How to Change the Mod Settings
In Game Mod Settings are finally here! Just click "Settings" button after selecting a Builder to bring up the game settings.
NOTE: While you can change the settings in the game, defaults are reloaded every time you load the game. In order to change the default settings, you must do some simple file editing.
IMPORTANT: Editing game files, including those from mods, may cause de-syncs in multiplayer games. In multiplayer games, you may just have to make the changes on game load in the in game mod settings menu.
1. Civ VI must be closed in order to make changes. Go to the main mod folder.
2. Make a copy of AutoBuilders_Settings.sql, put it in the same location and rename it to AutoBuilders_LocalSettings.sql
3. Open AutoBuilders_LocalSettings.sql with any text editor, this is the file where you can make changes
4. If you are familiar with the in game settings, all of the values in the file should make sense. Change what you want and then save the file. Now you can start Civ VI and your custom settings will load by default whenever you load a game!
5. Finally, remember that you can add your own settings for specific improvements! Just add a value to the table with your desired improvement variable.
Automated Builders Settings
Let's start with more information about how the code processes Builder decisions.
- Automated Builders will not choose the same plot. They will also not choose a plot that they cannot move to, if it is occupied by an enemy or another civilian.
- If an enemy unit or another civilian moves into the plot a Builder is targeting, the Builder's action will be refreshed and they will target something else.
- For any given plot, the default priority for selecting an action is Repair > Repair road > Improve Resource > Build unique improvement > Build improvement
- If a Builder has to choose between multiple non-unique improvements on a plot, it will go by some numbers in the settings. By default it is Mine > Beach Resort > Farm for normal improvements. If there are multiple unique improvements possible, by default Colossal Head (from La Venta suzerain), Fishery, or City Park will not be chosen.
- When a Builder is deciding what to do, each plot in your territory is given a base score based on the action determined for that plot. You can check out the mod settings to see the numbers. Repairing stuff and improving resources is given very high scoring, they have to be very far away before a Builder will ignore them.
- The base score for each plot is reduced based on how far away the plot is from the Builder. You can control how much distance matters by changing the Builder Distance setting.The plot with the highest score is chosen.
Automated Builders only perform certain actions such as repairing improvements and roads
- Move the slider for that action all the way to the left. You will notice that action is now disabled.
Change how important distance from Builder is when they are deciding what to do
- Change the value for Builder Distance. This value will be taken from the plot score for every tile away the Builder is.
If there are multiple improvements to choose from for one plot, what will be chosen?
- This is controlled by Improvement Priorities. The default value for an improvement is 0 (if it is not defined here). If something has a higher value than anything else on the list, it will be chosen over other improvements. You can see by default that a mine will always be chosen over a farm if a Builder has to choose.