[GS] PLEASE HELP editing xml files for yields

America civ always

Chieftain
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Aug 8, 2020
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where in the xml files can i find the yields to modify for civilizations (ai) i believe its in a leaders xml but i cannot find the right one unless i am mistaken can someone please give me the correct order of folders and files i need to go to to edit this? i want the AI to be stronger a lot stronger
 
where in the xml files can i find the yields to modify for civilizations (ai) i believe its in a leaders xml but i cannot find the right one unless i am mistaken can someone please give me the correct order of folders and files i need to go to to edit this? i want the AI to be stronger a lot stronger
You have to explain what you are trying to do here. What yields are you referring to? Buildings? Districts? Then you say you want the AI "to be stronger", are you referring to difficulty modifiers? you make no sense. The general role is always look in [YOUR GAME FOLDER]\Base\Assets\Gameplay\Data for all the gameplay files that contain leaders, civs, buildings... etc.
 
You have to explain what you are trying to do here. What yields are you referring to? Buildings? Districts? Then you say you want the AI "to be stronger", are you referring to difficulty modifiers? you make no sense. The general role is always look in [YOUR GAME FOLDER]\Base\Assets\Gameplay\Data for all the gameplay files that contain leaders, civs, buildings... etc.
i mean how to make the yeilds higher science production culture etc, all yeilds thats all i dont know how to find them ive looked in tons of dolers and couments cant find the yeild values
 
AI percentage yield increases are done by difficulty level selected by the player, but the values for various effects from selected player difficulty level are scattered through more than one file as I recall.

In the Base Game's Leaders.xml file there is this in the <TraitModifiers> table section of the file (this is the stuff that creates Yield Percentage bonuses for AI players):
Code:
	<TraitModifiers>
		.. snipped out stuff ..
		<!-- Major Civ Difficulty scaling-->
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_SCIENCE_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_CULTURE_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_PRODUCTION_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_GOLD_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FAITH_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="BARBARIAN_CAMP_GOLD_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_COMBAT_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="LOW_DIFFICULTY_COMBAT_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_UNIT_XP_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="LOW_DIFFICULTY_UNIT_XP_SCALING"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FREE_TECH_BOOSTS"/>
		<Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS"/>
		<!-- Specific leader traits -->
		.. more snipped out stuff ..
	</TraitModifiers>
As an example, within the same Leaders.xml file, the ModifierId called "HIGH_DIFFICULTY_SCIENCE_SCALING" is defined in tables "Modifers" and "ModifierArguments" as
Code:
	<Modifiers>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
			<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER</ModifierType>
			<OwnerRequirementSetId>PLAYER_IS_HIGH_DIFFICULTY_AI</OwnerRequirementSetId>
		</Row>
	</Modifiers>
	<ModifierArguments>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>8</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_SCIENCE</Value>
		</Row>
	</ModifierArguments>
A modifier that uses type "MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER" literally adjusts the total city % yield of the specified yield-type for all a player's cities. So the "scaling" effect is 8% per difficulty level above PRINCE* difficulty level in all of an AI player's cities.

Civ6 generally uses Modifiers rather than preset Global Parameters or even a special "difficulties data" XML table like civ5 did.

* it may actually be KING -- I cannot remember definitely which it is offhand.
 
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AI percentage yield increases are done by difficulty level selected by the player, but the values for various effects from selected player difficulty level are scattered through more than one file as I recall.

In the Base Game's Leaders.xml file there is this in the <TraitModifiers> table section of the file (this is the stuff that creates Yield Percentage bonuses for AI players):
Code:
    <TraitModifiers>
        .. snipped out stuff ..
        <!-- Major Civ Difficulty scaling-->
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_SCIENCE_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_CULTURE_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_PRODUCTION_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_GOLD_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FAITH_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="BARBARIAN_CAMP_GOLD_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_COMBAT_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="LOW_DIFFICULTY_COMBAT_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_UNIT_XP_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="LOW_DIFFICULTY_UNIT_XP_SCALING"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FREE_TECH_BOOSTS"/>
        <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS"/>
        <!-- Specific leader traits -->
        .. more snipped out stuff ..
    </TraitModifiers>
As an example, within the same Leaders.xml file, the ModifierId called "HIGH_DIFFICULTY_SCIENCE_SCALING" is defined in tables "Modifers" and "ModifierArguments" as
Code:
    <Modifiers>
        <Row>
            <ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
            <ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER</ModifierType>
            <OwnerRequirementSetId>PLAYER_IS_HIGH_DIFFICULTY_AI</OwnerRequirementSetId>
        </Row>
    </Modifiers>
    <ModifierArguments>
        <Row>
            <ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>8</Extra>
        </Row>
        <Row>
            <ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
            <Name>YieldType</Name>
            <Value>YIELD_SCIENCE</Value>
        </Row>
    </ModifierArguments>
A modifier that uses type "MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER" literally adjusts the total city % yield of the specified yield-type for all a player's cities. So the "scaling" effect is 8% per difficulty level above PRINCE* difficulty level in all of an AI player's cities.

Civ6 generally uses Modifiers rather than preset Global Parameters or even a special "difficulties data" XML table like civ5 did.

* it may actually be KING -- I cannot remember definitely which it is offhand.
so can i ask can you give me more details? what exactly do i need to edit where to increase AI bounsus specfically for production military strength and esspically science and culture, thanks so much for your help
 
If you're trying to make an actual mod to publish, it's recommended that you use SQL or XML in a separate file to modify it, otherwise every time the game patches, it'll overwrite your changes. If you're not familiar with how to do this, the easiest way to start is to look at other peoples' mods that do it. Mods like Smoother Difficulty do what it sounds like you want, and you can look at how the authors did it.

If you're just trying to tweak some values for your own enjoyment, it's much easier to start off by directly editing the Leader.xml files in the game's Data folder.

high difficulty (Prince and above) AI production: lines 3507, 3508
high difficulty AI combat strength: lines 3556, 3557
high difficulty AI science: lines 3483, 3484
high difficulty AI culture: lines 3495, 3496

There are other high difficulty AI bonuses, such as bonus Faith, Gold, etc. that you can tweak located in the same vicinity of lines as the above.

The <Value> is given as a flat bonus if the AI is Prince or above. The <Extra> is multiplied by the amount of difficulty levels above Prince, with Prince still getting 1x of the Extra yield.

Prince: Value + Extra
King: Value + Extra*2
Emperor: Value + Extra*3
Immortal: Value + Extra*4
Deity: Value + Extra*5

For example, if you set the "HIGH_DIFFICULTY_COMBAT_SCALING" <Value> to -3 and <Extra> to 3 then on the various difficulties the AI will get the following CS bonuses:
Settler to Warlord: +0 (high difficulty only applies to Prince and above)
Prince: +0 (-3 + 3)
King: +3 (-3 + 3*2)
Emperor: +6 (-3 + 3*3)
Immortal: +9 (-3 + 3*4)
Deity: +12 (-3 + 3*5)
 
If you're trying to make an actual mod to publish, it's recommended that you use SQL or XML in a separate file to modify it, otherwise every time the game patches, it'll overwrite your changes. If you're not familiar with how to do this, the easiest way to start is to look at other peoples' mods that do it. Mods like Smoother Difficulty do what it sounds like you want, and you can look at how the authors did it.

If you're just trying to tweak some values for your own enjoyment, it's much easier to start off by directly editing the Leader.xml files in the game's Data folder.

high difficulty (Prince and above) AI production: lines 3507, 3508
high difficulty AI combat strength: lines 3556, 3557
high difficulty AI science: lines 3483, 3484
high difficulty AI culture: lines 3495, 3496

There are other high difficulty AI bonuses, such as bonus Faith, Gold, etc. that you can tweak located in the same vicinity of lines as the above.

The <Value> is given as a flat bonus if the AI is Prince or above. The <Extra> is multiplied by the amount of difficulty levels above Prince, with Prince still getting 1x of the Extra yield.

Prince: Value + Extra
King: Value + Extra*2
Emperor: Value + Extra*3
Immortal: Value + Extra*4
Deity: Value + Extra*5

For example, if you set the "HIGH_DIFFICULTY_COMBAT_SCALING" <Value> to -3 and <Extra> to 3 then on the various difficulties the AI will get the following CS bonuses:
Settler to Warlord: +0 (high difficulty only applies to Prince and above)
Prince: +0 (-3 + 3)
King: +3 (-3 + 3*2)
Emperor: +6 (-3 + 3*3)
Immortal: +9 (-3 + 3*4)
Deity: +12 (-3 + 3*5)
okay i have found it, but i do not know what to edit exactly it looks like this for all of them
<Row>
<ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER</ModifierType>
<OwnerRequirementSetId>PLAYER_IS_HIGH_DIFFICULTY_AI</OwnerRequirementSetId>
</Row>
 
If you're trying to make an actual mod to publish, it's recommended that you use SQL or XML in a separate file to modify it, otherwise every time the game patches, it'll overwrite your changes. If you're not familiar with how to do this, the easiest way to start is to look at other peoples' mods that do it. Mods like Smoother Difficulty do what it sounds like you want, and you can look at how the authors did it.

If you're just trying to tweak some values for your own enjoyment, it's much easier to start off by directly editing the Leader.xml files in the game's Data folder.

high difficulty (Prince and above) AI production: lines 3507, 3508
high difficulty AI combat strength: lines 3556, 3557
high difficulty AI science: lines 3483, 3484
high difficulty AI culture: lines 3495, 3496

There are other high difficulty AI bonuses, such as bonus Faith, Gold, etc. that you can tweak located in the same vicinity of lines as the above.

The <Value> is given as a flat bonus if the AI is Prince or above. The <Extra> is multiplied by the amount of difficulty levels above Prince, with Prince still getting 1x of the Extra yield.

Prince: Value + Extra
King: Value + Extra*2
Emperor: Value + Extra*3
Immortal: Value + Extra*4
Deity: Value + Extra*5

For example, if you set the "HIGH_DIFFICULTY_COMBAT_SCALING" <Value> to -3 and <Extra> to 3 then on the various difficulties the AI will get the following CS bonuses:
Settler to Warlord: +0 (high difficulty only applies to Prince and above)
Prince: +0 (-3 + 3)
King: +3 (-3 + 3*2)
Emperor: +6 (-3 + 3*3)
Immortal: +9 (-3 + 3*4)
Deity: +12 (-3 + 3*5)
do i need to add something to it how should it look exactly as an example?
 
You're looking at the wrong lines in Leaders.xml, pal. The line numbers posted above are what you want. For example, lines 3503-3509 will look exactly like this:
Code:
        <Row>
            <ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>20</Extra>
        </Row>
The <Value> and <Extra> are the only two parts you'll need to change to alter the AI's bonuses (for high difficulty as detailed above). The values for the other parameters you want, like combat strength are in the same vicinity as production and have the same format.
 
You're looking at the wrong lines in Leaders.xml, pal. The line numbers posted above are what you want. For example, lines 3503-3509 will look exactly like this:
Code:
        <Row>
            <ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>20</Extra>
        </Row>
The <Value> and <Extra> are the only two parts you'll need to change to alter the AI's bonuses (for high difficulty as detailed above). The values for the other parameters you want, like combat strength are in the same vicinity as production and have the same format.
it doesnt say that under neath where im looking at? i own all expansions if that makes a difference, prehaps i am in the wrong data file? could it also be a mod i have installed that erased that?
 
You're looking at the wrong lines in Leaders.xml, pal. The line numbers posted above are what you want. For example, lines 3503-3509 will look exactly like this:
Code:
        <Row>
            <ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>20</Extra>
        </Row>
The <Value> and <Extra> are the only two parts you'll need to change to alter the AI's bonuses (for high difficulty as detailed above). The values for the other parameters you want, like combat strength are in the same vicinity as production and have the same format.
the value and extra are whats missing
 
You're looking at the wrong lines in Leaders.xml, pal. The line numbers posted above are what you want. For example, lines 3503-3509 will look exactly like this:
Code:
        <Row>
            <ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>20</Extra>
        </Row>
The <Value> and <Extra> are the only two parts you'll need to change to alter the AI's bonuses (for high difficulty as detailed above). The values for the other parameters you want, like combat strength are in the same vicinity as production and have the same format.
okay i just read your first staement, is there an easy way to get to those lines on notepad or wordpad?
 
You're looking at the wrong lines in Leaders.xml, pal. The line numbers posted above are what you want. For example, lines 3503-3509 will look exactly like this:
Code:
        <Row>
            <ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
            <Name>Amount</Name>
            <Type>LinearScaleFromDefaultHandicap</Type>
            <Value>0</Value>
            <Extra>20</Extra>
        </Row>
The <Value> and <Extra> are the only two parts you'll need to change to alter the AI's bonuses (for high difficulty as detailed above). The values for the other parameters you want, like combat strength are in the same vicinity as production and have the same format.
i found it my friend thank you so much
 
it doesnt say that under neath where im looking at? i own all expansions if that makes a difference, prehaps i am in the wrong data file? could it also be a mod i have installed that erased that?
Mods and Expansions add files which either edit the game database through SQL or XML, but neither method will alter the base Leaders.xml file. Is the Leaders.xml you have open from [Steam]\steamapps\common\Sid Meier's Civilization VI\Base\Assets\GamePlay\Data\Leaders.xml?

okay i just read your first staement, is there an easy way to get to those lines on notepad or wordpad?
The easiest way using notepad or wordpad is probably to Ctrl+F and search for the ModifierId that way. Just note the given ModifierId's show up multiple times in the file, so your first search result is not necessarily where you want, but the format of the correct section will always be the same as from my above post. The keywords to search for the parameters you want are:
  • HIGH_DIFFICULTY_PRODUCTION_SCALING
  • HIGH_DIFFICULTY_COMBAT_SCALING
  • HIGH_DIFFICULTY_SCIENCE_SCALING
  • HIGH_DIFFICULTY_CULTURE_SCALING
edit: I'm glad you found it! Good luck, and happy modding!
 
Mods and Expansions add files which either edit the game database through SQL or XML, but neither method will alter the base Leaders.xml file. Is the Leaders.xml you have open from [Steam]\steamapps\common\Sid Meier's Civilization VI\Base\Assets\GamePlay\Data\Leaders.xml?


The easiest way using notepad or wordpad is probably to Ctrl+F and search for the ModifierId that way. Just note the given ModifierId's show up multiple times in the file, so your first search result is not necessarily where you want, but the format of the correct section will always be the same as from my above post. The keywords to search for the parameters you want are:
  • HIGH_DIFFICULTY_PRODUCTION_SCALING
  • HIGH_DIFFICULTY_COMBAT_SCALING
  • HIGH_DIFFICULTY_SCIENCE_SCALING
  • HIGH_DIFFICULTY_CULTURE_SCALING
edit: I'm glad you found it! Good luck, and happy modding!
MAY I ASK YOU AS SOMEONE WHO CAN REALLY PIN POINT ON SCIENCE QUICKLY I MEAN AFTER THE CKASSICAK ERA THE ai IS BEHIND PERMENENATALLY, DO YOU KNOW EXACTLY WHAT I SHOULD MAKE THE
 
Mods and Expansions add files which either edit the game database through SQL or XML, but neither method will alter the base Leaders.xml file. Is the Leaders.xml you have open from [Steam]\steamapps\common\Sid Meier's Civilization VI\Base\Assets\GamePlay\Data\Leaders.xml?


The easiest way using notepad or wordpad is probably to Ctrl+F and search for the ModifierId that way. Just note the given ModifierId's show up multiple times in the file, so your first search result is not necessarily where you want, but the format of the correct section will always be the same as from my above post. The keywords to search for the parameters you want are:
  • HIGH_DIFFICULTY_PRODUCTION_SCALING
  • HIGH_DIFFICULTY_COMBAT_SCALING
  • HIGH_DIFFICULTY_SCIENCE_SCALING
  • HIGH_DIFFICULTY_CULTURE_SCALING
edit: I'm glad you found it! Good luck, and happy modding!
sorry about that lol didnt mean the caps anyway as someone who can beat the game by the classical era do you know what yeild i should put science and culture at? i just want them to be able to keep up i put it at 150, if you have a recommendation id ;pve to hear it
 
I don't think anyone's really figured out a good balance for the AI. I've found that by giving the AI more science yield percentage, it doesn't really help them fend off an early war, but if left alone (or if they gobble up their neighbors) they tend to snowball out of control mid-game. There are so many factors that affect how strong the bonuses really are. For example, if you're playing a duel sized map, you could probably give the AI 500% boosts and still win without much effort by taking them out early. Whereas, on a huge map, especially with many players, the one AI in the corner may have a ridiculous lead on everyone else even without a massive percent boost, especially if they gobbled up their neighbors and snowballed.
sorry about that lol didnt mean the caps anyway as someone who can beat the game by the classical era do you know what yeild i should put science and culture at? i just want them to be able to keep up i put it at 150, if you have a recommendation id ;pve to hear it
If by 150, you mean Value, that's substantial. That means the AI gets an additional +150% science (250% total). For reference, on vanilla Deity, the AI gets +100% (200%) science.

I've personally liked the Smoother Difficulty mods, which take away the starting tech boosts and settlers for high difficulty AI, but greatly increases their percentage yield bonuses. This makes it more feasible to get a religion on higher difficulties (as opposed to necessitating starting next to a Natural Wonder for the Astronomy eureka just to be able to even get a chance at getting Great Prophet before they're all taken), as well as making it so that early game, if you happened to start next to an AI, they won't immediately declare surprise war with their 4 warriors vs. your 1. At the same time, it compensates the AI by giving them higher percentage yields to roughly do just as well mid and late-game. Like I said though, it's not perfect, and I've run into many similar issues as above, but I've found it much more enjoyable than vanilla difficulties where the AI is insanely overpowered early-game, but as long as you survive into the Industrial Era, it's almost impossible not to win.

I hope you have fun experimenting and end up finding a good balance that makes the game more fun!
 
I don't think anyone's really figured out a good balance for the AI. I've found that by giving the AI more science yield percentage, it doesn't really help them fend off an early war, but if left alone (or if they gobble up their neighbors) they tend to snowball out of control mid-game. There are so many factors that affect how strong the bonuses really are. For example, if you're playing a duel sized map, you could probably give the AI 500% boosts and still win without much effort by taking them out early. Whereas, on a huge map, especially with many players, the one AI in the corner may have a ridiculous lead on everyone else even without a massive percent boost, especially if they gobbled up their neighbors and snowballed.

If by 150, you mean Value, that's substantial. That means the AI gets an additional +150% science (250% total). For reference, on vanilla Deity, the AI gets +100% (200%) science.

I've personally liked the Smoother Difficulty mods, which take away the starting tech boosts and settlers for high difficulty AI, but greatly increases their percentage yield bonuses. This makes it more feasible to get a religion on higher difficulties (as opposed to necessitating starting next to a Natural Wonder for the Astronomy eureka just to be able to even get a chance at getting Great Prophet before they're all taken), as well as making it so that early game, if you happened to start next to an AI, they won't immediately declare surprise war with their 4 warriors vs. your 1. At the same time, it compensates the AI by giving them higher percentage yields to roughly do just as well mid and late-game. Like I said though, it's not perfect, and I've run into many similar issues as above, but I've found it much more enjoyable than vanilla difficulties where the AI is insanely overpowered early-game, but as long as you survive into the Industrial Era, it's almost impossible not to win.

I hope you have fun experimenting and end up finding a good balance that makes the game more fun!
i have another question, if i edit the extra values will that effect games already in progress or will they bassically go with the setting they had when the game started?
 
Since the data you are wanting to edit is part of a modifier altering it mid-game will generally have no effect. Once the game applies a modifier to a player, a city, a unit, a district, etc., the data in that modifier is set in stone for the remainder of that game for that player, city, unit, district, etc. Edits in the xml files (or via a mod) when saving and reloading will not be implemented as a general rule -- it will be the data that was valid at the instant the modifier was first applied that will be used for the remainder of that game, even though the user interface tooltips might make one think otherwise.

Players, cities, units, districts, etc., that did not have the modifier applied to them before the edits to the data were made will generally implement the edits if the modifier is applied to them for the first time after the edits are made in the xml code.

So generally the answer to your question is: "yes", "no", and "it depends".

For the specific case of AI difficulty "yield scaling", those modifiers are applied at the instant the game is first created, so edits to the values will not as a rule be implemented until a new game is started.
 
Last edited:
Since the data you are wanting to edit is part of a modifier altering it mid-game will generally have no effect. Once the game applies a modifier to a player, a city, a unit, a district, etc., the data in that modifier is set in stone for the remainder of that game for that player, city, unit, district, etc. Edits in the xml files (or via a mod) when saving and reloading will not be implemented as a general rule -- it will be the data that was valid at the instant the modifier was first applied that will be used for the remainder of that game, even though the user interface tooltips might make one think otherwise.

Players, cities, units, districts, etc., that did not have the modifier applied to them before the edits to the data were made will generally implement the edits if the modifier is applied to them for the first time after the edits are made in the xml code.

So generally the answer to your question is: "yes", "no", and "it depends".

For the specific case of AI difficulty "yield scaling", those modifiers are applied at the instant the game is first created, so edits to the values will not as a rule be implemented until a new game is started.
what if i change them start a new game and use one of the already saved configurations on create game
 
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