br0k3n_p4rr0t
Chieftain
Hi, fanatics!
I have been playing civilization games more or less sporadically since CIV III. In recent weeks I have played a few games of CIV VI GS and started looking into mods. I dabbled a bit here and there tweaking some numbers in existing mods but that has not satisfied my desires. I found this forum to be the best resource on modding CIV VI so I decided to join. Now I have questions
I have searched for and read about several of the topics I ask about below. However, it seems to me that at least some of the information I found might be outdated (last post in respective discussion 2+ years ago). I hope it is okay for me to ask these questions in this way. I have the impression that they don't quite fit the "Quick modding questions" thread, but please tell me if I'm wrong and I will repost them there separately.
[1] Is the CIV V Lua introduction in the wiki a good place to start getting used to Lua in CIV VI?
[2] Having a bit of a SW Dev background, but never having gotten in touch with Lua before, here is a thing bothering me: Why do many of the Lua files in the admittedly extensive mods I found have 1000+ lines of code? Is that "bad style" (not to discredit any of the very capable modders here
) or does Lua not allow splitting code across many files (like Python)?
[3] What would it take to introduce new tile types? Two concepts to illustrate what I mean:
highlands: land tile that is higher in elevation and associated with mountain regions, but passable,
less food and production but higher strategic resource yields
river: sweet water tile that is not coast and not lake and features embankments on either side
Obviously these require new art for the tiles. Can this be done at all?
[4] What is a good way to let units disband and join (adjacent/closest) settlements? (Provided they cost population during production, which I already figured out how to do and later found in another mod
)
One instance of this is that I would like builders to cost 1 pop, have 2 charges, but rejoin the settlement when they used their last charge.
[5] What would be a good way to make food a per civilization stockpiling resource? I'm thinking that each city could choose to send part of its food production to this stockpile or get some food from it. I would find it amazing if additionally unit upkeep could be supported through this stockpile, since they would count as pop.
[6] What would it take to introduce diversified civilian units that get different yields out of different tiles? I'm thinking of Colonization (the original and the CIV IV remake). I hope that works as a reference in this forum
The different yields could be taken care of with the modifier system I suppose, and some tweaks to the city screen UI would be necessary.
[7] How would one go about introducing new settlement types? I'm thinking of classification like village, town, city, metropolis.
[8] Can production be removed as a resource entirely and replaced with construction resources? I suspect that this might be hard since it is such a low-level thing that permeates the entire game.
Now, I realize that many of the things I ask about would almost certainly break the AI. But that is not my concern for now. If some of these things would be possible I would worry about the AI later. Then again the operations, agendas and behavior trees could most likely be adapted to work with new game concepts.
Thanks in advance for all your replies!
I hope the structure of this post makes it easy for you to reply to the individual questions.
I have been playing civilization games more or less sporadically since CIV III. In recent weeks I have played a few games of CIV VI GS and started looking into mods. I dabbled a bit here and there tweaking some numbers in existing mods but that has not satisfied my desires. I found this forum to be the best resource on modding CIV VI so I decided to join. Now I have questions

I have searched for and read about several of the topics I ask about below. However, it seems to me that at least some of the information I found might be outdated (last post in respective discussion 2+ years ago). I hope it is okay for me to ask these questions in this way. I have the impression that they don't quite fit the "Quick modding questions" thread, but please tell me if I'm wrong and I will repost them there separately.
[1] Is the CIV V Lua introduction in the wiki a good place to start getting used to Lua in CIV VI?
[2] Having a bit of a SW Dev background, but never having gotten in touch with Lua before, here is a thing bothering me: Why do many of the Lua files in the admittedly extensive mods I found have 1000+ lines of code? Is that "bad style" (not to discredit any of the very capable modders here


[3] What would it take to introduce new tile types? Two concepts to illustrate what I mean:
highlands: land tile that is higher in elevation and associated with mountain regions, but passable,
less food and production but higher strategic resource yields
river: sweet water tile that is not coast and not lake and features embankments on either side
Obviously these require new art for the tiles. Can this be done at all?
[4] What is a good way to let units disband and join (adjacent/closest) settlements? (Provided they cost population during production, which I already figured out how to do and later found in another mod


One instance of this is that I would like builders to cost 1 pop, have 2 charges, but rejoin the settlement when they used their last charge.
[5] What would be a good way to make food a per civilization stockpiling resource? I'm thinking that each city could choose to send part of its food production to this stockpile or get some food from it. I would find it amazing if additionally unit upkeep could be supported through this stockpile, since they would count as pop.
[6] What would it take to introduce diversified civilian units that get different yields out of different tiles? I'm thinking of Colonization (the original and the CIV IV remake). I hope that works as a reference in this forum

[7] How would one go about introducing new settlement types? I'm thinking of classification like village, town, city, metropolis.
[8] Can production be removed as a resource entirely and replaced with construction resources? I suspect that this might be hard since it is such a low-level thing that permeates the entire game.
Now, I realize that many of the things I ask about would almost certainly break the AI. But that is not my concern for now. If some of these things would be possible I would worry about the AI later. Then again the operations, agendas and behavior trees could most likely be adapted to work with new game concepts.
Thanks in advance for all your replies!

I hope the structure of this post makes it easy for you to reply to the individual questions.
