[GS] [Questions] Possible or impossible traits?

Alqamar Alaswad

Chieftain
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After lurking for a while, making some questions and taking a look at several mods (particularly Gedemo's new Civilizations), I have decided to try my hand at modding, doing it at my own pace, but learning by practice.

I have some experience modding Crusader Kings II, Europa Universalis IV and Victoria II by Paradox, and I have created three Spectrum games using a Jet Set Willy graphic editor.

So, please tell me whether these two ideas are possible; don't tell me how to do it, I will ask for help when I need it (and I have no doubt I will).

1) Is it possible for a unit to 'bleed' Gold in addition to hit points and to 'earn' Gold in addition to inflicting damage?

2) Is it possible for a trade route to earn an additional +1 Gold but to give all trade route's owner's units a -1 to defense?

These two traits are intended two appear in two units related to my previous posts about adapting Chaosium's H.P. Lovecraft's Dreamlands sourcebook and setting as a mod for Civ 6.

This is the basic setting I am going to use:
https://cdn10.bigcommerce.com/s-9zh.../1568822731__32799.1403719862.500.659.jpg?c=2

Thanks to all for all your help and your patience with a novice.
 
Ad. 1. I don’t recall any modifier effects that would be related to the damage itself. You can modify the damage and combat strength, etc. The closest one is getting yields from kills.
Ad. 2. These are 2 separate effects that are possible to get.
 
Thanks for your quick and straight-to-the-point answer!

2) Is it possible for a trade route to earn an additional +1 Gold but to give all trade route's owner's units a -1 to defense?
Ad. 2. These are 2 separate effects that are possible to get.

I think my question wasn't very clear; what I would like to happen is this:

Civilization A uses Unit X to create a trade route with Civilization B. Civilization A gets +2 extra Gold from the trade route; Civilization B gets +1 extra Gold and -1 to the Defense value of all his units. Unit X is similar to a Caravan, but Civilization A...

a) cannot create regular Caravans, only Units X. In this option, Unit X can create internal trade routes.
b) can create both regular Caravans and Units X. In this option, Unit X cannot create internal trade routes.

Is case a) possible?

Is case b) possible?
If so, then, would it be possible (or necessary) to identify a Trade Route as having been created by Unit X?
 
I assume we are discussing modifiers, not Lua based approach.

I dont think there is a possibility to distinguish between TRs based on what unit created them or what civ are you trading with atm It is basically all TRs, domestic vs international, from a city.
It is possible to use buildings, so maybe you could use some dummy buildings, but they are difficult to handle in Civ6. I wouldn’t recommend goin that way.
 
3:
Is it possible to identify a Civilization as 'something'?
Specifically, is it possible to identify units from a Civilization as 'Barbarians'? The way the Greeks did with civilized peoples such as the Egyptians as well as less civilized ones, such as the Scythians.
 
You can identify an opponent in a combat as Barbarians. One of first policies you unlock gives 5 strength against barbarians.

Yes, indeed. But I wonder whether Barbarians are considered a 'Civilization' or whether it is possible to identify non-Barbarian Units as Barbarians.
 
4) Is it possible to create Resources with different yields? I mean, would it be possible to add a 'Resource' that will give you +1 Gold if you are Norway and +2 Culture if you are Greece, for example? Maybe using Dynamic Modifiers...?
 
You cannot change the yield of the resource itself because it is all added to the tile.
And you can easily change a yield from a tile with a specific resource based on any condition you want, including player traits.
Probably the easiest way would be to use PLAYER_PLOT_YIELDS collection.
 
I think I don't understand... I will try to discover the answer for myself, then I will come back. Thanks again, Infixo. :)
 
5) Is it possible to "convert" Resources?

Something like... "FOR each X units of this Bonus Resource, you will get Y units of this Strategic Resource" or "FOR each X units you own of this Luxury Resource, you will get Y units of this Strategic Resource"...

I mean, does anything like this (or similar) exist for Civilization 6?

https://forums.civfanatics.com/threads/modcomp-building-resource-converter-mod-v0-2.179993/

This was for Civilization 4...
 
Last edited:
Firaxis added this table as part of Gathering Storm
Code:
CREATE TABLE "Building_ResourceCosts" (
		"BuildingType" TEXT NOT NULL,
		"ResourceType" TEXT NOT NULL,
		"StartProductionCost" INTEGER NOT NULL,
		"PerTurnMaintenanceCost" INTEGER NOT NULL,
		PRIMARY KEY(BuildingType, ResourceType),
		FOREIGN KEY (BuildingType) REFERENCES Buildings(BuildingType) ON DELETE CASCADE ON UPDATE CASCADE,
		FOREIGN KEY (ResourceType) REFERENCES Resources(ResourceType) ON DELETE CASCADE ON UPDATE CASCADE);
A quick check shows the table not to be used by the base Gathering Storm code, but I would assume the table will work correctly.


Buildings can certainly give resources (ie, Jerbel Barkel)
Code:
	<Modifiers>
		<Row>
			<ModifierId>JEBELBARKAL_GRANT_FOUR_IRON_PER_TURN</ModifierId>
			<ModifierType>MODIFIER_SINGLE_CITY_ADJUST_FREE_RESOURCE_EXTRACTION</ModifierType>
		</Row>
	</Modifiers>
	<ModifierArguments>
		<Row>
			<ModifierId>JEBELBARKAL_GRANT_FOUR_IRON_PER_TURN</ModifierId>
			<Name>ResourceType</Name>
			<Value>RESOURCE_IRON</Value>
		</Row>
		<Row>
			<ModifierId>JEBELBARKAL_GRANT_FOUR_IRON_PER_TURN</ModifierId>
			<Name>Amount</Name>
			<Value>6</Value>
		</Row>
	</ModifierArguments>
	<BuildingModifiers>
		<Delete ModifierId="JEBELBARKAL_GRANT_TWO_IRON"/>
		<Row>
			<BuildingType>BUILDING_JEBEL_BARKAL</BuildingType>
			<ModifierId>JEBELBARKAL_GRANT_FOUR_IRON_PER_TURN</ModifierId>
		</Row>
	</BuildingModifiers>
Note that while they called the modifier JEBELBARKAL_GRANT_FOUR_IRON_PER_TURN Firaxis apparently decided 6 iron per turn was a better balance-deal, and then never changed the name of the modifier.

So you can certainly create a mod very much similar to that Civ4 one.
 
6) Is it possible to create new Terrains or Features? Has any Mod done that? I cannot find any reliable references in CivFanatics...
 
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