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  1. killmeplease

    Extensive economies

    Currently in the game 1 citizen always works 1 hex of land, but historically 'working areas' could differ very much. E.g. a herdsman used 100x more land than a farmer. A paddy rice farmer much less than a wheat farmer, etc. To emulate extensive land use, some improvements could be given...
  2. killmeplease

    How to hide dummy buildings from UI?

    ...particularly, Civilopedia and tech tree? (i've set them to require the Future tech)
  3. killmeplease

    How to loop a city's buildings?

    city:GetBuildings() returns an object which i cant loop through like player:GetCities() it can say if the city has a particular building -- bs:HasBuilding(idx) but i want to get the full list...
  4. killmeplease

    Are there hooks like CityCanConstruct?

    These were very useful in Civ5..
  5. killmeplease

    Some things from CivBE which should have been included into Civ6

    I have recently played CivBE and it was quite an interesting experience. It seems, at least for me, in some regards CivBE is better than Civ6: 1. Diplomacy. There's a currency named diplomatic capital, with which you can buy agreements. It also determines other things, e.g. how much you can...
  6. killmeplease

    Windmill improvement

    I want to make the windmill improvement (buildable in hills, while mines only to improve resources). Is there a windmill model, or is it possible to rip a windmill from the dutch polder? or import from civ4? and how to do that? thanks
  7. killmeplease

    'Plant' floodplains or a custom feature

    Is it possible in Civ6? I have tried to find the 'plant forest' action in assets to use it as reference but theres only one trace of it -- UNITOPERATION_PLANT_FOREST row in the UnitOperations table, which can only be used to show or hide it from UI. is everything else about forest planting...
  8. killmeplease

    New Policy system

    I think policies aren't good enough currently. Its too much bustle with card switching in civ6, and the civic tree feels redundant. Civ5 policies were nice little things you collected throughout the game, very satisfying, but the whole system was too static. What i propose is a new policy...
  9. killmeplease

    Economic Regions

    Like military units can be merged in Corps in Civ6, there should be a possibility to join several cities into a Region. Yields are pooled, and excess food goes to a selected city, as well as production and culture (to push borders). Buildings' yield modifiers are shared by all cities in the...
  10. killmeplease

    Chopping output

    Whats the formula behind forest chopping? I have noticed in the early game its about 20 hammers, and 200 in the late
  11. killmeplease

    SetFeatureType turns off the light

    when i call SetFeatureType from lua, the map gets covered in the fog of war, even the tiles around cities and units. if i click a unit, visibility is restored. not a big deal but annoying, especialy during the AIs turns - it flashes like stroboscope.. how to properly place a feature so there...
  12. killmeplease

    New policies aren't shown

    I'm changing the Exploration policy tree. I have deleted 4 exploration policies out of 7 (i have kept the Opener, Finisher and Maritime Infrastructure) and added new policies in place of the deleted. Problem is, the new policies aren't shown in the PolicyPopup. Only the Maritime Infrastructure...
  13. killmeplease

    How to make AI to use a specialist

    i've added a priest specialist slot to the temple to create prophets with :c5greatperson: gpp instead of :c5faith: faith. problem is, they dont like to use it much. it seems they're programmed to rack up faith if they want religion so they would set faith focus and in this case the priest is...
  14. killmeplease

    Player specific building type

    How to get a player specific building type? E.g. Temple for Endland but Burial Tomb for Egypt?
  15. killmeplease

    Using a tech icon from a scenario

    In my mod I'm trying to use the "religious orders" icon from the TECH_ATLAS_DLC_07 (#5) and it does not work - agriculture icon is shown in the tech tree and no icon in the civilopedia. TECH_ATLAS_DLC_02 does not work too. But i can use icons from other scenario atlases, like Into the...
  16. killmeplease

    Switch active player

    Can it be done via a Lua or possibly dll mod? I am thinking of a revolutions mod where the player could modernize its civ through a revolution.
  17. killmeplease

    Pass data to CityView.lua

    In my mod one of the files (lets call it file1) is set to be an InGameUIAddin to provide an entry point. it uses another file (lets call it file2) where some global variable V is declared, it is then set to some value in file1. now i include file2 in the modded CityView.lua and try to read the...
  18. killmeplease

    Idea: Regions

    I usually play standard or smaller maps, because large maps become slog in the late game, when you have a dozen of cities or more. You should manage all those production queues what is very tedious. I think it would be great to have an ability to combine several cities into regions so that they...
  19. killmeplease

    Easy fix to Jungles

    allow building Camp there?
  20. killmeplease

    WLTKD counter wont show in the UI

    i use city:ChangeWeLoveTheKingDayCounter(iturns) to start WLKTD in a city bonus growth is applied and shown in the food tooltip but theres no counter in the center of the city screen you can see during a "natural" WLTKD how to bring it on screen? thanks
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