This is the first chapter of a guide that I will be working on to explain Civ 6's new system of modifiers. The file attached is the example mod created in this first chapter, and the guide itself is on my website:
Moderator Action: link to compromised site removed, see the "discussion" tab for the content
I've been working very hard to get this out ASAP to help people who are trying to mod and get their head around modifiers. Hopefully there aren't any mistakes or errors in the guide or the example mod, but if there are, please alert me.
Civilization 6 introduces a new system of game mechanics known as ‘modifiers’. Modifiers allow dynamic changes to entities in the game, allowing a far greater degree of flexibility to modders. They are already used ubiquitously throughout the game; bonuses from civics, technologies, buildings, religion, policies etc. are all modifiers. They also exist in the form of unit promotions, diplomatic boosts and penalties, and elsewhere. Modifiers are perhaps the most crucial component of the game that modders must be able to use effectively to create custom content.
This guide assumes that:
In this chapter, you will learn how to implement modifiers into the game. We will be creating a very basic ‘balance patch’, that will make a few changes to the game:
Moderator Action: link to compromised site removed, see the "discussion" tab for the content
I've been working very hard to get this out ASAP to help people who are trying to mod and get their head around modifiers. Hopefully there aren't any mistakes or errors in the guide or the example mod, but if there are, please alert me.
* * *
Civilization 6 introduces a new system of game mechanics known as ‘modifiers’. Modifiers allow dynamic changes to entities in the game, allowing a far greater degree of flexibility to modders. They are already used ubiquitously throughout the game; bonuses from civics, technologies, buildings, religion, policies etc. are all modifiers. They also exist in the form of unit promotions, diplomatic boosts and penalties, and elsewhere. Modifiers are perhaps the most crucial component of the game that modders must be able to use effectively to create custom content.
This guide assumes that:
- You are familiar at least at a very basic level with SQL.
- You understand the file structure and implementation of XML/SQL based mods.
- You can create a modinfo file for very basic mods. (There will be no discussion of this in the guide’s examples.)
* * *
In this chapter, you will learn how to implement modifiers into the game. We will be creating a very basic ‘balance patch’, that will make a few changes to the game:
- The Stave Church (Norwegian unique building) grants a free missionary when built.
- Pax Britannica (Victoria’s leader bonus) grants +10% Production in cities settled on foreign continents.
- Increases the rate of border expansion universally by 50%.
- Attach modifiers to entities using the entity-modifier tables.
- Understand what is meant by attaching a modifier as opposed to applying a modifier.
- Create your own modifiers using modifier types and requirement sets included in the base game.
- Understand the difference between modifiers and dynamic modifiers.
- Understand the purpose and usage of the modifier arguments table.
- Debug modifiers using log files and the tuner.