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>
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>