• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

First Civ Mod Idea

1410

Chieftain
Joined
Dec 26, 2016
Messages
3
I've played the Civilization franchise for a long time and, with no access to VI, decided to try and enhance my experience with Civ V. I've recently begun exploring mods and reading up on creating my own civilization. Unfortunately, after five or six hours of reading, I've realized that I have no talent for coding languages. Although I'm certainly going to continue to try, if anyone was interested in giving my clues on specifics for how to do the customizations below, I'd absolutely appreciate it! Otherwise, I'd appreciate feedback simply on the mechanics of what I've begun.

UA: Gains Faith for the empire from each enemy unit killed
UU: (Enhanced Inquisitor) May remove heresy 3 times and lowers effectiveness of enemy spies by 25% while in a city
UB: (Enhanced Temple) In addition to standard effects, provides +15 experience to all units build in that city.
 
The UA and the UB should be easy to implement:

For the UA, the Trait table offers the FaithFromKills option, which will allow the player to turn kills into faith, so simply make a trait, and add that option to your trait.
Code:
<GameData>
...
<Traits>
  <Row>
     <Type>TRAIT_EXAMPLE_TRAIT</Type>
     <Description>TXT_KEY_TRAIT_EXAMPLE_TRAIT</Description>
     <ShortDescription>TXT_KEY_TRAIT_EXAMPLE_TRAIT_SHORT</ShortDescription>
     <FaithFromKills>100</FaithFromKills>
  </Row>
</Traits>
...
</GameData>

UB is also easy: You'll use the Building_UnitCombatFreeExperiences table.
Code:
<GameData>
...
<Building_DomainFreeExperiences>
   <Row>
     <BuildingType>BUILDING_EXAMPLE_BUILDING</BuildingType>
     <DomainType>DOMAIN_LAND</DomainType>
     <Experience>15</Experience>
  </Row>
   <Row>
     <BuildingType>BUILDING_EXAMPLE_BUILDING</BuildingType>
     <DomainType>DOMAIN_SEA</DomainType>
     <Experience>15</Experience>
  </Row>
   <Row>
     <BuildingType>BUILDING_EXAMPLE_BUILDING</BuildingType>
     <DomainType>DOMAIN_AIR</DomainType>
     <Experience>15</Experience>
  </Row>
</Building_DomainFreeExperiences>
...
</GameData>

The problem lies within the UU, more specifically the fact that it replaces a religious unit, and religious units are a bit of a pain to replace. You'll probably have to look at other
people's mods to figure it out.
 
I immensely appreciate the help.
In regard to the UU, do you believe it would be simpler (something I'd like to stick to for my first attempt) to add "remove heresy" to a standard unit, for example, or should I look toward something found among typical units as is?

Edit: My thought, if I should change the UU entirely, is perhaps an Enhanced Longswordsman which starts with the March promotion and ignores terrain cost.
 
Last edited:
I am not sure if it works here, but <RemoveHeresy>true</RemoveHeresy> XML tags exist in the G&K. However, the real problem lies within how religious units work: i.e. they have to be assigned a religion, and this means they'll have to be faith purchased in a city with a World Religion. The 4 important tags are as follows. That poses a conundrum: you'd have to pull out a unit so that a unit class is basically removed if the said civilization doesn't have a religion. Moreover, there isn't a XML tag that allows you to remove heresy more than once: it's likely baked in the game code.

Code:
<RequiresEnhancedReligion>true</RequiresEnhancedReligion>
<ReligiousStrength>1250</ReligiousStrength>
<ProhibitsSpread>true</ProhibitsSpread>
<RemoveHeresy>true</RemoveHeresy>
 
Ah, that had not occurred to me. Once again, I cannot thank you enough for being so helpful!
 
Back
Top Bottom