Modding discoveries

Strangely the entries which cause Civ-Unique Civics to unlock Wonders sooner have AIIgnoreUnlockValue="true". Sounds like AI does not get the early Wonders.
 
Interesting, the starting assign plots just falls back to the Civ 6 algorithm if the Civ 7 one doesn't work.
 
I tried to make a database update and it's not being reflected in the database. Is there a specific mod db?

<?xml version="1.0" encoding="utf-8"?>
<Database>
<AiComponents>
<Update>
<Where Component="Tactical"/>
<Set DefaultPriority="AI_PRIORITY_HIGH"/>
</Update>
</AiComponents>
</Database>
 
Not really an important discovery but I had to share how funny REQUIREMENT_CITY_IS_TOWN sounds.

Also, I was confused why Han China's Ability does not trigger when the Capital is founded like it did in livestream and like described - and like Towns do actually. Thought City's first growth event is newly set (for balance) to second Citizen. Well it's actually a 3-Turn minimum instead.
 
There's no way to simulate a full game (or at least a single age) right ? Letting the AI play alone. Until mod tools.
I believe we will need the tuner. I do see there are test commands to run an autoplay game. It's theoretical one could figure out the correct setup to do so without them, but it feels like a general waste of time.
 
I'm not sure how this is useful yet, but I believe it's possible to make a custom culture trees appear to a filtered subset of players. Maybe room for a civilization whose ability makes a special civic tree appear to all players, as well as having its own? Interesting tinkering.
 
I believe we will need the tuner. I do see there are test commands to run an autoplay game. It's theoretical one could figure out the correct setup to do so without them, but it feels like a general waste of time.
I was wrong in OP, it does seem to work for some panels, you need to refresh the lua states in the connection menu after loading the panels

not sure if autoplay is working
 
Cool new discovery. There appears to be mechanical support for masteries greater than 2. I suspect that there isn’t UI support though; so the relevant scripts would have to be updated. (I.e., writing III)
 
Cool new discovery. There appears to be mechanical support for masteries greater than 2. I suspect that there isn’t UI support though; so the relevant scripts would have to be updated. (I.e., writing III)
On that topic, Main Node and Mastery Node cannot have the same Modifier. You must create the same Modifier but with different id (eg CIVIC_ADD_ATTRIBUTE and CIVIC_ADD_ATTRIBUTE_B), otherwise validation fails.
 
On that topic, Main Node and Mastery Node cannot have the same Modifier. You must create the same Modifier but with different id (eg CIVIC_ADD_ATTRIBUTE and CIVIC_ADD_ATTRIBUTE_B), otherwise validation fails.
Ooh, that’s a good catch. That might actually solve a pain point I have.

One other thing that appears possible (with UI scripting), but I haven’t validated is multiple tech trees, like the civics.

EDIT:
Alright, promising results. Have been able to add a civilization to the game. Fine tuning some stuff before I release a template for other people. I'm not sure what's new here and what's old, having not really modded Civilization games before, but it seems mostly straightforward. The Shawnee DLC is a really good template for this (unsurprisingly), although the logic for adding the Shawnee is mixed in with Tecumseh's so I'm just tidying up that as I go along. I'm not touching leader adding yet, because assets are not something in my wheelhouse. Will update once I have some successful results.
 
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Alright, finished going through the entire civ creation process. There are some nuances. First, as noted by others in other threads (can find sources when home), the shell is what renders everything. There are some weird issues with tradition modifiers that are likely load order related I’m still diagnosing. The biggest thing is I haven’t figured out how to do art; and I suspect that’ll have to wait til the mod kit.

That said, it’s pretty straightforward and I’ll have Venice hopefully out by the 11th (without its own assets). I’ll expand from there - have a few other civs I want to do. Just want to play test and polish as I nail down Venice’s identity.
 
Alright, finished going through the entire civ creation process. There are some nuances. First, as noted by others in other threads (can find sources when home), the shell is what renders everything. There are some weird issues with tradition modifiers that are likely load order related I’m still diagnosing. The biggest thing is I haven’t figured out how to do art; and I suspect that’ll have to wait til the mod kit.

That said, it’s pretty straightforward and I’ll have Venice hopefully out by the 11th (without its own assets). I’ll expand from there - have a few other civs I want to do. Just want to play test and polish as I nail down Venice’s identity.
Excited for this! Can't wait to fill out more civs with mods.

We'd also probably want to have a central mod that deals with unlocks between different mods.
 
Yeah, I really like the leader / civ split the more I play with it, and it makes it so much easier to create more variety with mods.

It looks like compatibility patches will be fairly easy with regards to unlocks, leader preferences, and whatnot as well, since that’s all XML files.
 
Looks like the AI should be offering other things for peace than just settlements. I hope this gets fixed soon

<DealItems>
<Row Type="DEAL_ITEM_GOLD" Name="LOC_DEAL_ITEM_GOLD_NAME" Description="LOC_DEAL_ITEM_GOLD_DESCRIPTION" />
<Row Type="DEAL_ITEM_RESOURCES" Name="LOC_DEAL_ITEM_RESOURCES_NAME" Description="LOC_DEAL_ITEM_RESOURCES_DESCRIPTION" />
<Row Type="DEAL_ITEM_CITIES" Name="LOC_DEAL_ITEM_CITIES_NAME" Description="LOC_DEAL_ITEM_CITIES_DESCRIPTION" />
<Row Type="DEAL_ITEM_UNITS" Name="LOC_DEAL_ITEM_UNITS_NAME" Description="LOC_DEAL_ITEM_UNITS_DESCRIPTION" />
<Row Type="DEAL_ITEM_AGREEMENTS" Name="LOC_DEAL_ITEM_AGREEMENTS_NAME" Description="LOC_DEAL_ITEM_AGREEMENTS_DESCRIPTION" />
<Row Type="DEAL_ITEM_TECHNOLOGY" Name="LOC_DEAL_ITEM_TECHNOLOGY_NAME" Description="LOC_DEAL_ITEM_TECHNOLOGY_DESCRIPTION" />
<Row Type="DEAL_ITEM_GREATWORK" Name="LOC_DEAL_ITEM_GREATWORK_NAME" Description="LOC_DEAL_ITEM_GREATWORK_DESCRIPTION" />
<Row Type="DEAL_ITEM_CAPTIVE" Name="LOC_DEAL_ITEM_CAPTIVE_NAME" Description="LOC_DEAL_ITEM_CAPTIVE_DESCRIPTION" />
</DealItems>
 
Alright, digging into the legacy paths. Working on a new civilization that would have its own cultural legacy path. Will share what I find as I dig in.
 
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