How to prevent Eras from skipping great people?

Kyro

King
Joined
Dec 2, 2014
Messages
600
I'm sick and tired of passing great people for the ones that never show up before the era removes them altogether. How do I prevent that from happening?
 
The simplest and least elegant way of doing this is (I surmise) to set the EraType of all GreatPersonIndividuals to ERA_INFORMATION.

You can achieve this with a simple SQL update statement.

UPDATE GreatPersonIndividuals SET EraType='ERA_INFORMATION';

Thus far, thus good. Not very good though. The cost escalation immediately kicks in. The costs for a single GP are as follows, at the start of the game, on a Duel/Standard game:

Points: 1320
Gold: 20,000
Faith: 13,350

That's very disheartening. Now you would want to modify the cost escalation/price algorithm. I'll look around, but the above was off the top of my head, and I have no idea where to look for the costs mechanism.

However, with ERA_INFORMATION being the EraType of all GPs in the game, there should be no basis for them ever to expire.

If I locate anything to do with the costs algorithm, I'll let you know.

gb
 
PS. The above method would make ALL GPs available at once, without differentiation.

This...it's like Chemotherapy. Fix one problem and you have another.

Why is so hard just to not skip great people at all.

I've been looking for the triggered events once a great person is claimed but I can't seem to find the line that "progresses" the great person queue to the next era.

On a side note if anyone could direct me to which lines of code in xml/lua handles the great person "queue" that would be really helpful.
 
On a side note if anyone could direct me to which lines of code in xml/lua handles the great person "queue" that would be really helpful.
without looking into the contents of the file it would appear to be folder C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\UI\Popups and files GreatPeoplePopup.lua and GreatPeoplePopup.xml since these are the files that control the Great Person Pop-up Menu.

I would assume that what
"progresses" the great person queue to the next era.
is simply the fact that the player is now in a higher-numbered Game Era
 
without looking into the contents of the file it would appear to be folder C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\UI\Popups and files GreatPeoplePopup.lua and GreatPeoplePopup.xml since these are the files that control the Great Person Pop-up Menu.

I would assume that what is simply the fact that the player is now in a higher-numbered Game Era

Nice! I didn't think of looking under popups for that I hope I can find something. Regarding the progression thing I was looking for the line of code that triggers the skipping to the next era's queue.

The player(s) being at a certain era is definitely one of the main requirements for the event to trigger, the other being the claiming/buying of great people. I'm assuming every time a player claims a great person the game checks for the era the claiming player is in as well as the overall eras of other players before deciding to skip the great people queue to the next era or not.

If the line of code that handles this function is found we can probably do something to negate the skipping altogether.
 
And how do you find randomization of the order in which they appear? It sometimes seems to me that it's not working very well. Or maybe it's due to the fact that are not many to choose from in a given era. So if there are 3, there aren't many variations.
 
Update. I don't think there's anything we can change under GreatPeoplePopup.lua/xml. Those seem to handle what happens in the UI when Player interacts with it not what the game does to queue/eliminate great people. I see quite a few references to functions within the game engine itself but I have no idea how to access them.
 
Copied my post from here: https://forums.civfanatics.com/threads/remove-great-people-era-skipping.603840/page-2

I know it was a long time ago, but I just now started playing civ 6, noticed the same problem - and I found the solution!
Just make every tech and civic from medieval era be moved to classical and after that move all 2 eras down, so renaissance is also moved to classical, industrial to medieval etc. That will make the game stay much longer in classical era and never exceed modern, so great people will be available for longer!

Ofc I also had to make some other tweaks for it to work properly:
- Change later great generals abilities to affect units from earlier eras, because if tech for unit is moved 2 eras down, game will consider this unit to also be from that era.
- Change great scientists abilities to boost technologies from earlier eras.
- Change great people base costs in Eras.xml to be lower in atomic and information eras, because if players won't ever reach those eras, they will always be at 1,3 and 1,6 cost multiplier.
- Change Seoul and Vilnius suzerain bonuses in Leaders.xml to give 2 boosts instead of 1, because you will have less era changes during the game.
- Change Routes.xml to unlock more advanced road types earlier.
 
Oh, I also had to nerf God of the Forge production bonus to 20 or 15% instead of 25. Kind of overpowered if classical era is so long.
And I didn't realize how embarked units strenght works. That one can be a bigger problem with my solution, but not for me personally. Had to adjust it tho.
 
Last edited:
I came here to post a question and ran into something that had been bugging me for years but I literally figured out 2 days ago!

You just need more great people lol. The more great people the game has access to, the more per era. I loaded in something like 4 or 5 GP packs, could recruit like 15 GP per era.

I guess the game has some sort of randomise system, "builds" its GP per era and leaves a certain amount untouched. ATM I use 2 packs, which allow me about 10 GP/era - Great Person Dagriggstar's Even More Pack 3222016402, Nyguita's More Great People 2559462758, Project 6T Ancient Paragons (Great People Pack),

Also recommend Great People Portraits for JNR's Ancient Paragons 3093708497, Great Person Recruited Notification 2459772036 (omg delete line 54, the noise constantly going off will drive you insane), and recommend staying away from Infixo's Great Musicians if you use JNR's P6T overhaul. Not only does their music not stop when you close the box, the concert hall kinda flubs with his theatre sq overhaul. Doesn't cause issues, just kinda stands out unnecessarily. But harmless, and if the songs playing without being able to turn em off would be OK with you then obviously use to your heart's content.

I include the workshop ID in my folder names so when a new version comes out I can easier compare. I only recently got used to modding, I used to edit files directly. *Snip*

If like me you wanted more great merchants for more products, you can change it so great merchants can create more products:

UPDATE Units SET BuildCharges = 2 Where UnitType = 'UNIT_GREAT_MERCHANT';

Or go silly if you want. If you want to have a product create more products you can go up to 9, but then you need to switch to letters. But honestly, just add more resources. There's so many mods. Sukritact did a bunch and covers it well

Sometimes I like to have silly games and give the AI a bunch of leg ups, make everyone super OP, and use this file


You can get a rough idea of how things work if you wanna add other products.

There's also a GP who adds more slots, the modifier can be utilised to make cities hold..basically hundreds of products if you want. I've tested it out, had +50,000% gold just for shiz and giggles. This is the file https://pastebin.com/uqjNENiP it's a mess, it's just for when I'm goofing but if you know modding a wee bit it's easy enough to figure out.

I also added cost and resource scaling to all units, except made AI immune to it so it only applies to me. And projects that double, then triple, pressure via project (bread and circuses x2 and x3 depending how far in the game you are) and cards that add pressure from governors, higher the tree, higher the pressure, to add pressure a real challenge late game. Combined with the mod "free states can turn into city states" it's awesome late game seeing a bunch of CS spawn in

I have like 300-500 mods in my game nowadays. Gotta find new ways to have fun!

Moderator Action: Section regarding piracy removed. ~ LK
 
Last edited by a moderator:
I have found a roundabout solution to this issue. It is possible to create duplicate eras that come after the default eras and move the great people into all of the duplicate eras, thus preventing any of them from being removed due to the era issues while still allowing all of the proper bonuses to other units and the other era-related functions because the great people are the only things in those new eras. I have attached a mod that does this, and it is also available on steam. It is compatible with any mod that adds in additional great people, but not compatible with any mod that adds in eras.
 

Attachments

Back
Top Bottom