Hey all,
I'm pretty green when it comes to Modding (and XML and SQL for that matter!), but I've got a friend coming over this weekend to drink beers and play a hot-seat game of Civ VI and I wanted to iron out some minor kinks in the game beforehand. I'm a bit of a pedant, and one of my gripes with Civ VI is that the buildings upgrade with each era automatically, and as the civic and science trees are decoupled this means you can have cities that look totally out of touch with your society if you advance along the culture tech tree at a much faster rate than the science tech tree (I had cities made of glass skyscrapers before I had even started research on machinery in my last game). I've wanted to try my hand at modding for a while now, so I thought I'd have a shot and correct this so the visual changes only advance with the science tree after the medieval era.
I've had a look at the game's XML and ArtDef files and I've come up with some ideas as to how to do this. Looking in the Civics and Eras XML files, I can see that in the civics table in the Civics xml, each row corresponds a civic with a corresponding era (so CIVIC_CODE_OF_LAWS shares a row with ERA_ANCIENT). Initially, I thought that if I capped the eras in the civics to the renaissance era (for example, using a SQL statement to change all the ERA_MODERN to ERA_RENAISSANCE in the rows in the civics table in the civics XML) then this would solve the problem (along with a few game play adjustments to compensate for the lack of era points). After doing this, the civics no longer triggered the change of era and the subsequent change of architecture. However, the Civic tree was totally FUBARed as all the civics became squashed into the Renaissance era and so it was impossible to select most things! Does anyone have any suggestions of how I could stop the era progression being triggered by civics without wrecking the UI?
I'm pretty green when it comes to Modding (and XML and SQL for that matter!), but I've got a friend coming over this weekend to drink beers and play a hot-seat game of Civ VI and I wanted to iron out some minor kinks in the game beforehand. I'm a bit of a pedant, and one of my gripes with Civ VI is that the buildings upgrade with each era automatically, and as the civic and science trees are decoupled this means you can have cities that look totally out of touch with your society if you advance along the culture tech tree at a much faster rate than the science tech tree (I had cities made of glass skyscrapers before I had even started research on machinery in my last game). I've wanted to try my hand at modding for a while now, so I thought I'd have a shot and correct this so the visual changes only advance with the science tree after the medieval era.
I've had a look at the game's XML and ArtDef files and I've come up with some ideas as to how to do this. Looking in the Civics and Eras XML files, I can see that in the civics table in the Civics xml, each row corresponds a civic with a corresponding era (so CIVIC_CODE_OF_LAWS shares a row with ERA_ANCIENT). Initially, I thought that if I capped the eras in the civics to the renaissance era (for example, using a SQL statement to change all the ERA_MODERN to ERA_RENAISSANCE in the rows in the civics table in the civics XML) then this would solve the problem (along with a few game play adjustments to compensate for the lack of era points). After doing this, the civics no longer triggered the change of era and the subsequent change of architecture. However, the Civic tree was totally FUBARed as all the civics became squashed into the Renaissance era and so it was impossible to select most things! Does anyone have any suggestions of how I could stop the era progression being triggered by civics without wrecking the UI?
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