Łukasz Jakowski 13,396 Posted September 19, 2024 game/_FAQ/Buildings_Bonuses.txt List of available bonuses for Buildings: TaxEfficiency: [X], MonthlyLegacy: [X], DefenseBonus: [X], FortLevel: [X], FortDefense: [X], MaximumManpower: [X], LocalManpower: [X], ConstructionCost: [X], ConstructionTimeBonus: [X], RecruitArmyCostInProvince: [X], LocalGrowthRate: [X], InvestInEconomyCost: [X], IncreaseManpowerCost: [X], IncreaseTaxEfficiencyCost: [X], DevelopInfrastructureCost: [X], IncreaseGrowthRateCost: [X], ProvinceMaintenance: [X], MonthlyIncome: [X], LocalTaxEfficiency: [X], DiseaseDeathRate: [X], CasualtiesNuclearAttacks: [X], Economy: [X], ResearchPoints: [X], ProductionEfficiency: [X], IncomeProduction: [X], MaxInfrastructure: [X], BuildingSlots: [X], ArmyMovementSpeed: [X], ####################################### float CostGold[]; float MaintenanceCost[]; int ConstructionTime[]; int RequiredTechID[]; int RequiredGovernmentID = -1; int RequiredReligionID = -1; float TaxEfficiency[]; float MonthlyLegacy[]; int DefenseBonus[]; int FortLevel[]; int FortDefense[]; int MaximumManpower[]; float LocalManpower[]; int ConstructionCost[]; int ConstructionTimeBonus[]; float RecruitArmyCostInProvince[]; float LocalGrowthRate[]; float InvestInEconomyCost[]; float IncreaseManpowerCost[]; float IncreaseTaxEfficiencyCost[]; float DevelopInfrastructureCost[]; float IncreaseGrowthRateCost[]; float ProvinceMaintenance[]; float MonthlyIncome[]; float LocalTaxEfficiency[]; float DiseaseDeathRate[]; float CasualtiesNuclearAttacks[]; float Economy[]; float ResearchPoints[]; float ProductionEfficiency[]; float IncomeProduction[]; int MaxInfrastructure[]; int BuildingSlots[]; float ArmyMovementSpeed[]; int RequiredResource = -1; boolean UniqueCapitalBuilding = false; boolean SeaAccessRequired = false; boolean ShowUpgrades = true; int AI[]; Fire Quickly 1 Quote Share this post Link to post Share on other sites More sharing options...