Quick Modding Questions Thread

Any chance for a unit stacking mod like there was for civ6? It would be nice if we could place range/siege on the same tiles as infantry. it's hard to unpack armies in tight places like around mountains and islands. If stacking can be done, unpacking will work the same, but will stack units when there's not enough open tiles available :)
 
Last edited:
Anybody know how to add just one more turn again lol
Actually, interestingly, the text for it is in the localization files, and there is at least some scripting to support it. Looks like it just needs to be enabled and some scripts updated. I'll have to look into that.
 
GlobalParameters are no longer contained within a single XML file - looks like it's split out to the "relevant" files. Here's a dump of the Antiquity Global Parameters.

EDIT: Huh. There's definitely Civ6 artifacts in there.

I'm not experienced with modding, but this file you have posted has some important variables in it that I couldn't find anywhere in the normal xml files and I would really like to mod them.

If you could explain how you extracted this data (where from) and also how I could put an edited version of this csv file back into the game that would be amazing.

For example, if I wanted to tell the game to use a modded value for 'CITY_MIN_RANGE,3' in the Antiquity Age what would be the easiest way to do it? (I'm sorry if this is a really annoying question to answer).

I used to edit GlobalParameters a lot in Civ 6, but in Civ 7 I am struggling to find the same listings in any of the files.

Thank you.
 
Last edited:
Any chance for a unit stacking mod like there was for civ6? It would be nice if we could place range/siege on the same tiles as infantry. it's hard to unpack armies in tight places like around mountains and islands. If stacking can be done, unpacking will work the same, but will stack units when there's not enough open tiles available :)

Maybe, surely something I'll look at in the future, I've seen the AI struggle on chokepoint in Autoplay, even with Commanders

I'm not experienced with modding, but this file you have posted has some important variables in it that I couldn't find anywhere in the normal xml files and I would really like to mod them.

If you could explain how you extracted this data (where from) and also how I could put an edited version of this csv file back into the game that would be amazing.

For example, if I wanted to tell the game to use a modded value for 'CITY_MIN_RANGE,3' in the Antiquity Age what would be the easiest way to do it? (I'm sorry if this is a really annoying question to answer).

I used to edit GlobalParameters a lot in Civ 6, but in Civ 7 I am struggling to find the same listings in any of the files.

Thank you.

You'll find how to extract the database here:


You can use a SQLite browser to open the file, and some browser allow to export the table in csv.

To implement a gameplay change, there is a tutorial here


if you just want to make a quick (and dirty) change on your game's files, you can search for a value in all XML files in a folder/subfolder with a text editor like Notepad++

also note that it seems some of the values are orphaned parameters from civ6 that are not implemented in civ7
 
You can use a SQLite browser to open the file, and some browser allow to export the table in csv.

To implement a gameplay change, there is a tutorial here

First I just wanted to say thank you for replying, I do really appreciate it.

So following your advice I managed to extract the database - I got 'gameplay-copy.sqlite' which was extracted from an Antiquity Age game.

I then opened the file with DB Browser and found and edited the values I wanted to edit (Game Age Lengths specifically) - I checked and it had saved my edits to the file.

But now I don't know what to do to get the edits into the game.

I did read through the Example Gameplay Mod thread that you linked, but I don't know how to turn my 'gameplay-copy.sqlite' file into data that looks like these xml files in the example.

I understand that I probably don't need to use this full 12mb file as the mod - it obviously includes a lot more unnecessary data that I haven't edited, but I'm not sure how to use the DB Browser to turn it into something more useful.
 
I managed to export just the global parameters table as a json file (I hope that's progress) so it's a much smaller file, but I still don't know how to tell the game to use the data contained inside it. I could also export it as a CSV file but that looked more basic than the json.
 
the DB browser is to see what are the value loaded in game, but it's a copy, editing it has no effect on what's already loaded in game.

in the DB you'll see the name of the table and the name of the value (and check if it has changed when your mod was loaded)

to add a change in game, see Solver's mod example that change the 'Combat' value for 'UNIT_MEDJAY' in the table 'Unit_Stats'
 
the DB browser is to see what are the value loaded in game, but it's a copy, editing it has no effect on what's already loaded in game.

in the DB you'll see the name of the table and the name of the value (and check if it has changed when your mod was loaded)

to add a change in game, see Solver's mod example that change the 'Combat' value for 'UNIT_MEDJAY' in the table 'Unit_Stats'

This has been very difficult, but I am making progress.

I did what I think you were hinting at - I downloaded the 'example mod' and literally renamed everything in the file names and file contents to match what I'm trying to do. It is very fiddly and it's easy to miss stuff.

It feels like I've created a bit of a mess and the description text isn't working yet but I think the values I edited are actually getting into the game.

So thank you very much for the help, I just need to work on tidying it up and maybe cutting out bits I don't need.
 
Hopefully this is the right place to post this - if not feel free to delete. I searched and couldn't find anything. Does anyone know if installing mods (specifically interested in Sukritact's Simple UI Adjustments and the YnAMP alpha version) from this forum disable steam achievements on Civ 7? If so, I'll wait cause I want to unlock most of them but if they don't, I'm excited to try them out.
 
what are "modbuddy modules" ?

edit: if you mean the modding tools, no, they'll come "later"
 
Am I correct in assuming that mods that edit .js and/or .css conflict with other mods that edit the same .js and/or .css? Because I'm working on custom independent power colors and it's going to involve \Base\modules\base-standard\ui\city-banners\city-banners.css and \Base\modules\base-standard\ui\unit-flags\unit-flags-independent-powers.js which is pretty awkward compared to how easy leader colors were.
 
anybody figure out a way to specify load order? the old LoadOrder property doesn't seem to work in this version. i found that editing the modinfo bumps your mod to the end of the list in Mods.sqlite, but that still didn't let me override one mod with another.

(i am working on my own version of plot-tooltip.js, and i'm trying to find a way to layer that on top of Sukritact's Simple UI Adjustments so that i can use the other parts of his mod. unfortunately, the only thing i've found that actually works is editing his modinfo to remove the conflicting script.)
 
Does anyone know if it’s possible to get military strength on to the diplomacy ribbons like in civ 6? Would greatly help with knowing whether it’s worth going to war with the AI or not!

I had a look at some civ 6 files to get a starting point, but the same fields don’t seem to be in the civ 7 files anywhere - nothing useful seems to show up in a search for military or domination for instance
 
Anyone know how to make a modifier requirement based on the initial civ meeting reaction? I’ve looked and I don’t see any examples. I’d like to add some diplomatic action cost adjustment based on your fist meet.
 
Back
Top Bottom