Quick Modding Questions Thread

Products in the Corporation GameMode are apparently considered GreatWorks at least for the purposes of that table. One usage from the code for the game mode
Code:
  <GreatWorkModifiers>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_1" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_2" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_3" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_4" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_5" ModifierId="PRODUCT_CITY_GROWTH_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_1" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_2" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_3" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_4" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
    <Row GreatWorkType="GREATWORK_PRODUCT_HONEY_5" ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY"/>
  </GreatWorkModifiers>


	<Modifiers>
    <Row ModifierId="PROJECT_COMPLETION_CREATE_CORPORATION_PRODUCT_HONEY" ModifierType="MODIFIER_PLAYER_GRANT_RANDOM_RESOURCE_PRODUCT"/>
    <Row ModifierId="PRODUCT_CITY_GROWTH_HONEY" ModifierType="MODIFIER_SINGLE_CITY_ADJUST_CITY_GROWTH" SubjectStackLimit="1"/>
    <Row ModifierId="PRODUCT_CITY_GROWTH_HOUSING_HONEY" ModifierType="MODIFIER_SINGLE_CITY_ADJUST_CITY_HOUSING_FROM_GREAT_WORKS" SubjectStackLimit="1"/>
  </Modifiers>
So the table will work but whether or not you can only end up getting it to work for certain types of modifiers you would have to find out via experimentation.
 
I've tested several Modifier Types for Artifact GreatWorks specifically and acquiring the artifact has never resulted in the modifier becoming active unfortunately
 
Anyone knows how to...

The newest Leader Pools (and CityStates too, btw) are currently showing up the list(s) we create in a Tooltip.
Problem is -- that list is sorted about DE_Selected Leaders & not the exact choices we just made & keep on fiddling with over time.

With a total of 57+ Leaders .. i'd rather know what's into those custom pools rather than anything else while checking out the Tooltip for reminders.

Soooooo.. is there an easy way to enforce that XML/LUA toggle?
 
Hello, i've just bought the Ethiopia pack and heard about the cultist spamming by AI, which doesn't use them properly. Besides, I find them too powerfull.

I am using a small Sql mode to make the costs for religious units a little more expensive, because AI was spamming inquisitors and gurus everywhere.

I would like to try the same for cultists. Can you tell me if the cultist cost parameter is UNIT_CULTIST?

So, could I use something like UPDATE UNITS SET COST = COST * 4 WHERE UNITTYPE = "UNIT_CULTIST";
 
Code:
	<Units>
		<!-- Sanguine Pact!-->
		<Row UnitType="UNIT_VAMPIRE" Cost="150" UseMaxMeleeTrainedStrength="true" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" FormationClass="FORMATION_CLASS_LAND_COMBAT" PromotionClass="PROMOTION_CLASS_VAMPIRE" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_VAMPIRE_NAME" Description="LOC_UNIT_VAMPIRE_DESCRIPTION" CanCapture="False" CanRetreatWhenCaptured="True" CanTrain="false" CanEarnExperience="false" ImmediatelyName="true"/>
		<!-- Voidsingers-->
		<Row UnitType="UNIT_CULTIST" Cost="100" Maintenance="4" BaseMoves="2" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_SUPPORT" Name="LOC_UNIT_CULTIST_NAME" Description="LOC_UNIT_CULTIST_DESCRIPTION" PurchaseYield="YIELD_FAITH" PseudoYieldType="PSEUDOYIELD_UNIT_RELIGIOUS" MustPurchase="TRUE" CanTrain="false" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="10" CanCapture="False" TraitType="TRAIT_SECRET_SOCIETY_UNIT_CULTIST"/>
	</Units>
So, yes. So long as the SQL update loads into the game after the game mode alters the game database to add the units specific to the game mode.
 
Code:
    <Units>
        <!-- Sanguine Pact!-->
        <Row UnitType="UNIT_VAMPIRE" Cost="150" UseMaxMeleeTrainedStrength="true" BaseMoves="2" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" Combat="20" FormationClass="FORMATION_CLASS_LAND_COMBAT" PromotionClass="PROMOTION_CLASS_VAMPIRE" AdvisorType="ADVISOR_CONQUEST" Name="LOC_UNIT_VAMPIRE_NAME" Description="LOC_UNIT_VAMPIRE_DESCRIPTION" CanCapture="False" CanRetreatWhenCaptured="True" CanTrain="false" CanEarnExperience="false" ImmediatelyName="true"/>
        <!-- Voidsingers-->
        <Row UnitType="UNIT_CULTIST" Cost="100" Maintenance="4" BaseMoves="2" BaseSightRange="2" ZoneOfControl="false" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_SUPPORT" Name="LOC_UNIT_CULTIST_NAME" Description="LOC_UNIT_CULTIST_DESCRIPTION" PurchaseYield="YIELD_FAITH" PseudoYieldType="PSEUDOYIELD_UNIT_RELIGIOUS" MustPurchase="TRUE" CanTrain="false" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="10" CanCapture="False" TraitType="TRAIT_SECRET_SOCIETY_UNIT_CULTIST"/>
    </Units>
So, yes. So long as the SQL update loads into the game after the game mode alters the game database to add the units specific to the game mode.

Thank you LeeS, I will give it a try.
 
Hey guys, I have a quick question

My friend and I are working with a new Civ with trading traits. Could you please share any knowledge on how is to adjust trading post creating time? We know that trading posts are pop-up after finishing the trading route but we could not find how it could be adjusted. In the assets I have found modifiers for "trading post created instantly" but it is now exactly what we are looking for.

Many thanks in advance!
 
Hey guys, I have a quick question

My friend and I are working with a new Civ with trading traits. Could you please share any knowledge on how is to adjust trading post creating time? We know that trading posts are pop-up after finishing the trading route but we could not find how it could be adjusted. In the assets I have found modifiers for "trading post created instantly" but it is now exactly what we are looking for.

Many thanks in advance!
you're probably looking for
TRADE_ROUTE_TURN_DURATION_BASE
in GlobalParameters
So for sql something like
Code:
UPDATE GlobalParameters SET Value= 'whatever number' WHERE Name= 'TRADE_ROUTE_TURN_DURATION_BASE';

I don't know that you'd be able to adjust the time for a single civ by using a trait
Maybe try adjusting a trader's movement speed?
 
you're probably looking for
TRADE_ROUTE_TURN_DURATION_BASE
in GlobalParameters
So for sql something like
Code:
UPDATE GlobalParameters SET Value= 'whatever number' WHERE Name= 'TRADE_ROUTE_TURN_DURATION_BASE';

I don't know that you'd be able to adjust the time for a single civ by using a trait
Maybe try adjusting a trader's movement speed?

Thank you for your reply!

Yes, I have seen this parameter and also do not sure that it will change the duration only for the single Civ.

I thought about trader movement speed but according to the Trade Post game logic (Duration section), it will not change the speed of Trader Post creating. :(
 
There's not a whole lot you can do with regard to modding trade routes and trading posts, and even less that you can do that is civilization-specific.

You can fairly easily adjust the yield porn from trade routes either via a modifier like the extra gold per tiles covered granted as a suzerainity bonus, or you can edit the bonuses districts give for internal or international trade routes. You can make buildings and wonders and districts (and other things like Policies) give more trade routes. You can use modifiers to adjust the plunder immunity of trade routes like that great admiral does. You can use a modifier like Trajan's to instantly give a trading post in any city owned by a specific civilization.

But it is pretty much impossible to make trade routes operate differently or to make trading posts operate differently. Trading Posts aren't even defined anywhere in the exposed game files. They just exist like magic as a game concept and an icon that shows in certain UI screens -- but Trading Posts themselves are completely handled as an internal thing by the game's inaccessible sourcecode.
 
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I've been on hiatus for a while and am still knocking off a bit of rust so maybe I'm missing something simple. I'm trying to modify an existing map graphic by removing a portion of it. I was able to get this accomplished by deleting the sections of the asset's artdef related to the part I want gone, however, this only works if I edit the base file directly. Is there a way to load a new version of an artdef, or point the asset to a new artdef?
 
There's not a whole lot you can do with regard to modding trade routes and trading posts, and even less that you can do that is civilization-specific.

You can fairly easily adjust the yield porn from trade routes either via a modifier like the extra gold per tiles covered granted as a suzerainity bonus, or you can edit the bonuses districts give for internal or international trade routes. You can make buildings and wonders and districts (and other things like Policies) give more trade routes. You can use modifiers to adjust the plunder immunity of trade routes like that great admiral does. You can use a modifier like Trajan's to instantly give a trading post in any city owned by a specific civilization.

But it is pretty much impossible to make trade routes operate differently or to make trading posts operate differently. Trading Posts aren't even defined anywhere in the exposed game files. They just exist like magic as a game concept and an icon that shows in certain UI screens -- but Trading Posts themselves are completely handled as an internal thing by the game's inaccessible sourcecode.

Hi LeeS,

I see, thank you for the detailed answer. We will think over the feature due to such limits.
 
I was wondering if theres some picture that shows what the name of the different elements of the UI corresponding file name is?

Quick example:
twtot17.png
 
Hello,

I'm trying to build a simple MOD to balance Heroes and i'm struggling to find de Hero Lifespan definition. Can someone help me?

Thanks.
 
i'm struggling to find de Hero Lifespan definition. Can someone help me?
Your post made me curious and so I went to CIV 6 DATABASE SEARCH - Search in values of properties existent in civ 6 configuration database Author: raen

and entered as Keyword HERO_

In the result of the search I selected just the first entry UNIT_HERO_ANANSI

There it shows under Units
Cost: 200
Combat:18
RangedCombat:30
Range:1
BaseMoves:3
etc.

and further down under TypeProperties
Name: LIFESPAN
Value: 30

 
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