Domination Victory. Less punishment required

pjcivio

Chieftain
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Edit: Changed title in post.
Before, "global parameters" punishing me.



Hello.

The game is how is. A design by devs. That is accepted. But....

I'm an irreductible warmonger, expansionist, and active military player.
It know, it know... The majority of civ gamers wish an different evolution, ... less brutal. But, this is a game, and all fantasy has room in.... (Happily for fun). For me, is bored a permanent and gentil pacific co-existence with the cheaters IA players, in the end always, sooner or later, allied against the human player.

The game, such as now, heavily, (for me and my player style), makes a punishment to all that i wish for fun. (High costs in built and maintain or new creation of units, or expansion, or limited and slow growth in population, . . .).
My option is always domination victory, and adore grow the cities, expand the empire, found many new cities all over the map, win territory near IA player, (waiting for a decisive action), fight against other IA players, (never accept offers in trade, or any collaboration.....). They fear me, and look for the way defeat me. No mercy at all. .
So. I need a new globalparameters.xml file in my personal way. The manual changes in values in this file no match after update-patch Nov. . Nor with "update" text formula using other mods made for others, and adding new texts.

Happy with a model for reedit the file, and works it, if someone lends a hand.
 
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I play as a crazy warmonger too. I declare war on every AI as soon as I meet them. But I dont understand what you are asking.
 
Hello, qqqbbb.

I must better explain the first post in this tittle.

I play every time, (except few occasions), in Dom. Victory condition. (But not exactly like a crazy and un-meditate warmonger).
Maquiavelo and Sun Tzu are my guide. (I recommend to read their "The Prince" and "The Art of War" books. Two delights.).

And, in addition, not only the globalparameters.xml file is the entire source of my problem.

The Civ 6 game, currently, has different ways to victory: Culture, Religion, Science, Domination. Separated or mixed. And each of they, with different features. Till that ok. Accepted. You can choose your own way to play. That's right.
But, as said, the domination style or victory condition is punished by the devs. And seems clear they are against military concept, (and his implications), and for that reason ramp up the obstacles in military facet.

In the forum is published a brilliant mod by Water0, (-thanks for this, Water0-), the "Unit Rebalance mod" : https://forums.civfanatics.com/threads/unit-rebalance-mod-1-1.605477/
This useful mod, solves a part of problem. The units and their statics can be edited in. A simple and effective way to adjust to your own wish the units and his performance.
But are others aspects relative to military way, or victory condition by domination, not solved with the use of that mod: the punishment or high obstacles for war weariness, warmonger, upgrade costs, very high negative consequences in declare war, raze cities, or automatic rise in eras of warmonger points, etc.

In the forum is published, by Gelodgreat, (-thanks for this, Gelodgreat), another good mod for aim war weariness and warmonger: https://forums.civfanatics.com/thre...rmongering-raze-penalty-war-weariness.603953/
But, for some reason, no match for me, in the combined pack of mods i use for a fun play.

I changed texts in files: diplomaticactions.xml, eras.xml and globalparamenters.xml, in an attempt for reduce the original punishment in game, but not seems match when play a game.

By all before said, i need a formula or mod, matching in game, for alter all the three mentioned xml files, (globalparameters, eras, diplomaticactions).

Regards
 
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Ok, short version:

In each era there is a defined warmonger point value, that value is the base warmonger score you get for doing anything like taking a city. Some actions, like razing a city, multiply that score while a casus belli will reduce it. If you change those base values the effect is reduced. The biggest problem with this method is that they neglected to scale it by world size and we have no way of doing that with a mod so you end up needing to adjust it to fit the way you like to play.

I like big maps, so the AI players and I have a lot of cities and a war will rack up a LOT of warmonger points. Here are the changes I use:

Code:
UPDATE Eras SET WarmongerPoints = 0    WHERE EraType ='ERA_ANCIENT';
UPDATE Eras SET WarmongerPoints = 1    WHERE EraType ='ERA_CLASSICAL';
UPDATE Eras SET WarmongerPoints = 2    WHERE EraType ='ERA_MEDIEVAL';
UPDATE Eras SET WarmongerPoints = 4 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Eras SET WarmongerPoints = 6 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Eras SET WarmongerPoints = 8 WHERE EraType ='ERA_MODERN';
UPDATE Eras SET WarmongerPoints = 10 WHERE EraType ='ERA_ATOMIC';
UPDATE Eras SET WarmongerPoints = 14 WHERE EraType ='ERA_INFORMATION';

The next issue is war weariness. I like it to fade away very quickly in peace and I don't like to suffer for defensive wars, these three changes fix that for me:

Code:
UPDATE GlobalParameters SET Value = 5000 WHERE Name ='WAR_WEARINESS_DECAY_PEACE_DECLARED';
UPDATE GlobalParameters SET Value = 500 WHERE Name ='WAR_WEARINESS_DECAY_TURN_AT_PEACE';

UPDATE GlobalParameters SET Value = 0 WHERE Name ='WAR_WEARINESS_PER_COMBAT_IN_ALLIED_LANDS';

Hope that helps.
 
Hi, Seven05.
Thanks for your valued reply.

(I follow with great interest your exceptional work in "Larger Worlds" and "Detailed Worlds" mods, and respect you like an important modder in this forum. Congratulations ! ).

(I don't like play with random maps. I design the maps i play with World Builder tool. (And can get a superior map size by editing, before a new creation, the map huge size in maps.xml file, to a 200x130, -a 26.000 tiles cruiser-. It match for now). This way, every terrain, ocean mass, coast, geographical accident, resource, river, lake, etc.. appear where and how i wish.)

To the matter.
Last night, tried a way to change, effectively, the punisher system the game implements against dom. victory option. The first result reached, it's hopeful. But i need a lot more attempts in.
And will add your appreciated suggestion.
I will tell.

Again, thanks you.

Regards
 
Here is changes I made to make the game enjoyable while constantly waging wars.
Code:
UPDATE GlobalParameters SET Value = 4 WHERE Name="CITY_MIN_RANGE";
UPDATE GlobalParameters SET Value = Value + 1 WHERE Name="RELIGION_SPREAD_ADJACENT_CITY_DISTANCE";
UPDATE GlobalParameters SET Value = Value + 1 WHERE Name="START_DISTANCE_MAJOR_CIVILIZATION";
UPDATE Buildings SET RegionalRange = RegionalRange + 1 WHERE RegionalRange > 0;
UPDATE GlobalParameters SET Value = 2 WHERE Name='EXPERIENCE_BARB_SOFT_CAP'; -- CANNOT be higher than 8
UPDATE GlobalParameters SET Value = 3 WHERE Name='EXPERIENCE_MAX_BARB_LEVEL'; -- CANNOT be higher than 6
UPDATE GlobalParameters SET Value = 1111 WHERE Name="AI_TURNS_BETWEEN_PEACE_OFFERS";
UPDATE GlobalParameters SET Value = 1100 WHERE Name="WAR_WEARINESS_DECAY_TURN_AT_WAR"; -- 50
UPDATE GlobalParameters SET Value = 25 WHERE Name="EXPERIENCE_PROMOTE_HEALED";
UPDATE GlobalParameters SET Value = 0.5 WHERE Name="CITY_GROWTH_OCCUPATION_MULTIPLIER";
UPDATE GlobalParameters SET Value = 2 WHERE Name="PILLAGE_MOVEMENT_COST";
UPDATE GlobalParameters SET Value = 1 WHERE Name='TRADING_POST_GOLD_IN_OWN_CITY';

UPDATE ModifierArguments SET Value = 25 WHERE ModifierId="HEAL_AFTER_DEFEATING_UNIT";

UPDATE Units SET Cost = Cost*0.5 WHERE FormationClass = 'FORMATION_CLASS_SUPPORT';
UPDATE Units SET ZoneOfControl = 0 WHERE UnitType IS 'UNIT_GREAT_GENERAL' OR UnitType IS 'UNIT_GREAT_ADMIRAL';

UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_WARRIOR';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_SLINGER';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_SUMERIAN_WAR_CART';
UPDATE Units SET Maintenance = 1 WHERE UnitType = 'UNIT_AZTEC_EAGLE_WARRIOR';

I play without city states because they are too easy to conquer. This code replaces diplomatic government slots with wildcard ones and fixes issues that arise after that.
Code:
UPDATE ModifierArguments SET Value = 'SLOT_WILDCARD' WHERE ModifierId IS 'POTALA_PALACE_DIPLOMATIC_GOVERNMENT_SLOT';

REPLACE INTO Government_SlotCounts (GovernmentType, GovernmentSlotType, NumSlots)
    SELECT a.GovernmentType, 'SLOT_WILDCARD', a.NumSlots + b.NumSlots
    FROM Government_SlotCounts AS a, Government_SlotCounts AS b
    WHERE a.GovernmentType = b.GovernmentType
    AND a.GovernmentSlotType = 'SLOT_DIPLOMATIC'
    AND b.GovernmentSlotType = 'SLOT_WILDCARD';

DELETE FROM Government_SlotCounts WHERE GovernmentSlotType = 'SLOT_DIPLOMATIC';

DELETE FROM Policies WHERE GovernmentSlotType IS 'SLOT_DIPLOMATIC';

-- monarchy grants units bonus XP  instead of envoys
UPDATE Governments SET BonusType = 'GOVERNMENTBONUS_COMBAT_EXPERIENCE', AccumulatedBonusShortDesc = 'LOC_GOVT_ACCUMULATED_BONUS_BRIEF_OLIGARCHY', AccumulatedBonusDesc = 'LOC_GOVT_ACCUMULATED_BONUS_OLIGARCHY' WHERE GovernmentType IS 'GOVERNMENT_MONARCHY';
UPDATE GovernmentModifiers SET ModifierId = 'OLIGARCHY_UNIT_EXPERIENCE' WHERE GovernmentType IS 'GOVERNMENT_MONARCHY' AND ModifierId IS 'MONARCHY_ENVOYS';
UPDATE GovernmentModifiers SET ModifierId = 'OLIGARCHY_UNIT_EXPERIENCE_ACCUMULATING' WHERE GovernmentType IS 'GOVERNMENT_MONARCHY' AND ModifierId IS 'MONARCHY_ENVOYS_ACCUMULATING';
 
Seven where can I go to find these lines so I can mod them in myself. I also use Gelo's mod and wonder if it will work there.

In a nutshell I am happy to diretly mod the ini file in the game base folder. Where are these lines at so i can adjust them?
 
The SQL changes need to be in a mod. The easiest way I can think of would be to grab the- slower tech by era mod and edit the included rules.sql file. That mod is easy as I think thats the only file other than the modinfo and its easy to remove the few lines already in there.

I can give you a more detailed example when I'm not using my phone to do this :)
 
My problem, (my wish before explained), possibly is now solved.
After changes, (test by test, test by test...), implemented this morning, the game behavior with Domination Victory condition is much more acceptable, and the game no crash, (tested 40 turns). (This is important because i mix several mods at time. This provide me a very good development in game).

For test, at start the game, I put in a map created in Worl Builder, in my human civilization, 20 horseman, 4 settlers, 4 builders, 2 swordman, 1 musket, and 4 archers. And 30 barb explorers + 5 camps, near my troops along the map. Since turn 1, even before found city, attack barbs and fight to destroy camps, without ceasefire, successively, turn after turn, chasing the enemy, even near IA players territory, (Only Victoria, England, send me a soft message in this war next frontiers). 50 combats or more, in 20 first turns, all over the map, (200x130), even in lands very far away my territory. All enemies dead.
No penalties in cities, nor in production, nor in growth, nor happiness ..... None notification or advise.
No crash game. Even in conjunction with other 11 mods at same time.

That is OK for me. My wish done. (At least for now, in turn 40)

Explain my way:
In this forum is published a brilliant mod by thecrazyscot, (-thanks for this, thecrazyscot-), "customizable warmonger penalties", https://forums.civfanatics.com/threads/customizable-warmonger-penalties.603546/.
This useful mod is editable. And, in the .xml file address the part of warmonger, and a part with a little variation for globalparameters.xml in game.
This part, can be editable, ( the same as others in mod), and can be added lines, (with the same structure of text in), to more change the globalparameters.xml file. The changes works in game then in a new game. ( Tested, for example, by writing a value "9" in entry "CITY_POPULATION_RIVER_LAKE" - this grants 9 housing at foundation a city in tile next a river-, and for example, writing a value "1.5" or "1" in entry "CITY_FOOD_CONSUMPTION_PER_POPULATION" - this changes to 1 or 1,5 the food consumption per 1 population, and provides more food surplus for grow-; and so on with others entries).

The superb result: Can be adjusted every parameter you wish in globalparameters.xml file. (Not only, but the basic in the treatment for the Victory Domination condition in game), and in the eras.xml file, and in the diplomaticactions.xml file. This provides improvements in Victory Domination condition in game, as you wish. Simply by altering the numbers in values, in parameters.


The changes are editables in values for each "post-modder" at convenience.

Regards.

- - - - - - - - - - - - - - - - - - -
P.D.

This I made in xml file of the mod:

<GlobalParameters>

<Replace Name="CITY_FOOD_CONSUMPTION_PER_POPULATION" Value="1.5"/> <!--default 1.5-->
<Replace Name="CITY_POPULATION_AQUEDUCT_BOOST" Value="8"/> <!--default 8-->
<Replace Name="CITY_POPULATION_AQUEDUCT_MIN" Value="4" /> <!--default 4-->
<Replace Name="AI_TURNS_BETWEEN_TRADES" Value="20"/> <!--default 20-->
<Replace Name="CITY_AMENITIES_FOR_FREE" Value="5"/> <!--default 5-->
<Replace Name="CITY_GROWTH_MULTIPLIER" Value="5"/> <!--default 5-->
<Replace Name="CITY_MAX_BUY_PLOT_RANGE" Value="6"/> <!--default 6-->
<Replace Name="CITY_POP_PER_AMENITY" Value="4" /> <!--default 4-->
<Replace Name="CITY_POPULATION_RIVER_LAKE" Value="9" /> <!--default 9-->
<Replace Name="COAST_FERTILITY" Value="6" /> <!--default 6-->
<Replace Name="CITY_POPULATION_NO_WATER" Value="3" /> <!--default 3-->
<Replace Name="LUXURY_RESOURCE_FERTILITY" Value="8" /> <!--default 8-->
<Replace Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="3" /> <!--default 3-->
<Replace Name="LUXURY_HAPPINESS_MINIMUM" Value="4" /> <!--default 4-->
<Replace Name="MAYHEM_DECLARATION_OF_WAR" Value="0" /> <!--default 0-->
<Replace Name="MAYHEM_DENOUNCEMENT" Value="0" /> <!--default 0-->
<Replace Name="MAYHEM_PEACE" Value="-60" /> <!--default -60-->
<Replace Name="MAYHEM_PLAYER_DESTROYED" Value="0" /> <!--default 0-->
<Replace Name="MAYHEM_UNIT_COMBAT" Value="0" /> <!--default 0-->
<Replace Name="MAYHEM_UNIT_COMBAT_WITH_BARBARIANS" Value="0" /> <!--default 0-->
<Replace Name="TRADE_ROUTE_BASE_RANGE" Value="35" /> <!--default 35-->
<Replace Name="TRADE_ROUTE_GOLD_PER_DESTINATION_DISTRICT" Value="10" /> <!--default 10-->
<Replace Name="TRADE_ROUTE_GOLD_PER_ORIGIN_DISTRICT" Value="8" /> <!--default 8-->
<Replace Name="TRADE_ROUTE_LAND_RANGE_REFUEL" Value="35" /> <!--default 35-->
<Replace Name="TRADE_ROUTE_WATER_RANGE_REFUEL" Value="50" /> <!--default 50-->
<Replace Name="UPGRADE_BASE_COST" Value="1" /> <!--default 1-->
<Replace Name="UPGRADE_NET_PRODUCTION_PERCENT_COST" Value="1.5" /> <!--default 1.5-->
<Replace Name="WAR_WEARINESS_DECAY_PEACE_DECLARED" Value="6000" /> <!--default 6000-->
<Replace Name="WAR_WEARINESS_PER_COMBAT_IN_ALLIED_LANDS" Value="0" /> <!--default 0-->
<Replace Name="WAR_WEARINESS_PER_COMBAT_IN_FOREIGN_LANDS" Value="0" /> <!--default 0-->
<Replace Name="WAR_WEARINESS_PER_UNIT_KILLED" Value="0" /> <!--default 0-->
<Replace Name="WAR_WEARINESS_POINTS_FOR_AMENITY_LOSS" Value="20" /> <!--default 20-->
<Replace Name="WAR_WEARINESS_WARMONGER_BASE" Value="0" /> <!--default 0-->
<Replace Name="WARMONGER_CITY_PERCENT_OF_DOW" Value="0" /> <!--default 0-->
<Replace Name="WARMONGER_FINAL_MAJOR_CITY_MULTIPLIER" Value="1" /> <!--default 1-->
<Replace Name="WARMONGER_FINAL_MINOR_CITY_MULTIPLIER" Value="1" /> <!--default 1-->
<Replace Name="WARMONGER_LIBERATE_POINTS" Value="1" /> <!--default 1-->
<Replace Name="WARMONGER_STOP_OCCUPYING_REFUND_PERCENT" Value="-500" /> <!--default -500--->
<Replace Name="WARMONGER_RAZE_PENALTY_PERCENT" Value="0.1" /> <!--default 0.1-->
</GlobalParameters>


And, in "Eras.xml" file, into the mod:
<Eras>
<Update>
<Where EraType="ERA_ANCIENT"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_CLASSICAL"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_MEDIEVAL"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_RENAISSANCE"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_INDUSTRIAL"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_MODERN"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_ATOMIC"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
<Update>
<Where EraType="ERA_INFORMATION"/>
<Set WarmongerPoints="0" /> <!--default 0-->
</Update>
</Eras>


And, in diplomaticactions.xml file into the mod:

<DiplomaticActions>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_FORMAL_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_JOINT_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_SURPRISE_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_HOLY_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_LIBERATION_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_RECONQUEST_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_PROTECTORATE_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_COLONIAL_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
<Update>
<Where DiplomaticActionType="DIPLOACTION_DECLARE_TERRITORIAL_WAR"/>
<Set WarmongerPercent="0"/> <!--default 0-->
</Update>
</DiplomaticActions>
 
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