You add that to the mod or replace the values?For those who want a few more tiny changes to balance a fast production/slow research game, then here's my personal changes:
Personally I just replace, but they won't conflict if you just put mine below his.You add that to the mod or replace the values?
this thing is great, love the pacing this provides... I kind of wish we can also slow down the clock?
That's a bit harder because it involves going into the Gamespeeds file and tweaking things yourself, but it is actually pretty easy once you look at it for a bit.
hi,just a small question on this... is it true civ6 doesnt have a fixed beakers number like in civ 5 wher eventually you'll get 1 turn per tech if adding too much to the cost ?I don't want to turn this thread into a tutorial about modding (you'll find a lot about how to update the database in the civ5 section), but to keep it short civ5 and civ6 use a database that can be modified by mods.
The XML in the game's folder contains the value that will fill tables, "Technologies" and "Civics" are the name of 2 of those tables, and we can then use XML or SQL in mods to update the content of the tables in the database.
SQL is very interesting for us as it allows to change multiple values in tables with a single line.
We can also use tools like SQLite to check if the changes have been loaded by opening DebugGameplay.sqlite in "..\Documents\my games\Sid Meier's Civilization VI\Cache" (but not to change values, as the database used by the game is cached in memory on load, and DebugGameplay.sqlite is just a copy of it for... debugging)
See the posts above, just copy all the lines starting by "UPDATE" and on the copied lines replace "Technologies" by "Civics"
-- Camps spawn further away from players (4 tiles -> 7 tiles)
UPDATE GlobalParameters SET Value = 7 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY';
-- Replaces the Chiefdoms economic Slot with a wildcard to give everybody access to using the early Great Person Cards
UPDATE Government_SlotCounts SET GovernmentSlotType = 'SLOT_WILDCARD' WHERE GovernmentType = 'GOVERNMENT_CHIEFDOM' AND GovernmentSlotType = 'SLOT_ECONOMIC';
-- All Units that have a Base Maintenance of 1+ cost 1 more
UPDATE Units SET Maintenance = Maintenance + 1 WHERE Maintenance > 0;
-- Gives Warriors a Base Maintenance cost
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR';
-- Explorers start with a free Promotion
UPDATE Units SET InitialLevel = 2 WHERE UnitType = 'UNIT_SCOUT';
-- Scouts have +1 Vision Range
UPDATE Units SET BaseSightRange = 3 WHERE UnitType = 'UNIT_SCOUT';
-- Builers/Trade Routes cost 1 Population
UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_BUILDER';
UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_TRADER';
-- Higher Cost for religious Units (less spam)
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_MISSIONARY';
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_APOSTLE';
UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_INQUISITOR';
-- Traders Scale per Unit built, not over time
UPDATE Units SET CostProgressionModel = 'COST_PROGRESSION_PREVIOUS_COPIES', CostProgressionParam1 = 10 WHERE UnitType = 'UNIT_TRADER';
-- All Districts that add Production to Trade Routes (except the city center ) now add Food instead
UPDATE District_TradeRouteYields SET YieldType = 'YIELD_FOOD' WHERE YieldType = 'YIELD_PRODUCTION' AND DistrictType <> 'DISTRICT_CITY_CENTER';
-- My preferred technology scaling (yes, that's +10, not * 10)
UPDATE Technologies SET Cost = Cost + 10 WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost * 1.5 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost * 1.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost * 2 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost * 2 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost * 2.5 WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost * 2.5 WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost * 3 WHERE EraType ='ERA_INFORMATION';
-- My preferred Civics scaling (yes, that's +10, not * 10)
UPDATE Civics SET Cost = Cost + 10 WHERE EraType ='ERA_ANCIENT' AND CivicType <> 'CIVIC_CODE_OF_LAWS';
UPDATE Civics SET Cost = Cost * 1.5 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost * 1.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost * 2 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost * 2 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost * 2.5 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost * 2.5 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost * 3 WHERE EraType ='ERA_INFORMATION';
-- Reduce Warmonger Penalty from declaring war by 50% (/edit: I haven't tested this one, but it should work.)
UPDATE DiplomaticActions SET WarmongerPercent = WarmongerPercent / 2 WHERE WarmongerPercent IS NOT NULL;
-- Reduce Eurekas for all Techs and/or Civics to 25%
UPDATE Boosts SET Boost = 25 WHERE TechnologyType IS NOT NULL;
UPDATE Boosts SET Boost = 25 WHERE CivicType IS NOT NULL;
UPDATE Technologies SET Cost = Cost*1.1 WHERE EraType ='ERA_ANCIENT'; -- just for reference
UPDATE Technologies SET Cost = Cost*1.2 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*1.3 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*1.5 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*1.6 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*2.2 WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost*2.7 WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*3.2 WHERE EraType ='ERA_INFORMATION';
UPDATE Civics SET Cost = Cost*1.1 WHERE EraType ='ERA_ANCIENT'; -- just for reference
UPDATE Civics SET Cost = Cost*1.2 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*1.3 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*1.5 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*1.8 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*2.2 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost*2.7 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*3.2 WHERE EraType ='ERA_INFORMATION';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*3;
UPDATE ModifierArguments SET Value = "-80" WHERE ModifierId = "MINOR_CIV_PRODUCTION_PENALTY" AND Name = "Amount";
UPDATE Units SET Cost = Cost * 4 WHERE UnitType = "UNIT_MISSIONARY" OR UnitType = "UNIT_APOSTLE" OR UnitType = "UNIT_INQUISITOR";
Kind of random, but... here's a list of some more general changes that I've been playing around with:
Spoiler :Code:-- Camps spawn further away from players (4 tiles -> 7 tiles) UPDATE GlobalParameters SET Value = 7 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY'; -- Replaces the Chiefdoms economic Slot with a wildcard to give everybody access to using the early Great Person Cards UPDATE Government_SlotCounts SET GovernmentSlotType = 'SLOT_WILDCARD' WHERE GovernmentType = 'GOVERNMENT_CHIEFDOM' AND GovernmentSlotType = 'SLOT_ECONOMIC'; -- All Units that have a Base Maintenance of 1+ cost 1 more UPDATE Units SET Maintenance = Maintenance + 1 WHERE Maintenance > 0; -- Gives Warriors a Base Maintenance cost UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR'; -- Explorers start with a free Promotion UPDATE Units SET InitialLevel = 2 WHERE UnitType = 'UNIT_SCOUT'; -- Scouts have +1 Vision Range UPDATE Units SET BaseSightRange = 3 WHERE UnitType = 'UNIT_SCOUT'; -- Builers/Trade Routes cost 1 Population UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_BUILDER'; UPDATE Units SET PopulationCost = 1, PrereqPopulation = 2 WHERE UnitType = 'UNIT_TRADER'; -- Higher Cost for religious Units (less spam) UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_MISSIONARY'; UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_APOSTLE'; UPDATE Units SET Cost = Cost * 1.5 WHERE UnitType = 'UNIT_INQUISITOR'; -- Traders Scale per Unit built, not over time UPDATE Units SET CostProgressionModel = 'COST_PROGRESSION_PREVIOUS_COPIES', CostProgressionParam1 = 10 WHERE UnitType = 'UNIT_TRADER'; -- All Districts that add Production to Trade Routes (except the city center ) now add Food instead UPDATE District_TradeRouteYields SET YieldType = 'YIELD_FOOD' WHERE YieldType = 'YIELD_PRODUCTION' AND DistrictType <> 'DISTRICT_CITY_CENTER'; -- My preferred technology scaling (yes, that's +10, not * 10) UPDATE Technologies SET Cost = Cost + 10 WHERE EraType ='ERA_ANCIENT'; UPDATE Technologies SET Cost = Cost * 1.5 WHERE EraType ='ERA_CLASSICAL'; UPDATE Technologies SET Cost = Cost * 1.5 WHERE EraType ='ERA_MEDIEVAL'; UPDATE Technologies SET Cost = Cost * 2 WHERE EraType ='ERA_RENAISSANCE'; UPDATE Technologies SET Cost = Cost * 2 WHERE EraType ='ERA_INDUSTRIAL'; UPDATE Technologies SET Cost = Cost * 2.5 WHERE EraType ='ERA_MODERN'; UPDATE Technologies SET Cost = Cost * 2.5 WHERE EraType ='ERA_ATOMIC'; UPDATE Technologies SET Cost = Cost * 3 WHERE EraType ='ERA_INFORMATION'; -- My preferred Civics scaling (yes, that's +10, not * 10) UPDATE Civics SET Cost = Cost + 10 WHERE EraType ='ERA_ANCIENT' AND CivicType <> 'CIVIC_CODE_OF_LAWS'; UPDATE Civics SET Cost = Cost * 1.5 WHERE EraType ='ERA_CLASSICAL'; UPDATE Civics SET Cost = Cost * 1.5 WHERE EraType ='ERA_MEDIEVAL'; UPDATE Civics SET Cost = Cost * 2 WHERE EraType ='ERA_RENAISSANCE'; UPDATE Civics SET Cost = Cost * 2 WHERE EraType ='ERA_INDUSTRIAL'; UPDATE Civics SET Cost = Cost * 2.5 WHERE EraType ='ERA_MODERN'; UPDATE Civics SET Cost = Cost * 2.5 WHERE EraType ='ERA_ATOMIC'; UPDATE Civics SET Cost = Cost * 3 WHERE EraType ='ERA_INFORMATION'; -- Reduce Warmonger Penalty from declaring war by 50% (/edit: I haven't tested this one, but it should work.) UPDATE DiplomaticActions SET WarmongerPercent = WarmongerPercent / 2 WHERE WarmongerPercent IS NOT NULL; -- Reduce Eurekas for all Techs and/or Civics to 25% UPDATE Boosts SET Boost = 25 WHERE TechnologyType IS NOT NULL; UPDATE Boosts SET Boost = 25 WHERE CivicType IS NOT NULL;
Just copy-paste the lines you want to use into the mod's rules.sql file; numbers can of course be changed freely within logical parameters.