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.
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.
Copy the [Shared] Pools and Definitions
into your mod and add shared-pools-and-definitions
to your LoadAfterIds
.
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>
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<=400][last()]">
<Item>
<Building>1500010111</Building>
<Worker>400</Worker>
</Item>
</ModOp>
Result:
- 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 anWorker
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.
<!-- 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.
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>
...
- 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
toassets-pools.include.xml