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[Mod] Civ 6 Improvements Patch

Discussion in 'Civ6 - Released Mods' started by Xaviarlol, Oct 25, 2016.

  1. David12596

    David12596 Warlord

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    Is it possible to try to find out what is causing the AI to get so angry at you for having units in your boarders that is next to their boarders? Everyone is like hating me for just having an army that is near them because they happen to settle near me.
     
  2. BrokenSky

    BrokenSky Warlord

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    Suggestion regarding Eurekas: is it possible to give techs multiple conditions to trigger the eureka? It might be good for balance if every tech had the eureka unlock when 50% or more of living Civs in the game have researched that tech, regardless of whether the conditions are met? Or something to that effect... but I don't know how feasible this would be to do.
     
  3. Xaviarlol

    Xaviarlol Warlord

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    Both are great ideas, but likely out of my knowledge range at present.
     
  4. madpluck

    madpluck Chieftain

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    Liking the look of this mod so far, but I will say that giving Oligarchy 5 slots, instead 4, seems a bit OP early on, and that giving it an extra slot causes the game to count it as a Tier 2 government rather than a Tier 1. May need to cut out their military or economic slot to make room for the second diplomatic slot. :*
     
  5. David12596

    David12596 Warlord

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    I agree with madpluck, it does seem a bit strong for one government type to have more policy slots then the others that are considered the game tier. Also it seems like china UA does not work. When I get a eureka it seems to be 30% towards the tech, which is the default amount in this mod.

    edit: Im doing an online game with the mod with two friends. We are not seeing the new policies, which is strange.

    edit 2: Seems to be that they UI shows the old abilities, but when you use them they work correctly.
     
    Last edited: Oct 26, 2016
  6. Xaviarlol

    Xaviarlol Warlord

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    Sometimes when the game reloads the texts don't get updated. They still work though.

    Re oligarchy - in vanilla it is certainly the weakest of the 3. Also the Diplo slots aren't so powerful - especially early on. I may revert it back to 1 Diplo once I overhaul the other policies.
     
  7. Xaviarlol

    Xaviarlol Warlord

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    One idea I'm tossing around is merging policies so that each one provides 2 effects. this would result in less spammy policies and with more meaning.

    In achieving this I feel like I'll need to turn off free policy switching whenever you research a civic. Otherwise it could get gamed. Perhaps give you a free opportunity on every era and every new government civic.
     
    BrokenSky likes this.
  8. David12596

    David12596 Warlord

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    Have you considered buffing some of the harbor districts buildings to provide bonus yields to all sea tiles? Something like lighthouse giving all sea tiles +1 food, Shipyard +1 production, etc. As it stands a city that is composed of a lot of sea tiles really suffers because the sea tile yields are really poor. In a game I'm doing with the vanilla version of the game my capital is stuck at 8 pop on turn 170ish because it can only have 3 farms which happen to be wheat. It was not next to river so no watermill and the rest of the terrain is hills or desert.

    On another note, maybe revert some of the chances made to natural wonders? My online group all came to the conclusion that a lot of the natural wonders are a bit too strong right now.
     
    BrokenSky likes this.
  9. Xaviarlol

    Xaviarlol Warlord

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    Yes, a solution for coastal cities is on my list. Just not sure how I want to address it yet.

    I'm not sure if I concur with natural wonders being too strong. Here are some factors that should be considered when thinking about natural wonders:

    1) The ones that are workable usually do not provide the staple yields required early on - for (ie food and production) but rather culture and faith. For a new city, this makes it almost impossible to actually work those tiles without severely impacting your cities growh and production (ie making it useless), meaning that natural wonders don't really have a huge competitive impact on those who are lucky enough to find one early.

    2) The workable natural wonders yields even after the buff from this mod are only 1 or 2 yields higher than say, a copper bonus resource tile.

    3) The non-workable natural wonders that provide nearby tile yield bonuses but are not workable themselves basically negate 2 tiles from being usable in your city. The increase in nearby yields also have a chance of being useless (ie if its located near snow, desert, tundra etc. So the chance of getting a "perfect" placement wonder is quite low, and even if you do get one it means that you will lose the benefit of being able to use the tile for a district (which mostly would benefit greatly from being near a natural wonder.
     
    Last edited: Oct 26, 2016
  10. Varek

    Varek Chieftain

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    Hi Xaviar,

    I've been using your mod and adding the following to Main.xml to buff coastal food yields:
    <Terrain_YieldChanges>
    <Update>
    <Where TerrainType="TERRAIN_COAST" YieldType="YIELD_FOOD" />
    <Set YieldChange="2"/>
    </Update>
    </Terrain_YieldChanges>

    I found coastal tiles too weak, I just avoided coastal cities at the default yield. Changing it back to 2 food made it better.

    -V
     
  11. Xaviarlol

    Xaviarlol Warlord

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    Hey all, just did a large update to policies. New version updated in the dropbox link in the OP.

    Revamped policies up to around the start of renaissance. Here are some of the new policies: upload_2016-10-28_1-35-59.png
     
    Last edited: Oct 27, 2016
  12. Xaviarlol

    Xaviarlol Warlord

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    I agree that coastal cities need improvement. Will work on a solution once I'm done with policies.
     
  13. BrokenSky

    BrokenSky Warlord

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    Policy suggestion: Maritime industry and other era equiv.s to additionally give +production% to building of harbor district and buildings?
     
  14. Lucius Decumius

    Lucius Decumius Chieftain

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    Im working on my own mod and using some portions of this. So i thought i would share my progress on improving coastal tiles.

    Lighthouse +1 food on coastal +1 gold on ocean
    Shipyard +1 production on coastal +1 food on ocean
    Seaport +1 gold on coastal +1 production on ocean

    Spoiler Coastal Upgrade :

    <Modifiers>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDCOASTFOOD</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_COAST</SubjectRequirementSetId>
    </Row>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDOCEANGOLD</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_OCEAN</SubjectRequirementSetId>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDOCEANFOOD</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_OCEAN</SubjectRequirementSetId>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDCOASTPRODUCTION</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_COAST</SubjectRequirementSetId>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDOCEANPRODUCTION</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_OCEAN</SubjectRequirementSetId>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDCOASTGOLD</ModifierId>
    <ModifierType>MODIFIER_CITY_PLOT_YIELDS_ADJUST_PLOT_YIELD</ModifierType>
    <SubjectRequirementSetId>PLOT_IS_COAST</SubjectRequirementSetId>
    </Row>
    </Modifiers>
    <ModifierArguments>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDCOASTFOOD</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDCOASTFOOD</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_FOOD</Value>
    </Row>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDOCEANGOLD</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>LIGHTHOUSE_ADDOCEANGOLD</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_GOLD</Value>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDOCEANFOOD</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDOCEANFOOD</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_FOOD</Value>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDCOASTPRODUCTION</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>SHIPYARD_ADDCOASTPRODUCTION</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_PRODUCTION</Value>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDOCEANPRODUCTION</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDOCEANPRODUCTION</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_PRODUCTION</Value>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDCOASTGOLD</ModifierId>
    <Name>Amount</Name>
    <Value>1</Value>
    </Row>
    <Row>
    <ModifierId>SEAPORT_ADDCOASTGOLD</ModifierId>
    <Name>YieldType</Name>
    <Value>YIELD_GOLD</Value>
    </Row>
    </ModifierArguments>
    <BuildingModifiers>
    <Row>
    <BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
    <ModifierId>LIGHTHOUSE_ADDCOASTFOOD</ModifierId>
    </Row>
    <Row>
    <BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
    <ModifierId>LIGHTHOUSE_ADDOCEANGOLD</ModifierId>
    </Row>
    <Row>
    <BuildingType>BUILDING_SHIPYARD</BuildingType>
    <ModifierId>SHIPYARD_ADDOCEANFOOD</ModifierId>
    </Row>
    <Row>
    <BuildingType>BUILDING_SHIPYARD</BuildingType>
    <ModifierId>SHIPYARD_ADDCOASTPRODUCTION</ModifierId>
    </Row>
    <Row>
    <BuildingType>BUILDING_SEAPORT</BuildingType>
    <ModifierId>SEAPORT_ADDOCEANPRODUCTION</ModifierId>
    </Row>
    <Row>
    <BuildingType>BUILDING_SEAPORT</BuildingType>
    <ModifierId>SEAPORT_ADDCOASTGOLD</ModifierId>
    </Row>
    </BuildingModifiers>

    <Requirements>
    <Row>
    <RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
    <RequirementType>REQUIREMENT_PLOT_TERRAIN_TYPE_MATCHES</RequirementType>
    </Row>
    <Row>
    <RequirementId>REQUIRES_PLOT_HAS_OCEAN</RequirementId>
    <RequirementType>REQUIREMENT_PLOT_TERRAIN_TYPE_MATCHES</RequirementType>
    </Row>
    </Requirements>
    <RequirementArguments>
    <Row>
    <RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
    <Name>TerrainType</Name>
    <Value>TERRAIN_COAST</Value>
    </Row>
    <Row>
    <RequirementId>REQUIRES_PLOT_HAS_OCEAN</RequirementId>
    <Name>TerrainType</Name>
    <Value>TERRAIN_OCEAN</Value>
    </Row>
    </RequirementArguments>
    <RequirementSets>
    <Row>
    <RequirementSetId>PLOT_IS_COAST</RequirementSetId>
    <RequirementSetType>REQUIREMENTSET_TEST_ALL</RequirementSetType>
    </Row>
    <Row>
    <RequirementSetId>PLOT_IS_OCEAN</RequirementSetId>
    <RequirementSetType>REQUIREMENTSET_TEST_ALL</RequirementSetType>
    </Row>
    </RequirementSets>
    <RequirementSetRequirements>
    <Row>
    <RequirementSetId>PLOT_IS_COAST</RequirementSetId>
    <RequirementId>REQUIRES_PLOT_HAS_COAST</RequirementId>
    </Row>
    <Row>
    <RequirementSetId>PLOT_IS_OCEAN</RequirementSetId>
    <RequirementId>REQUIRES_PLOT_HAS_OCEAN</RequirementId>
    </Row>
    </RequirementSetRequirements>
     
  15. Xaviarlol

    Xaviarlol Warlord

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    Nice work. I'd want to put these changes in a policy rather than by default. This is mainly because water would become better than normal tiles (without needing workers to build improvements too). Will work on putting something together.
     
  16. Xaviarlol

    Xaviarlol Warlord

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    I've been trying all day to get this code to work for a policy. No luck. Will move it aside for now.
     
  17. BrokenSky

    BrokenSky Warlord

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    What about buffing coastal cities by adding a "fishing village" improvement which is built on coastal tiles adjacent to land. Initially this might provide +1 food, +0.5 housing, +1 food for each adjacent sea resource, +1.5 further housing if adjacent to a city center (to buff cities with more than one adjacent coast tile). This could also be added to the harbor adjacency bonus. The bonus would be increased by the sailing tech-line, adding further food and gold?
     
    Ivan.. likes this.
  18. Lucius Decumius

    Lucius Decumius Chieftain

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    Should be able to do this just by making fishing boats buildable on coast with no resources instead of making a new improvement. Ill try it out later. It sounds like a better solution.
     
  19. Lucius Decumius

    Lucius Decumius Chieftain

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    This was a much better solution, and a lot easier to implement.

    Work boats can be built on all coastal tiles and they get +1 production with mass production.

    Spoiler Work Boats on Coast :

    INSERT INTO Improvement_ValidTerrains (ImprovementType, TerrainType) VALUES ('IMPROVEMENT_FISHING_BOATS', 'TERRAIN_COAST');
    INSERT INTO Improvement_YieldChanges (ImprovementType, YieldType, YieldChange) VALUES ('IMPROVEMENT_FISHING_BOATS', 'YIELD_PRODUCTION', 0);
    INSERT INTO Improvement_BonusYieldChanges (Id, ImprovementType, YieldType, BonusYieldChange, PrereqTech) VALUES (22, 'IMPROVEMENT_FISHING_BOATS', 'YIELD_PRODUCTION', 1, 'TECH_MASS_PRODUCTION');
     
    BrokenSky likes this.
  20. Piruparka

    Piruparka Prince

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    Would you mind creating a sub-mod of this with only the tech/production relation fixed? I don't honestly want all the other stuff but I appreciate the changes to research duration.
     

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