is always n*28, where n is the number across in the row, starting at 0. Seals are in the top row, so the Y value is 200, and they are 13th in the row (0 to 13), so the X value is 364.

f.         Back in the resourcerules.xml file, change the <TEX2_X> tag to 364 and the <TEX2_Y> tag to 200.

 

NOTE: Obsolescence and prerequisites appear to only accept values allocated as techs or ages. A more appropriate obsolescence of Titanium would be if a nation builds the Statue of Liberty, but as of yet, I have not been able to get this working. If anyone else wants to give it a try, please let me know your results.

 

3.)     Now, repeat the same for Maize. Note that we will have an extra step, because Maize is a CTW-only resource, which means we must activate it for random availability.

a.       Change the <NAME> tag from Maize to Titanium

b.       Change the <PREQ0> tag from none to Modern Age

c.        Change the <BONUS_TYPE0> tag from Food to Metal

d.       Change the <BONUS_TYPE1> tag from none to Oil

e.       Change the <BONUS_NUM> tag from 0 to 30

f.         Add in the following to it’s own line between </BONUS_NUM1> and <DESC>:

<RANDOM_RARE_DROP>1</RANDOM_RARE_DROP>

g.       Change the <DESC> tag to read: Cost to ramp up units is removed.

h.       Change the <DESC_ABBREV> tag to read: Unit Ramp Cost Removed

i.         If you did not note the values for the Titanium icons (and ignoring that they’re above, for practice purposes), again, switch to the iface_specialresources.tga file, and repeat the process above, except now finding the column, row for the large Titanium icon and the X,Y for the small Titanium icon. The Titanium icon is the one with the white pipes, beams and ball bearings. These values are 2, 3 and 224, 228.

 

Note: maize is one of the few CTW-only resources that use the TEX_SPECIAL_RESOURCES as its icon reference. For other CTW-only resources, they refer to the TEX_CONQ_RESC reference. Only change this if you have purposes for changing to the other icon file, and also recall that those two TEX references themselves can be changed to point to any icon file you like.

 

4.)     Now, you’re done with the resourcerules.xml file. Let’s perform a quick edit in its counterpart, resourcerules_strings.xml, in order to make the <DESC> and <DESC ABBREV> tags edited in the resourcerules.xml consistent. Note that, by default, the T&P file has all the CTW resources on one line. You can move them each to their own line to make future edits simpler.

a.       In the top section, change the <STRING> reading: Cost to ramp up units reduced by $NUMBER0%. to Cost to ramp up units is removed.

b.       In the bottom section, change the <STRING> reading: Unit Costs Decreased to Unit Ramp Cost Removed (no period).

c.        Change the <BONUS_TYPE0> tag from Food to Metal

d.       Change the <BONUS_TYPE1> tag from none to Oil

e.       Change the <BONUS_NUM> tag from 0 to 30

 

5.)     Next, let’s quick jump into the effects_graphics.xml page and change our appearances.

a.       Since Titanium is a BillBoard, this means that the game treats it as a flat surface, and the graphic that we tie to the texture part will determine the appearance of the resource. If you want to change the appearance of this resource, you can create a tga or png file to use as the texture, either based on the ones that already exist or of your own making. I have noticed that all resources in the art directory have an alpha channel with an overlay color of red (#FF0000) and an opacity of 50. I am not experienced with this type of graphics editing (doing mostly web graphics), so a more experienced person than I should explain the process of making your own resource designs. I, however, just tweaked the silver.tga file to be a bit greyer and a bit less white, and saved it as lead.tga in the original RoN art directory.

b.       To achieve this change, find the <GOOD> tag for Titanium. Change the name tag to Lead and the texture to “.art\lead.tga”.

        Download my lead.tga by doing right-click, Save Target As....

c.        Now, repeat the same process for Maize. Find the <GOOD> tag for Maize. You will note that it has a model of spice.bh3. This is because the CTW only resources all use the Dye or Spice models.

d.       To make Maize look like Titanium, change the name to Titanium, change model to “BillBoard”, change texture to “.art\titanium.tga”, and make sure both offset and overlay are set to 1.

e.       To give the new Titanium the Glitter effect, add the parameter: particle=”Glitter” before the close of the tag and after the underlay parameter.

 

6.)     At this stage, we’ve done almost all the work. All that remains now is to fully change the names of the resources, edit their ability scales, and add Maize (now Titanium) to the default map setup. First, let’s edit ability scales.

a.       Open the rules.xml file, and find the following tags: <TITANIUM_ATTRITION value=”50%”> and <MAIZE_RAMPING_BONUS value=”50%”>. They should be within a few lines of each other.

b.       Change the value parameter of <TITANIUM ATTRITION> to “30%”.

c.        Change the value parameter of <MAIZE RAMPING BONUS> to “100%”.

d.       Do NOT change the names TITANIUM or MAIZE in the rules.xml. This will create a non-existent referent within the game. Treat this as you would treat editing a nation.

 

7.)     Finally, it’s time to finish the last name edit and make Maize (now Titanium) available on maps by default. Open the default.xml file in the mapstyles directory.

a.       First, find the <RARE name=”Titanium”/>. Change “Titanium” to “Lead”.

b.       Now, look to see if there is a tag that reads <RARE name=”Maize”/>. If there is, your default.xml has already been edited to add Maize to your games. If this is the case, edit “Maize” to read “Titanium”.

c.  Finally, if the <RARE name=”Maize”/> tag is not present, your default.xml has not been edited to add Maize to your games. Add the line <RARE name=”Titanium”/>, to reflect our new resource, on its own line between the last <RARE> tag and the </RARE_RESOURCES> tag.

Examples of the new resources made here, as the appear in game, are shown below.


Lead


Titanium
 

Now, head in game and take a look at how these resources play out. After this, feel free to continue to experiment with new rare resource ideas. Good luck and good modding, everyone.


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