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Faster Building and Unit Production

RemonKewl

Chieftain
Joined
Oct 8, 2016
Messages
10
A mod based, again, on Gedemon's and alpaca's code, it sets the production cost of units and buildings to 0.75 of what they are.

Updated the mod, added an option with half the building cost, and now it increases the purchase cost to the original. For some reason, the purchase multiplier is always an integer. So, the 1/2 building cost option has the exact purchase cost as vanilla, and the 3/4 building cost has a tad more purchase cost.
 

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to install the mod you have to create a folder in "Documents\My Games\Sid Meier's Civilization VI\Mods\Name your folder" and extract the 2 files from the archives in the new created folder.

Is there a way to let vanilla production for antique, classical and medieval unit ? (but reduce the other units)
 
Is there a way to let vanilla production for antique, classical and medieval unit ? (but reduce the other units)

Yes. The same SQL used here can also be used to query the foreign keys "PrereqDistrict", "PrereqTech" and "PrereqCivic" from the pulled Units, then from each of those pull up the "EraType" reference (or in the case of District, pull up the District's Tech or Civic and then from there the EraType...), and then list there as conditions which Eras to select, so that finally you can apply the Cost = Cost*factor modification to only those queried entries.

The exact code is slightly beyond my current comfort level with SQL though, so it would probably take me an hour or so of fiddling around to get it working. If you want to take a shot at this, \Base\Assets\Gameplay\Data\Schema\01_GameplaySchema.sql will be your best friend.
 
I really love this, I'm working on a balance modpack for myself that I may publish can I incorporate this in with some value changes and credit you?
 
Of course, although credit should go mostly to Gedemon and alpaca.

Btw, does anyone know how to change the insta-buy cost? The problem with the mod is that in slower speeds the cost is very low now. Nvm, found it.
 
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I keep getting an error that your attachment cannot be found when attempting to download your mod. I am new here so I assume I am doing something wrong, but in case it is not me I thought I should let you know.

Edit: I was trying to DL while the author was ULing. All better now.
 
Of course, although credit should go mostly to Gedemon and alpaca.

Btw, does anyone know how to change the insta-buy cost? The problem with the mod is that in slower speeds the cost is very low now. Nvm, found it.
Lol just played through the first dozen turns and ran int oa similar issue where was it?
 
I'm pretty sure all mods affect acheivments...one of the reasons I have hundreds of hours on both civ v and eu iv and less than 10 achievements combined between both of those games :P
 
Nope, achievements aren't disabled in civ 6 with mods enabled, at least at the moment.
 
Is there a way to disable, or at least mitigate the exploding production cost of districts as you advance in eras? I've looked at the GlobalParameters.xml and see a few possible entries, but I'm a little confused as to what they do. Thanks!
 
Could you make a mod for the units of the moar units included that doubles or triples unit costs for the AI? Cause if I play with a slower research the freaking AI spams units in an unholy amount until everything is littered with them...
 
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