planetfall
Emperor
A few have asked how I keep gameplay interesting, so I am posting this as an idea starter. Hope it helps your gameplay.
What is a tweak?
================
A small change in the game that changes something but not as far as a full blown mod that can be shared with others.
How do I tweak?
===============
Just edit the civ xml file for the change you want.
What, for example, can I tweak?
==============================
Unit values
-- cost: including any cost progression factor
-- power
-- movement range
-- civ needed
-- tech needed
-- resource needed
-- maintenance
-- upgrade path/or no upgrade
Building values
-- cost
-- civ needed
-- tech needed
-- sci/food/gold/culture added
Example #1, Unique Unit [uu] tweak
=================================
Are you tired of other civs having a horse unit or sword replacement unit able for early era harrassment without a need
for horse or iron resource? Add it and they then play like normal units
Example #2 jet bomber tweak
===========================
It was so annoying to have b-52 type units with crippled range. So take the circumference of the world and the range of a B-52 and then get the fraction of the world a unit can travel at one time. Count the tiles of a standard size world and use the previous fraction to give you a range for jet bomber. The number is 23.
Edit the file c:\program files (x86)\steam\steamapps\common\sid meier's civilization vi\base\assets\gameplay\data\units.xmo and change BaseMoves to 23. Done. Note this will make air power much stronger and you may wish to have a different number between the default range of 15 and the real world range of 23.
Example #3 navy units tweak
===========================
Ocean units are fun to play with, but like real life the take forever to move. Remember the Falklands War where it took forever for GB to get ships there?
Simple tweak is to almost double the navy unit range and now these units add value to gameplay.
How many tweaks are you playing with now?
=========================================
I checked, and it's over 200.
Will I break anything by editing the files?
===========================================
Sure, from time to time, but easy to fix.
A-- back up files before starting
B-- document your changes, including time stamp in xml file, ala <!-- comment here -->
C-- only make a few changes at a time, and verify work with starting new game and loading previously saved game
D-- when have issue, start with the first errors as the others are probably just associated messages
E-- find your error. Look for:
-- typo errors, like missing a quote symbol and a end stop />
-- syntax errors, like changing something that is hard coded outside xml files or adding/removing something that was not planned for.
Do a compare between file before changes and your changed file, to see what is going on.
F-- if still stuck, post details of changes and errors to forum.
For example, what tweaks are you playing with now?
==================================================
I miss being able to flip a city without military action. I was just able to flip a foreig capital by culture pressure only. Takes longer than military but nice to have the option. Yet, it takes too long, so going to try to see if I can find ways to increase the pressure without breaking early eras gameplay.
What is a tweak?
================
A small change in the game that changes something but not as far as a full blown mod that can be shared with others.
How do I tweak?
===============
Just edit the civ xml file for the change you want.
What, for example, can I tweak?
==============================
Unit values
-- cost: including any cost progression factor
-- power
-- movement range
-- civ needed
-- tech needed
-- resource needed
-- maintenance
-- upgrade path/or no upgrade
Building values
-- cost
-- civ needed
-- tech needed
-- sci/food/gold/culture added
Example #1, Unique Unit [uu] tweak
=================================
Are you tired of other civs having a horse unit or sword replacement unit able for early era harrassment without a need
for horse or iron resource? Add it and they then play like normal units
Example #2 jet bomber tweak
===========================
It was so annoying to have b-52 type units with crippled range. So take the circumference of the world and the range of a B-52 and then get the fraction of the world a unit can travel at one time. Count the tiles of a standard size world and use the previous fraction to give you a range for jet bomber. The number is 23.
Edit the file c:\program files (x86)\steam\steamapps\common\sid meier's civilization vi\base\assets\gameplay\data\units.xmo and change BaseMoves to 23. Done. Note this will make air power much stronger and you may wish to have a different number between the default range of 15 and the real world range of 23.
Example #3 navy units tweak
===========================
Ocean units are fun to play with, but like real life the take forever to move. Remember the Falklands War where it took forever for GB to get ships there?
Simple tweak is to almost double the navy unit range and now these units add value to gameplay.
How many tweaks are you playing with now?
=========================================
I checked, and it's over 200.
Will I break anything by editing the files?
===========================================
Sure, from time to time, but easy to fix.
A-- back up files before starting
B-- document your changes, including time stamp in xml file, ala <!-- comment here -->
C-- only make a few changes at a time, and verify work with starting new game and loading previously saved game
D-- when have issue, start with the first errors as the others are probably just associated messages
E-- find your error. Look for:
-- typo errors, like missing a quote symbol and a end stop />
-- syntax errors, like changing something that is hard coded outside xml files or adding/removing something that was not planned for.
Do a compare between file before changes and your changed file, to see what is going on.
F-- if still stuck, post details of changes and errors to forum.
For example, what tweaks are you playing with now?
==================================================
I miss being able to flip a city without military action. I was just able to flip a foreig capital by culture pressure only. Takes longer than military but nice to have the option. Yet, it takes too long, so going to try to see if I can find ways to increase the pressure without breaking early eras gameplay.