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How to change or add Natural Wonders position of a YnAMP map

Discussion in 'Yet (not) Another Maps Pack' started by Gedemon, Aug 12, 2017.

  1. Gedemon

    Gedemon Modder Moderator

    Oct 4, 2004
    Note: for the examples in this thread I use the Giant Earth, the other names can be found in the corresponding map's threads or in the Map.xml file in the map's folder.

    If you are a modder:

    You'll need to set this in a SQL file loaded before the file setting the NW position (this is to make sure that your XML/SQL file won't fail to load if YnAMP is not loaded)
    CREATE TABLE IF NOT EXISTS NaturalWonderPosition
       (    MapName TEXT NOT NULL,
            FeatureType TEXT NOT NULL,
            TerrainType TEXT,
            X INT default 0,
            Y INT default 0);
    Then see the XML example below to add the code in one of you file loaded after the one creating the table.

    If you are not a modder:

    See How to create custom.xml and custom.sql to make simple changes and add the code for the TSL of the civilization you want to add in the custom.xml file, like for example:

    XML for a single-plot NW (can be converted to SQL of course):
            <Replace MapName="GiantEarth" X="98" Y="58" FeatureType="FEATURE_SUK_FUJI" />
    and for a multi plots NW, just enter all plot in the table like that:
            <Replace MapName="GiantEarth" X="76" Y="41" FeatureType="FEATURE_SUK_TONLESAP" />
            <Replace MapName="GiantEarth" X="77" Y="40" FeatureType="FEATURE_SUK_TONLESAP" />
    see How to find the X, Y values of a plot in game, and you must check what FeatureType name was given to custom NW by the mods author.

    The names of the vanilla Natural Wonders can be found in the file Features.xml in "\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data", in the equivalent files for DLC/scenarios or in the Features table if you use a SQL manager
    Last edited: Aug 17, 2017

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