An idea for 4 new civs

ArcandSpark

Chieftain
Joined
Apr 6, 2012
Messages
20
I want to make 4 new civs and have them specialise on specific parts of the game at the expense of other aspects. The first civ would have the library, university and public school provide more science but would have either a combat penalty or culture buildings would produce less culture. The second civ would have an increase to culture buildings but have worse science buildings. Third would be a military civ which would have added exp for the barracks, armory, and military academy and have a unique great general with a medic promotion. Their drawback would be less culture and slightly less science. The last civ would focus on an increase in money and production being given their own unique buildings but have a combat penalty.
Each civ would have a copy of a leader in the game but I want to change some of their characteristics and names such as the science civ would hate warmongers. Is it doable to give a civ 6 unique buildings and how difficult is this mod going to be to make for an amateur modder if I don’t worry about balancing the teams too much? Keep in mind that it is just a for fun mod that I am making for a couple of buddies and myself but nothing too serious.
 
It is very doable to give a Civ 6 Unique buildings. You can replace as many units / buildings you want with the <Civilization_BuildingClassOverrides> and <Civilization_UnitClassOverrides> as you want.

It sounds all very doable as it all does stuff that can be done with existing XML tags. You'll probably need to use a few 'dummy' buildings to make Civs have an overall negative or positive culture / science / gold modifier. You might want to look at how other modders have done similar things.

The combat penalty is the only thing I'm not 100% sure about. I'm not totally certain negative combat modifiers are possible with promotions, but I haven't dealt with promotions at all so I may be wrong.

Good luck. :)

EDIT: Also wanted to add that this is probably doable entirely within XML, and you won't have to bother with lua or sql at all. That being said, if you want to make the 'dummy' buildings invisible, you might need to dabble in it a bit, but there are so many examples of that on these forums that you'll probably be able to copy + paste the code.
 
I don't think it would be too hard to do much of what you want to do depending on how you go about it.

As far as having buildings give different bonuses for different civs then I think the best way would be to just make Unique Buildings for those building classes for each civ. I know you can have far more than 2 UUs per civ so I assume the same is true for UBs.

Giving a flat combat penalty to a civ is a little more interesting, but there are probably many ways to do it. Off the top of my head I would suggest creating a promotion with that combat penalty and give that promotion for free to those civs as part of their UA. Pretty simple, but there may be better ways to do it.

Making a civ hate warmongers would likely just involve altering their diplo flavors which is simple to do.

All of this can be done with just XML modding which is as simple as it gets. I would recommend reading through Kael's guide as it gives a pretty good explanation of how to use the tools and how to add new civs in XML. It is a little outdated but it will point you in the right direction. Good luck :)

edit :lol: albie's post is almost exactly the same as mine
 
Yes, you can do a lot of this by giving each civ its own UB for each building. But frankly, you don't really need that for most of the things you've described; a lot of those effects could be handled through a single National Wonder placed in each civ's capital. This'd have the advantage of not cluttering up the Civilopedia with a dozen different versions of each modified building, and it'd save a LOT of time writing the Overrides tables. For instance, create a "Warmonger" building that gives all buildings in your empire -10% Culture (using the Sistine Chapel's effect, but negative) but gives every military unit a special promotion that adds +10% strength and makes them generate XP and Great General points 25% faster.

In fact, the best way to do it would be to create multiple buildings in the Palace's building class, since you wouldn't need any Lua functions to place them then. So the "Warmonger Palace" would have the normal Palace effects, plus these extra modifiers, while the "Scientist Palace" might get an entirely different set. Since that Palace is explicitly listed in a table in the Civilizations file, it's easy to modify and the game already understands how to transfer that to a new capital if your old one is conquered. And since they'd share a building class, there'd be no worries about others being listed as buildable; you'd just have to add a few entries to the overrides tables.

You can also do things like this with Projects and Policies, since they tie to a player instead of to a city, but each of those has significant drawbacks in other areas.
 
Back
Top Bottom