musketeer925 wrote:EAGLEMUT wrote:musketeer925 wrote:How did you go about doing this? I assume you didn't manually edit every card...
Well, not by hand... I wrote a little script in python to iterate over all card techs and copy paste all their effects one more time.
Ah okay, I wondered if you were doubling numbers, but this makes sense. Modifying the numbers on ResourceExchange effects would probably make more sense, e.g., on HCXPFurTrade making it a 1.50 instead of 1.25 multiplier, as having the effect duplicated does nothing. Similarly, anything that using an "Assign" data modifier (see HCXPNationalUnity, HCMercenaryLoyalty, HCMosqueConstruction, HCCheapMarketsTeam, HCCheapDocksTeam, HCXPWarChiefAztec2, HCXPOldWaysIroquois, others...) may behave in a more logically "doubled" way by modifying the numbers.
I've fixed all of those issues with a single line!
EAGLEMUT wrote:(where applicable)
There will definitely be cards that don't make full use of this bonus while they could with a little reimagination. However, for the purpose of a one-time fun event, the current implementation seems sufficient. So far I haven't touched anything manually, although I'm not ruling out possible tweaks, given that something is found to be a gamebreaking issue or we're missing out on some interesting combo. I'm also a bit wary of that since manually fixing one card could make the whole thing appear more inconsistent in a way. Things like enabling an action or setting some cost to a specific absolute value will consistently effectively not be doubled right now, and it should be quite apparent from the detailed card descriptions in-game.