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xml tweak

  1. V

    Capping the Number of Cities Civs Can Build

    I thought it would be fun to play a game where all civs could only grow so far (say 5 cities) and anything else had to be acquired from other civs. So I was trying to find a simple solution to this question, and I found a few threads with other people asking similar questions. I tried some...
  2. modmod

    Modding - XML files/ tags/ values

    This topic intented to collect: Existing XML files in Civ4Col modded version Explain what the different tags/ lines intented to do in them. And how those tags CONNECTED TO different XML files/ tags. Treat this as modding resource for XML modders. By the way it helps to personalize the version...
  3. Krzyszkot

    Only allow purchasing settlers with gold/faith

    I wanted to make a mod in which there would not be many cities and each new one would be a big thing. One of the things I want to do is to disable the ability to train settlers with production. To that end I've put the command MustPurchase="TRUE" in the settler line of Units.xml. At first it...
  4. G

    Remove Starting Bonuses

    I want to play on Diety, but without the AI getting any of their starting bonuses (tech, civics, units). I found the units in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data and commented out lines 44-46, so now the AI shouldn't get any extra...
  5. Tridentviper

    [HELP]Difficulty Bonuses

    Where can I modify the xml files so that difficulties higher than prince won't have additional unit attack bonus just the unit bonus (settler, builder)? Since in higher difficulties, 1 hoplite (25 strength) is weaker than a barbarian (28 or more strength). Although, there are some strong...
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