Help with some specific mods

Emilqt

Chieftain
Joined
Nov 29, 2018
Messages
11
So i, like alot of other players are bothered of how wide focused civ 6 (this is a very subjectiv matter) so im looking for quite specific mods on how i would like some of the "balance" and im asking here if anyone know what im looking for or something similar.

First passive religion spread, i would like it to be affected either by faith generated in the city, or followers in the city.

Moving great people points to specialist/citizen slots from the buildings

Possibly changing how adjacency bonus from district works. i would like to if instead the adjacency bonus increase % per adjective of the yield either in the district or in the city

A small thing but i wouldn't mind if harbor was only possible to be built next to the city center or at least if the city center was on the coast.

Im not a moder, but i would imagine all of this changes are easy to do and i would be surprise if they didnt exist anywhere, mainly because most of my points, alot of other poeple agree on. It would be very lovely if anyone knew if the do exist.
 
Everything you'd like is pretty much locked inside the game's operating-level DLL code, which is not accessable to modders. So not only are these changes not easy to do, most are simply impossible for modders to accomplish at the moment.

It would be possible probably to accomplish the harbor thing for a human player if a modder re-wrote the user interface lua-file for placing districts. But it would not at all be easy to implement code-wise, and since the AI players don't use and are pretty much not constrained by anything in User Interface lua code, re-writing the District Placement code would not affect them. Re-writing the file that controls District placement would also mean that such a mod would be incompatible (even if it worked) with any other mod that also adjusted the code in the same lua file since the game can only use one version of a particular lua User Interface file at a time.

The passive religion spread could be 'hacked' in a brute-force kind of way as an additional pressure element via an lua script, but it would not necessarily be an easy script to write, and it would not stop the normal game mechanic from also operating, because that mechanic is buried in the game's controlling DLL source-code.
 
Everything you'd like is pretty much locked inside the game's operating-level DLL code, which is not accessable to modders. So not only are these changes not easy to do, most are simply impossible for modders to accomplish at the moment.

It would be possible probably to accomplish the harbor thing for a human player if a modder re-wrote the user interface lua-file for placing districts. But it would not at all be easy to implement code-wise, and since the AI players don't use and are pretty much not constrained by anything in User Interface lua code, re-writing the District Placement code would not affect them. Re-writing the file that controls District placement would also mean that such a mod would be incompatible (even if it worked) with any other mod that also adjusted the code in the same lua file since the game can only use one version of a particular lua User Interface file at a time.

The passive religion spread could be 'hacked' in a brute-force kind of way as an additional pressure element via an lua script, but it would not necessarily be an easy script to write, and it would not stop the normal game mechanic from also operating, because that mechanic is buried in the game's controlling DLL source-code.
oh i didnt know that. thank alot of the answer
 
There is a mod on Steam which only allows missionaries to enter your territory if you have an open borders agreement with them - I don't know if that would be a good fit for you? If you type in "missionaries open borders" you'll find it. There's also a no missionaries and no apostles mod, again maybe they could help?
 
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