SJSerio
Centurion
Good afternoon,
After almost a year since Civ 6 was released, I am still frustrated by the production issues with the early game. The eras flying by quickly (even on epic or marathon speed) and wonders completing several eras after their designated era are particularly bothersome. Many early special units are worthless as by the time you can build one or two, you've already passed their relative era. According to game time, I often hit the Medieval era by around 500 BC and the Renaissance shortly after that (before AD). This is extremely frustrating.
So, I decided to build a simple mod. After hours of searching for guides on how to use modbuddy properly, I finally got one pieced together. Nothing too fancy. I made a spreadsheet of techs, civics, buildings, wonders, and units and set forth adjusting the base costs of each for the first 4 eras (Ancient through Renaissance). For techs and civics, I increased the costs with ancient at 2.5x vanilla costs and stepping down to 2x for classical, 1.5x for medieval, and 1.1-1.25x for renaissance.
For buildings and wonders, it was the opposite. Ancient era buildings and wonders were 0.25x the vanilla costs, Classical were 0.5x vanilla, Medieval were 0.75x, and 0.9x for Renaissance. With Units, I did the same, however, I added a few other changes. I also reduced the costs of air units, especially fighters, and set the strategic resources for many units that were missing them, especially unique units. I understand the reason that the developers went against giving UUs a strategic resource requirement, however, I feel that change has lessoned the importance of strategic resources.
Anyway, after several attempts and more digging to figure out Civ VI Modbuddy, I finally got the mod to load in the game. Well, here is the problem. When I loaded up a game (with the mod), the costs for Techs and Civics updated correctly. However, all buildings and wonders had a production cost of 828 (which is the cost that I set for Forbidden City, Great Zimbabwe, and Venetian Arsenal. I tried separating buildings and wonders, into two different xml files, but this still occurred. For units, some used the new costs while others retained their vanilla costs. What is going on here?
I've included a compressed copy of my mod if anybody can take a look and assist.
On a final note, this is just the first phase of a slightly bigger mod that I would like to build. Eventually, I also want to add in several ancient city-states from around the Mediterranean (like Troy, etc.) and build a map that focuses on the Mediterranean world (similar to the map I did for Civ V in my sig). Of course, I am going to school full time, so how long before I can finish, I am not sure. But, in the meantime, I want to get this complete and start testing the balance.
After almost a year since Civ 6 was released, I am still frustrated by the production issues with the early game. The eras flying by quickly (even on epic or marathon speed) and wonders completing several eras after their designated era are particularly bothersome. Many early special units are worthless as by the time you can build one or two, you've already passed their relative era. According to game time, I often hit the Medieval era by around 500 BC and the Renaissance shortly after that (before AD). This is extremely frustrating.
So, I decided to build a simple mod. After hours of searching for guides on how to use modbuddy properly, I finally got one pieced together. Nothing too fancy. I made a spreadsheet of techs, civics, buildings, wonders, and units and set forth adjusting the base costs of each for the first 4 eras (Ancient through Renaissance). For techs and civics, I increased the costs with ancient at 2.5x vanilla costs and stepping down to 2x for classical, 1.5x for medieval, and 1.1-1.25x for renaissance.
For buildings and wonders, it was the opposite. Ancient era buildings and wonders were 0.25x the vanilla costs, Classical were 0.5x vanilla, Medieval were 0.75x, and 0.9x for Renaissance. With Units, I did the same, however, I added a few other changes. I also reduced the costs of air units, especially fighters, and set the strategic resources for many units that were missing them, especially unique units. I understand the reason that the developers went against giving UUs a strategic resource requirement, however, I feel that change has lessoned the importance of strategic resources.
Anyway, after several attempts and more digging to figure out Civ VI Modbuddy, I finally got the mod to load in the game. Well, here is the problem. When I loaded up a game (with the mod), the costs for Techs and Civics updated correctly. However, all buildings and wonders had a production cost of 828 (which is the cost that I set for Forbidden City, Great Zimbabwe, and Venetian Arsenal. I tried separating buildings and wonders, into two different xml files, but this still occurred. For units, some used the new costs while others retained their vanilla costs. What is going on here?
I've included a compressed copy of my mod if anybody can take a look and assist.
On a final note, this is just the first phase of a slightly bigger mod that I would like to build. Eventually, I also want to add in several ancient city-states from around the Mediterranean (like Troy, etc.) and build a map that focuses on the Mediterranean world (similar to the map I did for Civ V in my sig). Of course, I am going to school full time, so how long before I can finish, I am not sure. But, in the meantime, I want to get this complete and start testing the balance.