JFD and Janboruta's Civilisations

Did you not noticed that Serbia is not up to date with the new collections: Rise to Power and Cultural Diversity? Also it is not up to date with the new YaEMP.
 
oh sorry, I dont care about that. I only wonder why do I seem to have the starting bias of Brazil...
I need my hills and forests with lush grasslands in the valleys beneath.
Occasional copper or gold might be beneficial instead of ivory and citrus lol
 
Iirc Jifford only bothers with start biases when they're pertinent to the design, so it's possible that you're being rolled by complete random.

If you wish you can investigate the code to see if there's a start bias, and change or define one yourself if so: I would imagine you would be interested in something such as

Code:
INSERT INTO Civilization_StartRegionAvoid (CivilizationType, RegionType) VALUES ('CIVILIZATION_JFD_SERBIA', 'REGION_JUNGLE');

with whatever specifics. Note that only one start bias-associated table for a given Civ will be considered by the game, so reference to any other would have to be removed.

There is no way to influence what Resources you spawn by.

As Gray hints at, you may simply be interested in playing with TSL instead. Or perhaps turning down the map gen Humidity under Advanced Settings.
 
If you wish you can investigate the code to see if there's a start bias, and change or define one yourself if so

So, I can just instert my own line of code and be done with it?

Thats pretty cool, thanks.
Could you tell me which exact file would need to contain said code, because I was searching them all and couldnt find anything mentioning starting bias...
 
Here are all the files in the mod directory:
c1.PNG

This is Core:
core.PNG

This is Lua:
lua.PNG

And Utilities:
Utilities.PNG


I havent snapped Art and Audio because I doubt what Im after is there xD
 

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Note that only one start bias-associated table for a given Civ will be considered by the game, so reference to any other would have to be removed.

How is it that some civs have more than one bias, like Egypt's and Hunic avoid jungles AND forests?
I have this copied from a modding guide I simply cant make work, nor understand:
"<!-- NOTE TO MODDERS: Each Civ can belong to only one of the four Start Bias categories, listed below. -->
<!-- If a Civ has entries in any of the four following tables, any entries in later tables will be ignored. -->
<!-- So... Coastal bias trumps River bias trumps Region Priority trumps Region Avoid. -->
<!-- The best practice is to pick only one of the four types (or none), for each civilization. -->[/COLOR]
<Civilization_Start_Along_Ocean></Civilization_Start_Along_Ocean>
<Civilization_Start_Along_River></Civilization_Start_Along_River>
<!-- NOTE TO MODDERS: Both single and multiple entries for Region Priority (per Civ) are supported! -->
<!-- If a Civ has one Priority, then on maps without a region of that type, fallback methods apply. -->
<!-- The fallback methods will match the given civ with a region that has the most tiles of the priority -->
<!-- terrain type. For instance, if Russia is set for Tundra priority but a map has no Tundra regions, they -->
<!-- will look for a region that has some tundra. If a Civ is given multiple priorities, fallbacks are not -->
<!-- used: the bias isn't applied when a map has none of those region types. -->

<Civilization_Start_Region_Priority></Civilization_Start_Region_Priority>
<!-- NOTE TO MODDERS: Both single and multiple entries for Region Avoid (per Civ) are supported! -->
<!-- Region Avoid only kicks in for Civs that do not have a Coast, River or Priority need. -->
<!-- If a civ cannot avoid being placed in types it tries to avoid, the Avoid has to be ignored. -->

<Civilization_Start_Region_Avoid></Civilization_Start_Region_Avoid>
<Civilization_Start_Place_First_Along_Ocean></Civilization_Start_Place_First_Along_Ocean>"

But it states that you can have multiple biases as far as I understand at least...

Edit: Ive found a modded civ, the buccaneers, that spawn near sugar.
I now only need someone to show me which file to mod and with which lines of code to be able to make my custom start bias.
 
Last edited:
How is it that some civs have more than one bias, like Egypt's and Hunic avoid jungles AND forests?
I have this copied from a modding guide I simply cant make work, nor understand:
"<!-- NOTE TO MODDERS: Each Civ can belong to only one of the four Start Bias categories, listed below. -->
<!-- If a Civ has entries in any of the four following tables, any entries in later tables will be ignored. -->
<!-- So... Coastal bias trumps River bias trumps Region Priority trumps Region Avoid. -->
<!-- The best practice is to pick only one of the four types (or none), for each civilization. -->[/COLOR]
<Civilization_Start_Along_Ocean></Civilization_Start_Along_Ocean>
<Civilization_Start_Along_River></Civilization_Start_Along_River>
<!-- NOTE TO MODDERS: Both single and multiple entries for Region Priority (per Civ) are supported! -->
<!-- If a Civ has one Priority, then on maps without a region of that type, fallback methods apply. -->
<!-- The fallback methods will match the given civ with a region that has the most tiles of the priority -->
<!-- terrain type. For instance, if Russia is set for Tundra priority but a map has no Tundra regions, they -->
<!-- will look for a region that has some tundra. If a Civ is given multiple priorities, fallbacks are not -->
<!-- used: the bias isn't applied when a map has none of those region types. -->

<Civilization_Start_Region_Priority></Civilization_Start_Region_Priority>
<!-- NOTE TO MODDERS: Both single and multiple entries for Region Avoid (per Civ) are supported! -->
<!-- Region Avoid only kicks in for Civs that do not have a Coast, River or Priority need. -->
<!-- If a civ cannot avoid being placed in types it tries to avoid, the Avoid has to be ignored. -->

<Civilization_Start_Region_Avoid></Civilization_Start_Region_Avoid>
<Civilization_Start_Place_First_Along_Ocean></Civilization_Start_Place_First_Along_Ocean>"

But it states that you can have multiple biases as far as I understand at least...

Edit: Ive found a modded civ, the buccaneers, that spawn near sugar.
I now only need someone to show me which file to mod and with which lines of code to be able to make my custom start bias.
The member meant tables, not certain biases.
 
The table inserts will be in the GameDefines file
 

King Richard III of England as Leader in Civ6 ?​


Good morning,

I would like to know if anyone would like to create a nice mod of civilization where King Richard III of England is leader, in Civilization 6 and post it on the workshop.

He is a famous, controversial and enigmatic enough historical figure to be present in the game, compatible with RF and GS.

I noticed that his successor Henry VII was present in a version unfortunately not counting with RF and GS. Would it be possible to make Richard III appear with specs in connection with his history and the war of the two roses?

It would be appreciated if this mod were in English and French.

I enclose a wikipedia page to have knowledge of the character... Richard III was demonized by the Tudor propaganda relayed by Shakespeare but I am convinced that Civilization 6 could give him a second chance!

https://en.wikipedia.org/wiki/Richard_III_of_England
https://fr.wikipedia.org/wiki/Richard_III
https://en.wikipedia.org/wiki/Wars_of_the_Roses
 

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As there wasn't really anywhere else to post it, just letting CFClads know the Civ Design Competition for 2023 has started, you're welcome to take a looksie if you're interested.

 
Hello, I have all of your mods installed along with their dependencies and that is all. However I have an issue with infinite great generals spawning for me and the ai when we kill 1 barbarian unit. This bankrupts the ai and is disruptive to the point of being gamebreaking. Has anyone had similar problems and how did you fix it? Im playing on Civ5 btw
 
Hello, I have all of your mods installed along with their dependencies and that is all. However I have an issue with infinite great generals spawning for me and the ai when we kill 1 barbarian unit. This bankrupts the ai and is disruptive to the point of being gamebreaking. Has anyone had similar problems and how did you fix it? Im playing on Civ5 btw
You'd need to work out for yourself what mod is causing this issue, because saying "I'm using over a hundred civs and a non-specified number of additional mods" creates far too large a sample size for a seemingly inexplicable issue to be diagnosed. There are known issues with unknown causes related to a multitude of Great Generals being spawned when a player reaches the XP threshold required to spawn a Great General, but that is obviously disconnected from barbarians who don't give Great General progress and the fact that the Great Generals are being given to every player. Working to isolate the cause down to a specific mod through disabling mods and testing for the issue is the only way you'd find a culprit; the only suspect I could even concieve would be Julius Caesar's ability to grant Great General progress from Barbarian combats, but again it's unclear how that would translate to other civs being beset with the issue or why it would happen before the Great General progress meter is filled.
 
You'd need to work out for yourself what mod is causing this issue, because saying "I'm using over a hundred civs and a non-specified number of additional mods" creates far too large a sample size for a seemingly inexplicable issue to be diagnosed. There are known issues with unknown causes related to a multitude of Great Generals being spawned when a player reaches the XP threshold required to spawn a Great General, but that is obviously disconnected from barbarians who don't give Great General progress and the fact that the Great Generals are being given to every player. Working to isolate the cause down to a specific mod through disabling mods and testing for the issue is the only way you'd find a culprit; the only suspect I could even concieve would be Julius Caesar's ability to grant Great General progress from Barbarian combats, but again it's unclear how that would translate to other civs being beset with the issue or why it would happen before the Great General progress meter is filled.
The great general points from barbs is a setting from the community patch which is a dependency for some of the JFD mods. I can only turn off the GG/GA points from barbs for myself and not the ai so it will bankrupt them since theyll end up with 100s of GGs
 
The great general points from barbs is a setting from the community patch which is a dependency for some of the JFD mods. I can only turn off the GG/GA points from barbs for myself and not the ai so it will bankrupt them since theyll end up with 100s of GGs
The base Community Patch shouldn't make Barbarians grant GGP on a global level, because that would be a profound balance change which far exceeds the mod's mandate of being a bug patch. JFD's mods do not require the Community Balance Overhaul which might make this change. If a mod were to enable some kind of Barb GGP system created by the CP it would again be Julius Caesar, but again whatever implementation he uses to achieve his effect (if that even is his effect, because it's but a vague memory tbh) should only be relevant to him. I'd also be inclined to ask that you test this issue with the Community Patch mods alone, so as to determine that this issue is even to do with JFD's civs and isn't just a bug in the Community Patch, and I again reiterate that the only way to actually progress this issue beyond hypothetical suggestions is to isolate the mod(s) which specifically cause the issue from the mods which do not.
 
Hey man im a fan of your leaders mods, but i realised that some are missing... I can imagine why they are gone even tho I dont think its reasonable but could you maybe reupload them? Is there any way to acess to the Adolf and Stalin mod?
 
Hey man im a fan of your leaders mods, but i realised that some are missing... I can imagine why they are gone even tho I dont think its reasonable but could you maybe reupload them? Is there any way to acess to the Adolf and Stalin mod?
The Hitler and Stalin mods still exist. If you intended to post this in the Civ 6 thread, then the Stalin mod also still exists but the Hitler mod recently got taken down by Steam moderation for unknown reasons.
 
I really like your Belgian civilization - is there any way to edit the mod to allow building plantations with mods that have extra resources not in the base game?
 
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