[GS] Pre-modding questions re. A multiplayer mod introducing city upkeep plus several new policy cards

cpw20

Chieftain
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Hi all, it's been a long while since I've done any game modding and I've never attempted a mod in civ 6! I'm aiming to create the following (see linked imgur image below) mod, which is primarily adding a selection of policy cards with light-touch multiplayer game balancing in mind. I'm reading through the modding guides now but ahve some questions I hope an experienced modder might help with before I get started:

1. I'm hoping this will be a simple and relatively quick mod to create... Would you let me know if all of the policy card effects I'm looking to add should be relatively easy to implement, or are any of those likely to be difficult?

2. I'm hoping this mod will play nicely with any other mods out there... Are there any elements here you expect are likely to cause a conflict with other mods, generally speaking?

3. I'm hoping this mod will be low maintenance and not be broken by Firaxis updates/ new content... When modding of this type and/or with the elements I'm looking at for this mod so you think any of these effects are likely to get broken by updates?

KoK proposed mod details imgur link: https://imgur.com/QgMpIwk



*Edit: list of desired effects for these cards:

  1. +2 gold for cities with a garrison unit
  2. +4 gold on your plantations; but -2 amenity in each city
  3. 20% of the equivalent gold purchase cost of your units are awarded whenever they are killed by an enemy inside or adjacent to your territory
  4. +1 diplomatic favour per turn on your palace
  5. +5 healing for units in or adjacent to your city centers for each level of walls (ancient, medieval, renaissance) built, +1 culture on renaissance walls
  6. +17 defensive combat strength vs air attacks against all your military units inside or adjacent to your territory (+17 defending only, reducing damage taken; is not applied to AA counter damage to aircraft); but +2 gpt on all your military units’ maintenance costs
  7. Your cities cannot be razed by invaders; but +6 gpt maintenance per city owned
  8. Your units gain resistance to nuclear strikes (now -50 HP per strike (-25 HP GDRs)) & damage from fall out tiles to your units is reduced (now -25 HP /turn) inside your territory, and cities lose 50% of walls & city health per strike; but +10 gpt maintenance per city owned

Many thanks in advance and happy Christmas holidays to all those holidaying.

CW
 
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1. The difficulty is to see if there are Modifiers to do your stuff. Sometimes has to be done with Lua. Check out this mod to see what is needed in general: https://forums.civfanatics.com/resources/civ-6-raen´s-new-policies.26826/
Also, check out about modifiers: https://forums.civfanatics.com/thre...er-1-creating-and-attaching-modifiers.605835/

2. It only conflicts if you use the same names for modifiers, and the same ID for the mod (if you use modbuddy he generates a new ID for you if not, you have to generate a new GUID)

3. It happens sometimes, usually with expansions. Sometimes some modifiers you are reusing are changed somehow.
 
1. The difficulty is to see if there are Modifiers to do your stuff. Sometimes has to be done with Lua. Check out this mod to see what is needed in general: https://forums.civfanatics.com/resources/civ-6-raen´s-new-policies.26826/
Also, check out about modifiers: https://forums.civfanatics.com/thre...er-1-creating-and-attaching-modifiers.605835/

2. It only conflicts if you use the same names for modifiers, and the same ID for the mod (if you use modbuddy he generates a new ID for you if not, you have to generate a new GUID)

3. It happens sometimes, usually with expansions. Sometimes some modifiers you are reusing are changed somehow.

Thanks for the tips!
 
I'm hoping this mod will be low maintenance and not be broken by Firaxis updates/ new content.


Small addendum: When adding modifiers - or any any new object - to the game you should use a tag on the end of the name to indicate what mod it's coming from. Instead of STAVE_CHURCH_GRANT_MISSIONARY in the example use could use STAVE_CHURCH_GRANT_MISSIONARY_CPW. (I just guessed at a tag based on your name)
 
from what I know; 1, 2, 4, 5, and 6 are definitely possible. I do not believe 3 is possible without LUA. Let me know if you need any help!
 
Thank
from what I know; 1, 2, 4, 5, and 6 are definitely possible. I do not believe 3 is possible without LUA. Let me know if you need any help!
Thank you for the reply :) Do you have any idea about no. 7 - a policy card with these affects: "Your cities cannot be razed by invaders; but +6 gpt maintenance per city owned"? that's the one I'm most interested in developing first.

Since my original post I've released my first tiny balance mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2367856552
 
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