End Science In Renaissance, Westerosi Tech Tree

EzraNaamah

Chieftain
Joined
Dec 25, 2024
Messages
4
I am trying to create a mod where the tech tree does not have gunpowder or explosive materials and it cannot progress past the renaissance era. Some buildings were moved around as well as some units to make the situation fun and relatively balanced. However I cannot seem to get this to work and I'm starting to wonder if the civ 6 engine would even allow this to be done. Real Era Stop is a mod that is very close to what I want, but it includes musket men and bombards which would not exist in most medieval fantasy worlds. I will paste below the XML and SQL code I currently have to accomplish this.

DELETE FROM PlotResources WHERE ResourceType = 'RESOURCE_OIL';
DELETE FROM PlotResources WHERE ResourceType = 'RESOURCE_NITER';
DELETE FROM PlotResources WHERE ResourceType = 'RESOURCE_COAL';
DELETE FROM PlotResources WHERE ResourceType = 'RESOURCE_ALUMINUM';
DELETE FROM PlotResources WHERE ResourceType = 'RESOURCE_URANIUM';

UPDATE Districts SET PrereqTech='TECH_GUNPOWDER', Cost='30' WHERE DistrictType='DISTRICT_CANAL';
UPDATE Districts SET PrereqTech='TECH_INDUSTRIALIZATION', Cost='30' WHERE DistrictType='DISTRICT_INDUSTRIAL_ZONE';
UPDATE Districts SET PrereqCivic='CIVIC_GAMES_RECREATION', Cost='13' WHERE DistrictType='DISTRICT_WATER_ENTERTAINMENT_COMPLEX';
UPDATE Districts SET PrereqCivic='CIVIC_GAMES_RECREATION', Cost='14' WHERE DistrictType='DISTRICT_WATER_STREET_CARNIVAL';
UPDATE Buildings SET PrereqCivic='CIVIC_GAMES_RECREATION', Cost='15' WHERE BuildingType='BUILDING_FERRIS_WHEEL';
UPDATE Buildings SET PrereqCivic='CIVIC_HUMANISM', Cost='15' WHERE BuildingType='BUILDING_SANCTUARY';
UPDATE Buildings SET PrereqCivic='CIVIC_HUMANISM', Cost='15' WHERE BuildingType='BUILDING_ZOO';
UPDATE Buildings SET PrereqTech='TECH_GUNPOWDER', Cost='15' WHERE BuildingType='BUILDING_SEWER';
UPDATE Buildings SET PrereqTech='TECH_METAL_CASTING', Cost='15' WHERE BuildingType='BUILDING_MILITARY_ACADEMY';
UPDATE Buildings SET PrereqTech='TECH_METAL_CASTING', Cost='15' WHERE BuildingType='BUILDING_SEAPORT';
UPDATE Buildings SET PrereqTech='TECH_METAL_CASTING', Cost='15' WHERE BuildingType='BUILDING_STOCK_EXCHANGE';
UPDATE Units SET PrereqTech='TECH_BALLISTICS', Cost='15' WHERE UnitType='UNIT_MUSKETMAN';
UPDATE Units SET PrereqTech='TECH_BALLISTICS', Cost='15' WHERE UnitType='UNIT_BOMBARD';
UPDATE Units SET PrereqTech='TECH_BALLISTICS', Cost='15' WHERE UnitType='UNIT_PIKE_AND_SHOT';
UPDATE Units SET PrereqTech='TECH_BALLISTICS', Cost='15' WHERE UnitType='UNIT_JANISSARY';
UPDATE Units SET PrereqTech='TECH_BALLISTICS', Cost='15' WHERE UnitType='UNIT_CAROLEAN';

<GameData>
<Resources>
<Update>
<Where ResourceType="RESOURCE_IRON"/>
<Set PrereqTech="TECH_MINING"/>
</Update>
<Update>
<Where ResourceType="RESOURCE_NITER"/>
<Set PrereqTech="TECH_BALLISTICS"/>
</Update>
<Update>
<Where FeatureType="FEATURE_FOREST" />
<Set AddCivic="CIVIC_MYSTICISM" />
</Update>
</Resources>
</GameData>
 

Attachments

And yeah there's nothing in there to slow down or stop the tech tree once you get past the renaissance, but whenever I delete technologies or civics it just stops the game from loading up entirely. The ideal IMO would be to create something I can just make compatible with real era stop or some alternative to it that ends in the renaissance.
 
You could use a future technology with an unattainable or repeatable cost, or try to delete the eras but you would have to delete everything related to them, such as policies and requirements
 
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