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Quo's Pre-Patch Tile Yield and Building Cost Adjuster 2016-10-29

isau

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isau submitted a new resource:

Quo's Pre-Patch Tile Yield and Building Cost Adjuster - Small mod; adjusts tile yields of hills, sea resources, and oasis while we await first patch

This small mod is for people who are looking for tile yields closer to Civ 4/5. It's not a perfect match to those games, but is intended to address three key things:
- Hills
- Sea resources
- Building costs

TO INSTALL (same as any mod)
- Download
- Unzip
- Put in mod folder (probably Users\[yourname]\Documents\My Games\Sid Meier's Civilization VI\Mods\)
- In game, go to the Additional Content page and place a checkmark next to this mod and any others you want to run

Changes it makes:

RESOURCES/IMPROVEMENTS
- Grass and Plains hills lose -1 Food.
- Each sea resource gains +1 to a yield (e.g. Pearls...

Read more about this resource...
 
Last edited:
Hello,

I am interested in the tile yield changes but not really the building cost adjustment. Is there any chance you can make a tile standalone version, or barring that teach me what to do to modify the mod myself?

Please & thank you.
 
Hello,

I am interested in the tile yield changes but not really the building cost adjustment. Is there any chance you can make a tile standalone version, or barring that teach me what to do to modify the mod myself?

Please & thank you.


You could just find the line where the building cost is changed and delete it. Delete this line:


UPDATE Buildings SET Cost = Cost*0.7 ;
 
There's nothing wrong with the current building costs. If you want to balance the game, remove that part. Production only feels slow because research is way too fast - that's what needs to be balanced. There's already several mods for that if you want to implement them.
 
There's nothing wrong with the current building costs. If you want to balance the game, remove that part. Production only feels slow because research is way too fast - that's what needs to be balanced. There's already several mods for that if you want to implement them.

I disagree. If you want to use the rest of the mod, you're free to remove that part.
 
The line to update building cost, can this be applied to different eras? And is this for building improvements (buildings/districts) only, or for all production (including units/wonders)?
 
The line to update building cost, can this be applied to different eras? And is this for building improvements (buildings/districts) only, or for all production (including units/wonders)?

It can be, yes. I didn't want to get that specific with it, but you could tweak how it applies to different types of buildings by using a WHERE clause.
 
The ideal way to do is to download SQLite for Firefox and connect to the database so you can see the tables and field names involved. There are instructions for that on the modding tutorials forums.

Once you know what columns are available, you can limit the impact of an UPDATE statement using the WHERE clause. The general structure is:

UPDATE [table name] SET [field name]='value' WHERE [field name]='value'


Examples:


-- update just the wonders
UPDATE Buildings SET Cost=Cost*0.7 WHERE IsWonder='1';


-- update Buildings based on what district they belong to
UPDATE Buildings SET Cost=Cost*0.7 WHERE PrereqDistrict='DISTRICT_CITY_CENTER';



Finding the Era that unlocks a building is a bit trickier since Eras are for Civics/Techs and not Buildings. But with some effort I believe you could write code to reference back to those tables to determine a building's era. Someone may have done that already somewhere.
 
Thanks. I'll play around a bit, see what I can do.
Never done any modding to Civ myself before, so just fiddling around on my own for now :)
 
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