Mod request, faster repair of pillaged/damaged districts.

Larsenex

King
Joined
Oct 31, 2005
Messages
784
Location
Longview, Texas
I know this is probably going to get me flammed but I dislike the time to repair districts if they get sabotaged or pillaged.

In about half the cases the time to repair them is LONGER then if I simply built a new one. I would simply like a mod where the 'repair time' is say 50 to 60% faster than what it is now.

Is there an xml file that governs the time to repair or is it based on many variables? I know production is key.

My coastal Prime shipyard got the harbor sabotaged, the repair times for each building was: shipyard 8 turns, seaport 5 turns and the lighthouse was 3 turns.

I have had cities where the industrial district was sabotaged and those repair times were 60, 50 and 30. <<< those are the times i would like to reduce a bit more.

Thank for reading!
 
Yes. It's a parameter located inside GlobalParameters.xml

(Most of this applies to Windows based systems, not sure the exact process on linux / mac)

Path:> ..\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data

-- GlobalParameters.xml --
Code:
<?xml version="1.0" encoding="utf-8"?>
</GameInfo>
     </GlobalParameters>
     ...
          <Row Name="PILLAGE_BUILDING_REPAIR_PERCENT" Value="25" />
     ...
     </GlobalParameters>
</GameInfo>

Just keep in mind you should not change the file directly. Changing directly will effect multiplayer (will not be able play).

However you can create a mod to update the value without changing the vanilla file. And turn the mod on and off for multiplayer.


Genaric Mod (using notepad.exe)
  1. Goto ..\Documents\My Games\Sid Meier's Civilization VI\Mods
  2. Create a Folder called 'ReducedPillage'

    Inside that folder...

  3. Create a text File
    1. Open the text file.
    2. Click on 'File'.
    3. Select 'Save As...'.
    4. Click on 'Save As Type' and select 'All Files'.
    5. Click on 'Encoding' and select 'UTF-8'.

    Then Name the file to ReducedPillage.modinfo and Save.
    Repeat the process and Name the file to ReducedPillage.modinfo and Save.

    Note: you should end up with 3 files ('New Text Document.txt', 'ReducedPillage.xml', 'ReducedPillage.modinfo').
    you can delete the 'New Text Document.txt.

  4. Add the code to their respective files and save.
    The files can be opened in any text editor. Just make
    sure when saving the file encoding is UTF-8.


    -- ReducedPillage.xml --
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <GameInfo>
         <GlobalParameters>
              <Update>
                   <Where Name="PILLAGE_BUILDING_REPAIR_PERCENT"/>
                   <Set Value="50" />
              </Update>
         </GlobalParameters>
    </GameInfo>


    -- ReducedPillage.modinfo --
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <Mod id="xxxxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxx" version="1.0">      <!-- GUID (id) -->
        <Properties>
            <Name>Civ VI Reduced Pillage</Name>
            <Stability>Beta</Stability>
            <Teaser>Decreases pillage repair time.[NEWLINE]Version: 1.0, Authors: YOUR_NAME_HERE</Teaser>
            <Description>Decreases pillage repair time.</Description>
            <Authors>YOUR_NAME_HERE</Authors>
        </Properties>
    
        <Files>
            <File>ReducedPillage.xml</File>
        </Files>
        
        <Settings>
            <Custom id="ReducedPillage_MOD">
                <Items>
                    <Component>ReducedPillageComponent</Component>
                </Items>
            </Custom>
        </Settings>
    
        <Components>
            <UpdateDatabase id="ReducedPillageComponent">
                <Properties>
                    <Name>ReducedPillage</Name>
                </Properties>
                <Items>
                    <File>ReducedPillage.xml</File>
                </Items>
            </UpdateDatabase>
        </Components>
    </Mod>
  5. Create a GUID

    Google for a GUID generator. You should be able to find a site that can do that for you.
    Then copy and paste the GUID into the modinfo file (replacing xxxxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxx).
    Then change the YOUR_NAME_HERE to your name.

Feel free to change the mod name around.
I have not tested the code but it should work.

-enjoy-
 
Last edited:
Back
Top Bottom