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Nov 22nd, 2014
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  1. .lua trait
  2.  
  3. function FaithUnitProduction(playerID)
  4. local player = Players[playerID]
  5. if player:GetCivilizationType() == GameInfoTypes["CIVILIZATION_PROTECTORATE"] and player:IsAlive() then
  6. for city in player:Cities() do
  7. local faithproductionAmount = math.floor(0.25 * player:GetTotalFaithPerTurn())
  8. city:SetNumRealBuilding(GameInfoTypes["BUILDING_PROTECTORATE_PRODUCTION"], faithproductionAmount)
  9. end
  10. end
  11. end
  12. GameEvents.PlayerDoTurn.Add(FaithUnitProduction)
  13.  
  14. Dummy building xml
  15.  
  16. <Buildings>
  17.  
  18. <Row>
  19. <Type>BUILDING_DUMMY_PROTECTORATE</Type>
  20. <BuildingClass>BUILDINGCLASS_PROTECTORATE</BuildingClass>
  21. <Cost>-1</Cost>
  22. <FaithCost>-1</FaithCost>
  23. <PrereqTech>NULL</PrereqTech>
  24. <GreatWorkCount>-1</GreatWorkCount>
  25. <ArtDefineTag>NONE</ArtDefineTag>
  26. <MinAreaSize>-1</MinAreaSize>
  27. <NeverCapture>true</NeverCapture>
  28. <HurryCostModifier>-1</HurryCostModifier>
  29. <PortraitIndex>0</PortraitIndex>
  30. <IconAtlas>CIV_COLOR_ATLAS</IconAtlas>
  31. </Row>
  32.  
  33. </Buildings>
  34.  
  35. <BuildingClasses>
  36. <Row>
  37. <Type>BUILDINGCLASS_PROTECORATE_UA</Type>
  38. <DefaultBuilding>BUILDING_PROTECTORATE_UA</DefaultBuilding>
  39. </Row>
  40. </BuildingClasses>
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