LeeS submitted a new resource: MyCiv6Changes Mod - A Pre-Packaged Mod You Can Drop Simple XML/SQL game code into Read more about this resource...
If you want the XML files clean of the existing sample building: change the contents of file MyCiv6XMLGameplayChanges.xml so it reads as: Code: <?xml version="1.0" encoding="utf-8"?> <!-- MyCiv6_XML_GameplayChanges --> <!-- Author: Lee --> <!-- DateCreated: 3/2/2017 12:00:05 PM --> <GameData> </GameData> change the contents of file MyCiv6XMLTextChanges.xml so it reads as: Code: <?xml version="1.0" encoding="utf-8"?> <!-- MyCiv6_XML_TextChanges --> <!-- Author: Lee --> <!-- DateCreated: 3/2/2017 12:00:44 PM --> <GameData> <LocalizedText> </LocalizedText> </GameData> change the contents of file MyCiv6XMLTextChanges.xml so it reads as: Code: <?xml version="1.0" encoding="utf-8"?> <!-- MyCiv6_XML_NewIconDefinitions --> <!-- Author: Lee --> <!-- DateCreated: 3/2/2017 12:01:16 PM --> <GameData> <IconTextureAtlases> </IconTextureAtlases> <IconDefinitions> </IconDefinitions> </GameData> You can then plop your new code into those three files as needed without the example stuff being in your way
I've created an updated version of this mod marked as compatible with Rise and Fall and Gathering Storm. All of the files in the mod use a crazy-high load order setting so as to make the updated version of the mod able to act as a modmod for other mods, if desired. I've attached a zip of the newer version to the OP of this thread. The Expac1_2 version of the mod also has a smaple GameplayScript lua file implemented into the mod so you can use this mod to add/test GameplayScripts as well as SQL / XML code. The mod does not do anything for Front End (ie, game set-up). It is all only for InGame. The two versions of the mod use the same GUID number, so you can only have one or the other in your mods folder at the same time.