[GS] LF a pace modifier mod

Ewsforos

Chieftain
Joined
Feb 5, 2019
Messages
50
looking for a mod to prolong research timers, while adjusting great people meters acordingly etc etc to keep the balance. there used to be some good mods of this kind for Civ V, but it seems there are none?? for civ VI.
 
There quite a lot of them. I personally use this setup + reduced boosts to 20%, plus I also made marathron twice the speed instead of thrice, and made the unit costs standard.

Code:
/*
    Created by Olleus for 8 Ages of Pace (23 Oct 2016) for v1.0.0.26
   original idea by alpaca and Gedemon
   expanded to include civics and scale great people up at the same rate

   Redone for v1.1 using a temporary table. Makes it easier to change all the values at once
*/

-- Temporary table, drop at the end
-- Increase is a percentage
CREATE TABLE EraIncreases
   (
   EraType TEXT NOT NULL,
   Increase INT
   );

-- This master table controls the increase of techs, civics and GPs simultaneously
INSERT INTO EraIncreases
   VALUES   ("ERA_ANCIENT",0),
           ("ERA_CLASSICAL", 25),
           ("ERA_MEDIEVAL", 50),
           ("ERA_RENAISSANCE", 50),
           ("ERA_INDUSTRIAL", 75),
           ("ERA_MODERN", 100),
           ("ERA_ATOMIC", 125),
           ("ERA_INFORMATION", 150),
           ("ERA_FUTURE", 175);


-- Technology cost
UPDATE Technologies
   SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
       FROM EraIncreases
       WHERE EraIncreases.EraType = Technologies.EraType)/100);

-- Civics cost
UPDATE Civics
   SET Cost = ROUND(Cost + Cost*(SELECT EraIncreases.Increase
       FROM EraIncreases
       WHERE EraIncreases.EraType = Civics.EraType)/100);

-- Great People Cost
-- Based on feedback, increase is 40% of the values above
UPDATE Eras
   SET GreatPersonBaseCost = ROUND(GreatPersonBaseCost + GreatPersonBaseCost*(SELECT EraIncreases.Increase
       FROM EraIncreases
       WHERE EraIncreases.EraType = Eras.EraType)/250);

-- Increase the one off science/culture given by great people
-- This is complicated because the effects of GP is not defined uniquely per great person
-- and the table structure is very strange indeed.
-- Therefore have to look up each effect and see whether it needs to be boosted,
-- and then check which great person first calls it to know how much to boost it by.
-- (NB: this means that if several great people have the same ability, it will be scaled up according
-- to the first era it is used. Not that this happen anyway in vanilla)

-- Create a temporary table of which Modifiers to be scaled are called in which era
WITH ModIncreases AS
(
   SELECT Mods1.ModifierId, EraIncreases.Increase FROM ModifierArguments AS Mods1, EraIncreases
   INNER JOIN ModifierArguments AS Mods2,
              GreatPersonIndividualActionModifiers AS GPMods,
              GreatPersonIndividuals AS GPs
   ON Mods1.ModifierId = Mods2.ModifierId
   AND Mods1.Type = "ScaleByGameSpeed"
   AND Mods2.Name = "YieldType"
   AND (Mods2.Value = "YIELD_SCIENCE" OR Mods2.Value = "YIELD_CULTURE")
   AND GPMods.ModifierID = Mods1.ModifierID
   AND GPMods.GreatPersonIndividualType = GPs.GreatPersonIndividualType
   AND EraIncreases.EraType = GPs.EraType
)

-- Update the modifiers if they are in the table above by the lowest amount listed above
UPDATE ModifierArguments
   SET Value = ROUND(Value + Value*(SELECT MIN(ModIncreases.Increase)
                   FROM ModIncreases
                   WHERE ModIncreases.ModifierId = ModifierArguments.ModifierID)/100)
   WHERE EXISTS ( SELECT *
               FROM ModIncreases
               WHERE ModIncreases.ModifierId = ModifierArguments.ModifierID)
   AND ModifierArguments.Name = "Amount";

-- Drop the temporary table created at the start
DROP TABLE EraIncreases;
 
Extract this file to Documents\My Games\Sid Meier's Civilization VI\Mods. There you can edit the Rules.sql file for any changes you like with a text editor.

If not, in steam there are quite a bit of them (historical speed mod is one of them, Real Science Pace), but I prefer my own custom scheme.
 

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