Replace or swap leader/country

odetojoy

Chieftain
Joined
Nov 10, 2013
Messages
2
Is there a way to replace or swap leaders? Replace or swap UA, UU, etc?

Example: I want to play as England but I want the ability of the Shoshone.

Is this possible?

Sorry for dumb question; just curious.
 
Is there a way to replace or swap leaders? Replace or swap UA, UU, etc?

Example: I want to play as England but I want the ability of the Shoshone.

Is this possible?

Sorry for dumb question; just curious.

Yes, and this should be an "easy" one. ;) But since "easy" is relative to your modding skill, and you appear to be new to the forum, I will try to point you in the right direction first before throwing a bunch of code at you.

First, go read Kael's Modders Guide to Civilization V so that you have a basic understanding of how to use ModBuddy to create "simple" mods. Then read through what I have so far in The Newbie’s Guide to Modding Civilization 5. I haven't completed it yet, but it should have enough to get you started.

Basically, what you will be interested in doing is something like this:
Code:
<GameData>
     <Civilization_Leaders>
          <Update>
               <Where CivilizationType="CIVILIZATION_ENGLAND"/>
               <Set LeaderheadType="LEADER_POCATELLO"/>
          </Update>
     </Civilization_Leaders>
</GameData>

Now, keep in mind I haven't tested this code. I think I have all the syntax correct. I'm also not sure if there is anything that might cause bad game behavior with two civilizations having the same leader. I suppose you could do the following to prevent that problem, but I don't think it's necessary.

Code:
<GameData>
     <Civilization_Leaders>
          <Update>
               <Where CivilizationType="CIVILIZATION_ENGLAND"/>
               <Set LeaderheadType="LEADER_POCATELLO"/>
          </Update>
          <Update>
               <Where CivilizationType="CIVILIZATION_SHOSHONE"/>
               <Set LeaderheadType="LEADER_ELIZABETH"/>
          </Update>
     </Civilization_Leaders>
</GameData>

If you still want to play as Elizabeth but with Pocatello's UA, then you would do something like this:

Code:
<GameData>
     <Leader_Traits>
          <Update>
               <Where LeaderType="LEADER_ELIZABETH"/>
               <Set TraitType="TRAIT_GREAT_EXPANSE"/>
          </Update>
     </Leader_Traits>
</GameData>

If you just want England to have the Shoshone Pathfinder, you could do something like this:
Code:
<GameData>
     <Civilization_UnitClassOverrides>
          <Row>
               <CivilizationType>CIVILIZATION_ENGLAND</CivilizationType>
               <UnitClassType>UNITCLASS_SCOUT</UnitClassType>
               <UnitType>UNIT_SHOSHONE_PATHFINDER</UnitType>
          </Row>
     <Civilization_UnitClassOverrides>
</GameData>
This would give England the pathfinder in addition to it's other uniques, which might not be what you want. NOTE: The Row tag is used here because we are adding a new unique for England that didn't already exist, as opposed to changing something that already exists. This is covered in Kael's guide.
 
Thanks!

Don't mind going in depth with coding, I can understand well. I've also read your guide and started my own mod. Still a draft, though. Question: Can I use <Civilization_UnitClassOverrides> on my mod so that I can use existing units from the main game? Example: I will add UU from Spain to my custom Civ.
 
Can I use <Civilization_UnitClassOverrides> on my mod so that I can use existing units from the main game?

Yes. "Unique" is a misnomer (as more than one civ can have the same "unique" unit/building/improvement/ability), "custom", "special" or "specific" would have been a better choice of term.
 
Thanks!

Don't mind going in depth with coding, I can understand well. I've also read your guide and started my own mod. Still a draft, though. Question: Can I use <Civilization_UnitClassOverrides> on my mod so that I can use existing units from the main game? Example: I will add UU from Spain to my custom Civ.

As whoward69 said, the short answer is yes. To elaborate, you can have multiple "unique" buildings/units/improvements. The only limit is the UA. You can only have one. As far as I know, there is no limit on buildings/units/improvements, so you could theoretically give an uber civ all of the unique buildings/units/improvements in the game. They just won't all show up on the game select screen. Only two will show up there. I'm not entirely sure how it determines which two, as I haven't gotten far enough with my mod to play around and know for certain.
 
I'm not entirely sure how it determines which two

UUs then UBs then UIs until both slots are full (note that the Civilopedia will show ALL uniques)

And I'd read the OP the "other" way, ie can two civs share the same "unique" unit, to which the short answer is also "yes".
 
Back
Top Bottom