dunkleosteus
Roman Pleb
I've created a mod for civ 6 before, and am planning to update it soon. I have ideas I'm planning to implement, but I'm unsure whether it's possible to accomplish them. I'll update this post if/when I have more questions or get answers.
1. Can I use SQL to make a unit require multiple technologies? (Even if it requires some tricky work, like hidden buildings) Ex: a ranged unit that requires archery and iron working.
2. Can I add new base yield types? (They don't have to necessarily appear on the map)
6. Can I add verbose descriptions to hover text in cities? Ex: city reads "+3 production from modifiers". Can I make it specifically list which modifiers?
7. Can I change/alter district placement requirements? Ex: make it so that district B can be (or can only be) placed on top of and replace district A.
8. Can I allow resources to be traded per-turn instead of in a lump sum? Ex: trade deal for 3 iron per turn instead or 90 iron up front.
9. Can I change how much housing is generated from fresh water and the penalties for exceeding housing?
10. Can I change which yields an improvement provides for different resources? Ex: a plantation adds gold to a tile, regardless of what resource you're improving with it. Can I make it so that resource A gets gold from the plantation, but resource B gets culture? Would this require me to add multiple copies of the plantation improvement with a different yield for each, or can I accomplish this with the one improvement?
11. Can I add toggleable buttons to the city screen UI to enable or disable features unlocked by technologies or buildings? Ex: a button to increase taxes, which increases gold production but decreases loyalty and amenities.
12. When a city has multiple copies of the same district such as a neighborhood, can I allow a building to be constructed once in each copy of the district rather than only once per city, choosing which district to place it in?
13. Can I add new governments tiers/types? Ex: a fourth type of classical government, or additional governments in the ancient era.
14. Can I add zone of control to any district or improvement?
15. Can I add a cost to unit healing? Ex: healing a boat requires spending gold. Maybe with a button/action for the unit.
16. Can I add storage for units on a tile in the same way that an aerodrome or airstrip stores planes? Ex: a shipyard allows a harbor to hold a bunch of boats. Follow up: can I decrease maintenance cost for units stored in this way?
17. Can I put a world wonder inside of a district? Ex: eifel tower built in the city center instead of adjacent. If so, would I be able to restrict which wonders are built on a tile or in the world, and can I limit each district to 1 wonder slot?
18. Similarly to my question about units stored in districts, can I have other types of units stored inside of other units the same way that an aircraft carrier can hold planes?
19. Can I change how combat strength is affected by unit health?
20. Can I change how combat is evaluated? Civ 6 combat evaluates based on absolute strength difference rather than relative difference. This means a 10 vs 5 is the same as 100 vs 95. Can I evaluate based on the strength ratio?
21. Can I enable/disable the "powered" bonus for a building? Ex: if a building could benefit from power and the city has no power, the city displays an icon claiming it is underpowered, and there are abilities which provide power to cities. This interferes if you want to give a bonus from power to a building unlocked before power can be generated, such as a bank. Can I make it so that the bank only receives a bonus from power after a certain technology is unlocked?
22. Can I enable/disable spy missions based on modifiers? Ex: a specific type of spy mission is only unlocked after completing a one-time district project.
Edit:
23. Can I make it so that only worked tiles grant resources? Ex: an improved source of iron only generates iron when a citizen is assigned to the tile. Optional: improved resources generate more when a citizen works the tile.
24. Can I choose which type of improvement "improves" a resource? Ex: in my mod, I enabled camps for cows and sheep (allowing camps before pastures) so that you can hunt these animals before pasturing them. I realized that I can't do the same for horses because putting a camp on a horse counts as improving it, granting horses per turn. Can I script it so that only a pasture improves the resource?
Edit 2:
25. Can I remove technologies from a civ after it has earned that technology? Ex: add a science penalty for the number of technologies a civ has researched, so that unlocking techs decreases science per turn. If science goes negative, techs can be removed. Represents not being able to educate your citizens enough to maintain a level of advancement.
1. Can I use SQL to make a unit require multiple technologies? (Even if it requires some tricky work, like hidden buildings) Ex: a ranged unit that requires archery and iron working.
"with Lua and dummy buildings, yes" - Gedemon
"Dummy tech works. Or something we've done frequently in the game is add a tech with a research cost and one of these as prereq techs -- but then make the other tech be a boost toward this. Makes it a "soft prereq". In scenarios we've even given such boosts 100% value." -Ed Beach
"Dummy tech works. Or something we've done frequently in the game is add a tech with a research cost and one of these as prereq techs -- but then make the other tech be a boost toward this. Makes it a "soft prereq". In scenarios we've even given such boosts 100% value." -Ed Beach
2. Can I add new base yield types? (They don't have to necessarily appear on the map)
"not directly, unless it has changed" -Gedemon
3. Can I make a tech or civic unresearchable? Ex: a tech or civic that can only be unlocked via a district project.
"no" -Gedemon
4. Can I make it so that a resource is consumed on a turn only when a unit performs an action? Ex: boats require oil, musketmen require niter. Can I make the boat only consume the oil if it moves and the musketman only consume niter if it is in a combat?
"no, well, more a maybe, but I don't see how to enforce it on the AI" -Gedemon
5. Can I change unit healing based on tile yield or district? Ex: units can't heal in snow or desert, unit gets extra healing when in a district with a specific building.
"yes, may require scripting (in the later case it could be quite complex as you may have to override/rewrite the whole healing mechanism)" -Gedemon
6. Can I add verbose descriptions to hover text in cities? Ex: city reads "+3 production from modifiers". Can I make it specifically list which modifiers?
"I suppose, with scripting" -Gedemon
7. Can I change/alter district placement requirements? Ex: make it so that district B can be (or can only be) placed on top of and replace district A.
"maybe, with UI/gameplay coding, human only ability (unless you code something in Lua for the AI)" -Gedemon
8. Can I allow resources to be traded per-turn instead of in a lump sum? Ex: trade deal for 3 iron per turn instead or 90 iron up front.
9. Can I change how much housing is generated from fresh water and the penalties for exceeding housing?
10. Can I change which yields an improvement provides for different resources? Ex: a plantation adds gold to a tile, regardless of what resource you're improving with it. Can I make it so that resource A gets gold from the plantation, but resource B gets culture? Would this require me to add multiple copies of the plantation improvement with a different yield for each, or can I accomplish this with the one improvement?
11. Can I add toggleable buttons to the city screen UI to enable or disable features unlocked by technologies or buildings? Ex: a button to increase taxes, which increases gold production but decreases loyalty and amenities.
"maybe, with UI/gameplay coding, human only ability (unless you code something in Lua for the AI)" -Gedemon
12. When a city has multiple copies of the same district such as a neighborhood, can I allow a building to be constructed once in each copy of the district rather than only once per city, choosing which district to place it in?
13. Can I add new governments tiers/types? Ex: a fourth type of classical government, or additional governments in the ancient era.
14. Can I add zone of control to any district or improvement?
15. Can I add a cost to unit healing? Ex: healing a boat requires spending gold. Maybe with a button/action for the unit.
"yes, may require scripting (in the later case it could be quite complex as you may have to override/rewrite the whole healing mechanism)" -Gedemon
16. Can I add storage for units on a tile in the same way that an aerodrome or airstrip stores planes? Ex: a shipyard allows a harbor to hold a bunch of boats. Follow up: can I decrease maintenance cost for units stored in this way?
"no" -Gedemon
17. Can I put a world wonder inside of a district? Ex: eifel tower built in the city center instead of adjacent. If so, would I be able to restrict which wonders are built on a tile or in the world, and can I limit each district to 1 wonder slot?
18. Similarly to my question about units stored in districts, can I have other types of units stored inside of other units the same way that an aircraft carrier can hold planes?
"no" -Gedemon
19. Can I change how combat strength is affected by unit health?
"you can change parameters IIRC, but not the formula" -Gedemon
20. Can I change how combat is evaluated? Civ 6 combat evaluates based on absolute strength difference rather than relative difference. This means a 10 vs 5 is the same as 100 vs 95. Can I evaluate based on the strength ratio?
"you can change parameters IIRC, but not the formula" -Gedemon
21. Can I enable/disable the "powered" bonus for a building? Ex: if a building could benefit from power and the city has no power, the city displays an icon claiming it is underpowered, and there are abilities which provide power to cities. This interferes if you want to give a bonus from power to a building unlocked before power can be generated, such as a bank. Can I make it so that the bank only receives a bonus from power after a certain technology is unlocked?
"I would look and see if there is a GameEffect to add such a bonus. If so this would work you'd attach the effect to TECH_COMPUTERS. But I'm not sure if there is..." -Ed Beach
22. Can I enable/disable spy missions based on modifiers? Ex: a specific type of spy mission is only unlocked after completing a one-time district project.
"no" -Gedemon
Edit:
23. Can I make it so that only worked tiles grant resources? Ex: an improved source of iron only generates iron when a citizen is assigned to the tile. Optional: improved resources generate more when a citizen works the tile.
24. Can I choose which type of improvement "improves" a resource? Ex: in my mod, I enabled camps for cows and sheep (allowing camps before pastures) so that you can hunt these animals before pasturing them. I realized that I can't do the same for horses because putting a camp on a horse counts as improving it, granting horses per turn. Can I script it so that only a pasture improves the resource?
Edit 2:
25. Can I remove technologies from a civ after it has earned that technology? Ex: add a science penalty for the number of technologies a civ has researched, so that unlocking techs decreases science per turn. If science goes negative, techs can be removed. Represents not being able to educate your citizens enough to maintain a level of advancement.
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