Civilization Beyond Earth game cheats

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Civilization Beyond Earth game cheats

Civilization Beyond Earth game cheats:

Open X:\Firaxis Games\Sid Meiers Civilization Beyond Earth\assets\Gameplay\XML\Civilizations and open CivBETraits.

join at the bottom</GameData>

<Trait_MovesChangeUnitCombats>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType> (Take Asian forces as an example) PS: Delete all the brackets, otherwise there will be an error, including the brackets

<UnitCombatType>UNITCOMBAT_NAVALMELEE</UnitCombatType> (Naval melee unit)

<MovesChange>20</MovesChange> (Moves plus 20)

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_CARRIER</UnitCombatType> (Carrier

<MovesChange>20</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_NAVALRANGED</UnitCombatType> (Navy Remote

<MovesChange>20</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType> (Detection

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> (Melee, such as soldiers

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType> (remote, such as gunner

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType> (vehicle, Jeep

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType> (siege unit, such as siege bug

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_FIGHTER</UnitCombatType> (Aircraft

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType> (Helicopters, such as aliens floating

<MovesChange>5</MovesChange>

</Row>

<Row>

<TraitType>TRAIT_COORDINATED_WORKFORCE</TraitType>

<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType> (gunpowder unit, such as aliens, I don’t know how to translate

<MovesChange>5</MovesChange>

</Row>

</Trait_MovesChangeUnitCombats>

If the movement speed of colonists and workers also needs to be changed, open Units in the upper menu Units, search for <Type>UNIT_SETTLER</Type>, and add <CombatClass>UNITCOMBAT_MELEE</CombatClass> under <Moves>4</Moves> . It means that the colonists have been added to the combat melee unit category. In principle, there will be no other adverse effects. I have tried it in Civilization 4. . Speaking of Civilization 4, wow, at that time, I was a little ass kid. I played that every day, playing DLC, playing MOD, modifying MOD, MOD Falling to the World 2, that’s an addiction. Well, don’t make me digress.

In the same way, to modify the worker is to search for <Type>UNIT_WORKER</Type>.

<Row>

<Type>TRAIT_COORDINATED_WORKFORCE</Type> (Asia-Pacific trait)

<Description>TXT_KEY_TRAIT_COORDINATED_WORKFORCE</Description>

<ShortDescription>TXT_KEY_TRAIT_COORDINATED_WORKFORCE_SHORT</ShortDescription>

<WonderProductionModifier>1000</WonderProductionModifier> (Wonder Production Speed ​​10 times

<WorkerSpeedModifier>500</WorkerSpeedModifier> (Worker SpeedModifier 5 times

<LevelExperienceModifier>-50</LevelExperienceModifier> (The experience required to upgrade is halved

<ExtraEmbarkMoves>20</ExtraEmbarkMoves> (Carrier move +20

<CityStateBonusModifier>100</CityStateBonusModifier> (Attack on city-state +100%

<CityStateFriendshipModifier>100</CityStateFriendshipModifier> (City-state favorability doubled

<CapitalBuildingModifier>1000</CapitalBuildingModifier> (After a building is built in the capital, the construction speed of other cities will be increased by 10 times.

<CultureFromKills>1000</CultureFromKills> (the culture value added after killing the enemy, the test here is generally to add 80 points of culture <UnresearchedTechBonusFromKills>100</UnresearchedTechBonusFromKills> (the technology points added after killing the enemy, untested, also in the attachment No, use it with caution!!!

<EmbarkedToLandFlatCost>true</EmbarkedToLandFlatCost> (After the army goes ashore, it consumes 1 point of action and the test is invalid

<ExtraSpies>8</ExtraSpies> (8 additional spies, the test is invalid

<AbleToAnnexCityStates>true</AbleToAnnexCityStates> (Can marry city-states, the characteristics of Austria in the 5th generation, the test is invalid

<FasterAlongRiver>true</FasterAlongRiver> (cross the river quickly

<FasterInHills>true</FasterInHills> (Quickly cross the hills

<NumTradeRoutesModifier>200</NumTradeRoutesModifier> (number of caravans

<TradeRouteResourceModifier>100</TradeRouteResourceModifier> (Caravan effect

<FreeSocialPoliciesPerEra>2</FreeSocialPoliciesPerEra> (Add 2 free policies during the golden age, so it seems that this work does not have a golden age.

<ExtraFoundedCityTerritoryClaimRange>10</ExtraFoundedCityTerritoryClaimRange> (When the colonial team sits down, add 10 grids, and add 10 grids in total

<UniqueLuxuryCities>3</UniqueLuxuryCities> (this and the following two are all features of 5th generation Venice, no effect

<UniqueLuxuryQuantity>2</UniqueLuxuryQuantity>

<UniqueLuxuryRequiresNewArea>true</UniqueLuxuryRequiresNewArea>

<CityCultureBonus>10</CityCultureBonus> (It’s better to change this in YieldChanges

<CapitalThemingBonusModifier>50</CapitalThemingBonusModifier> (CapitalThemingBonusModifier> (CapitalThemingBonusModifier) ​​(Capital ThemingBonusModifier? The bonus of 3 kinds of ideas? This is a new thing

<olicyCostModifier>-50</PolicyCostModifier> (Policy unlocking fee is halved

<EraOfProsperityDurationModifier>1000</EraOfProsperityDurationModifier> (the various bonuses of the golden age, given that there is no golden age in this work, it is invalid.

<EraOfProsperityMoveChange>5</EraOfProsperityMoveChange>

<EraOfProsperityTourismModifier>100</EraOfProsperityTourismModifier>

<LandTradeRouteRangeBonus>100</LandTradeRouteRangeBonus> (travel route distance bonus on the road

<TradeReligionModifier>100</TradeReligionModifier> (Religious bonus for trade routes, currently invalid

<TradeBuildingModifier>100</TradeBuildingModifier> (Currently invalid

<HealthyEmpireGrowthModifier>100</HealthyEmpireGrowthModifier> (Double the benefits when the country is healthy

<OutpostGrowthModifier>100</OutpostGrowthModifier> (Double the growth of the outpost

<OutpostFaithPerTurn>8</OutpostFaithPerTurn> (OutpostFaithPerTurn> (OutpostFaithPerTurn> doubled, is there any religion at present?! Ask for scolding

<BonusReligiousBelief>true</BonusReligiousBelief> (5 generations of Byzantine characteristics, religion plus 1 unlocked, currently invalid!

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