How to make border expand faster?

onlysky1

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How to make border expand faster? which file should I change? Thanks!
 
I found one line from the file Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\GlobalParameters.xml
There are for lines about culture, I'm not sure which line should I edit and how to edit:
<Row Name="CULTURE_COST_FIRST_PLOT" Value="10" />

<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="1.3" />

<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="6" />

<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />

My purpose is to increase the border expansion speed.
 
I changed the lines into this:
<Row Name="CULTURE_COST_FIRST_PLOT" Value="0" />

<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="0.5" />

<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="2" />

<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />

Let me see what will happen afterwards.
 
Any luck? Please, keep us informed. I would love to experiment with cultural border growth as well.
 
Any luck? Please, keep us informed. I would love to experiment with cultural border growth as well.
The result is bad, I play with YnAMP Greatest earth map, and in 1750 AD, the border of Japan has cover the whole northern Pacific and touched North America!
 
Without knowing the code it will be difficult, but my first suggestion is to set the exponent to 1.05. We don't want anything less than 1.0 I suspect.
 
Without knowing the code it will be difficult, but my first suggestion is to set the exponent to 1.05. We don't want anything less than 1.0 I suspect.
Thanks, by the way, you seems to be an expert, may I ask you some questions?
What do those three lines really mean?
<Row Name="CULTURE_COST_LATER_PLOT_EXPONENT" Value="0.5" />

<Row Name="CULTURE_COST_LATER_PLOT_MULTIPLIER" Value="2" />

<Row Name="CULTURE_PERCENTAGE_YIELD_PER_POP" Value="30" />
 
I don't know for sure. An exponent between 0 and 1 would most likely make the cost for the next plot less than the previous one. Without knowing the formula it is difficult to be certain.
 
Someone tried to work out the exact math but it wasn't conclusive. There's likely some other factor to it. Basically:
CULTURE_COST_LATER_PLOT_EXPONENT The higher this is, the faster the cost of a new tile ramps up.
CULTURE_COST_LATER_PLOT_MULTIPLIER This should simply multiply all costs by the same amount. But apparently it doesn't, not exactly.
I think what you would want is a lower exponent (maybe 1.2) so the cost is the same early, but the difference is more noticeable as the game progresses.
CULTURE_PERCENTAGE_YIELD_PER_POP Value="30" this means each population gives 0.3 culture (30% of the default rate of 1)
There is a similar setting for science, default value 70.
 
Someone tried to work out the exact math but it wasn't conclusive. There's likely some other factor to it. Basically:
CULTURE_COST_LATER_PLOT_EXPONENT The higher this is, the faster the cost of a new tile ramps up.
CULTURE_COST_LATER_PLOT_MULTIPLIER This should simply multiply all costs by the same amount. But apparently it doesn't, not exactly.
I think what you would want is a lower exponent (maybe 1.2) so the cost is the same early, but the difference is more noticeable as the game progresses.
CULTURE_PERCENTAGE_YIELD_PER_POP Value="30" this means each population gives 0.3 culture (30% of the default rate of 1)
There is a similar setting for science, default value 70.
thanks! many thanks! :lol:
 
The formula is (as far as I've tested it anyway)

Code:
CULTURE_COST_NEW_PLOT = CULTURE_COST_FIRST_PLOT + (CULTURE_COST_LATER_PLOT_MULTIPLIER * ( NUM_PLOTS_EXPANDED - 1))^CULTURE_COST_LATER_PLOT_EXPONENT
Note the strange order of the brackets

Before playing a game with any changes, I suggest you draw up a table of the current cost of plots on excel with the existing numbers and compare it to the numbers you want to put. I'm not suprised you had huge borders with the changes you put, they are absolutely massive. If you want to look at some sensible numbers, have a look in my sig
Yes Sir, my lord!:king: I 'm currently using the mod 8 ages of pace
 
There's also a GameEffect that increases the rate of border expansion. The SQL code will increase the rate of border expansion in all cities in a game by 50%.

Code:
-- Declare the new modifier type in the Types table. We'll call it "MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE".
INSERT INTO Types (Type, Kind)
VALUES ('MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE', 'KIND_MODIFIER');

-- Create the modifier type. The GameEffect we want is "EFFECT_ADJUST_CITY_CULTURE_BORDER_EXPANSION". We also want the modifier to apply to all cities, hence the CollectionType "COLLECTION_ALL_CITIES".
INSERT INTO DynamicModifiers (ModifierType, CollectionType, EffectType)
VALUES ('MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION', 'COLLECTION_ALL_CITIES', 'EFFECT_ADJUST_CITY_CULTURE_BORDER_EXPANSION');

-- Create the modifier proper. We'll call it "CHANGE_BORDER_EXPANSION_RATE".
INSERT INTO Modifiers (ModifierId, ModifierType)
VALUES ('CHANGE_BORDER_EXPANSION_RATE', 'MODIFIER_ALL_CITIES_CHANGE_BORDER_EXPANSION_RATE');

-- This specifies that we want the change to be 50%.
INSERT INTO ModifierArguments (ModifierId, Name, Value)
VALUES ('CHANGE_BORDER_EXPANSION_RATE', 'Amount', '50');

-- Attach the modifier to the game.
INSERT INTO GameModifiers (ModifierId)
VALUES ('CHANGE_BORDER_EXPANSION_RATE');
 
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