Requested Mods

Hello all first time poster, long time viewer. hello!

Right down to brass tacks

Its bothered me that if my civ has 20+ cities (i can manage the unhappiness/production balance) that cities are allways needing there production changed (that damn tooltip saying choose production... so annoying!) so to avoid this annoyance i play with only 4-10 citys to minimize this

However in civ on dos- till civ 4 we could automate production. I.e the AI would build what we wanted when we wanted. Then in civ 5 poof! its gone.

YET puppet citys prodcuce what they want (as do the AI) so the technology and the scripts/xml/lua scripts are somewhere in the files! (i have dabbled with xml with mixed succsess)

Is there anyone who can make a mod to allow citys to auto build buildings/manage production in general? surly this is not to much of a task for a modder who can make and lift scripts about?

I hope its just that no one has ever thought to make hte mod as opposed to them not being able to :p
 
Is there mod where you can create your own civ from other civs? Like selecting Incas UA, Zulus Impi and Germany Hansa?
 
Is there mod where you can create your own civ from other civs? Like selecting Incas UA, Zulus Impi and Germany Hansa?

Well, there's a program to generate a mod that randomizes the components. There is not, as far as I am aware, a mod or program that allows you to choose your components, although it only take some pretty simple XML or SQL to make a mod that gives any given civ any given combination of components; this, for instance, will give that combination to Austria:
Code:
<GameInfo>
<Leader_Traits>
<Update>
<Set TraitType="TRAIT_GREAT_ANDEAN_ROAD" />
<Where LeaderType = "LEADER_MARIA_THERESA" />
</Update>
</Leader_Traits>
<Civilization_UnitClassOverrides>
<Update>
<Set UnitType="UNIT_ZULU_IMPI" UnitClassType="UNITCLASS_PIKEMAN" />
<Where CivilizationType="CIVILIZATION_AUSTRIA" />
</Update>
</Civilization_UnitClassOverrides>
<Civilization_BuildingClassOverrides>
<Update>
<Set BuildingType="BUILDING_HANSE" BuildingClassType="BUILDINGCLASS_BANK" />
<Where CivilizationType="CIVILIZATION_AUSTRIA" />
</Update>
</Civilization_BuildingClassOverrides>
</GameInfo>

You can paste that into the MyXmlChanges.xml file in whoward69's blank " My Changes" mod to avoid the hassle of learning your way around the SDK.
 
Well, there's a program to generate a mod that randomizes the components. There is not, as far as I am aware, a mod or program that allows you to choose your components, although it only take some pretty simple XML or SQL to make a mod that gives any given civ any given combination of components; this, for instance, will give that combination to Austria:
Code:
<GameInfo>
<Leader_Traits>
<Update>
<Set TraitType="TRAIT_GREAT_ANDEAN_ROAD" />
<Where LeaderType = "LEADER_MARIA_THERESA" />
</Update>
</Leader_Traits>
<Civilization_UnitClassOverrides>
<Update>
<Set UnitType="UNIT_ZULU_IMPI" UnitClassType="UNITCLASS_PIKEMAN" />
<Where CivilizationType="CIVILIZATION_AUSTRIA" />
</Update>
</Civilization_UnitClassOverrides>
<Civilization_BuildingClassOverrides>
<Update>
<Set BuildingType="BUILDING_HANSE" BuildingClassType="BUILDINGCLASS_BANK" />
<Where CivilizationType="CIVILIZATION_AUSTRIA" />
</Update>
</Civilization_BuildingClassOverrides>
</GameInfo>

You can paste that into the MyXmlChanges.xml file in whoward69's blank " My Changes" mod to avoid the hassle of learning your way around the SDK.

From that is easy to continue I think. It quite easy to give multiple UUs or Buildings to one civ if I read that correctly. Is it also possible to give multiple UAs? Like Austria UA + Spain UA?
 
From that is easy to continue I think. It quite easy to give multiple UUs or Buildings to one civ if I read that correctly. Is it also possible to give multiple UAs? Like Austria UA + Spain UA?

Yes; there are many mods out there, in fact, that give a specific leader every trait in the game.
 
Hello all first time poster, long time viewer. hello!

Right down to brass tacks

Its bothered me that if my civ has 20+ cities (i can manage the unhappiness/production balance) that cities are allways needing there production changed (that damn tooltip saying choose production... so annoying!) so to avoid this annoyance i play with only 4-10 citys to minimize this

However in civ on dos- till civ 4 we could automate production. I.e the AI would build what we wanted when we wanted. Then in civ 5 poof! its gone.

YET puppet citys prodcuce what they want (as do the AI) so the technology and the scripts/xml/lua scripts are somewhere in the files! (i have dabbled with xml with mixed succsess)

Is there anyone who can make a mod to allow citys to auto build buildings/manage production in general? surly this is not to much of a task for a modder who can make and lift scripts about?

I hope its just that no one has ever thought to make hte mod as opposed to them not being able to :p

I've been playing recently and this micro-managing is really annoying. I've been trying to find a mod that will do this but haven't been able to. I was starting to look at how easy it be to add my own automated queue, but didn't think to try to piggyback on the existing code.

Looking through the Lua API there are methods called SetProductionAutomated (http://modiki.civfanatics.com/index.php?title=City.SetProductionAutomated_(Civ5_API)) and SetPuppet (http://modiki.civfanatics.com/index.php?title=City.SetPuppet_(Civ5_API)). Hopefully someone who can mod could just add a boolean option to the city screen to toggle SetProductionAutomated, or if that doesn't work, fall back to setting the city as a puppet (but that would probably have other consequences or at least make it easier to override the queue to add new units).

What I really want is to be able to leave the city to automated production, but then to be able to insert new units to the front of the queue. E.g. let the AI do the boring stuff, but be able to churn out/buy units when I want them.

Any takers to build this? Should be pretty simple for anyone who's already made a mod before...
 
I'm new here, but I've been playing Civ for a long time.

And I'm not sure where to put ideas for mods.. even detailed ideas for mods like I sometimes have.. but to not start a new thread for no good reason, I'll post my idea here and maybe you guys can tell me where or if I should post this idea as a thread.

I'd like a mod that A) Allows for greater destruction of land and shows such destruction, B) Makes nuclear warfare almost a game ending decision. Also a C and D.

A.I) First, I'd like to be able to bombard improvements like we used to be able to in Civ III.
A.II) Secondly, I'd like to see craters on tiles that have had their improvements bombarded.
A.III) Third, cities when destroyed or razed become grey, burnt-out husk of their former selves.. Not that pathetic little burnt down shack in the corner of the tile like it is now.
A.IV) Last, I'd like to be able to see the columns of smoke and the destruction caused without having to have a unit in the area.. as simple as seeing the tile as was last seen.

Now my more complicated request..
B.I) Nuclear weapons should have a slight chance (3-5%) of "killing" the leader of a nation when their current capital city gets nuked.. causing the entire nation to go dark and all their cities to become ruins.

Together, (B) happening would trigger a nuclear exchange between nations as each attempts to kill the other's leader through continuous nukes until one of them gets lucky. Essentially M.A.D.. Mutual Assured Destruction. And the aftermath would be whole civilizations in utter ruins (A) that all others can see.

Then comes C..
C.I) New modern barbarians (infantry? Contractors?) that would start to populate the ruined civilization. Think of them as the survivors of that nation's collapse that have resorted to barbarism to survive.

D is kind of unrelated, but I wanted to state it regardless..
D.I) is just my belief/idea that mercenary armies should be expanded to include a modern version of a mercenary called "Contractors" that would be better than infantry but not as good as mechanized.

Also, last thing.. wasn't it great in Civ III when your units cheered upon their victory?
Couldn't we do something similar in Civ V with all your men cheering upon winning a decisive victory? Just an idea that maybe someone should look into trying to do.
 
A mod that will allow you to attack improvement's. example a air bomber should be able to bomb a oil platform to cut off a countries oil supply..
 
If it's possible, I'd like a mod that 'recycles' Great People. My focus is especially on Great Artists/Writers/Musicians. I'll explain further.

All Great People have a list of names. These names aren't re-used in a single game, so when the list is exhausted any further Great People of that category come out as 'nameless' units, like simply Great Merchant, Great Scientist, etc. I would have no problem with that if this doesn't interfere with their abilities, however this is not so with Artists/Writers/Musicians.

Great A/W/M can either create Great Works or execute an instant-boost function(start Golden Age, boost culture and boost tourism, respectively). However, once the pool of names are exhausted and the Great A/W/M are nameless, they lose their ability to create Great Works.

It sort of makes sense since each Great Work is tied to its creator's name, but it kind of becomes a nuisance late-game when the list runs out. It especially happens often for me, since I'm using a few mods that:

- boost GP spawning, such as adding buildings with A/W/M specialist slots
- make it so 'free' GPs don't push back the birth of GPs normally generated via specialists
- enable capturing non-Great Prophet GPs, which seemingly functions as killing the GP and spawning a new one(with a different name) under your control in its place, which is one more name out of the list

Plus playing huge maps with a ton of civs, each generating their own GPs which makes the list run out even quicker.

So, my suggestion: is it possible to make the names of Great A/W/M that were already used in-game available for selection again? I would rather not have duplicate Great Works(two Mona Lisas, anyone? Nah.), so it would be great if there was a mod that recycles the names of Great A/W/Ms who were expended/captured/killed without creating their unique Great Work.

If this is not possible, then a mod that simply adds a ton of more Great A/W/M names with their respective Great Works can work as well. I just don't want to see nameless Great A/W/Ms which are crippled and can only do one of their two functions.

EDIT: Whoward kindly provides a mini-mod on his Pick'N'Mix site that does exactly what I requested here:

http://www.picknmixmods.com/mods/CivV/Global/No Lost Greatworks.html#

Thank you very much! :)
 
I would like to see R.E.D WW2 units from the main mod put into a regular CIV 5 game, its possible but it will take some work...
 
Can anyone make a mod that would give all the Deity AI bonuses listed here to the players ?

It would be fun to play a few games feeling as OP as those basterds while still having them be somewhat relevant. Also, it would allow for some spectacular Victory Times considering the buffs and the fact that AI would still be solid partners for RAs and other trade (unlike lower difficulties).

After 1000 hours of deity play, those AI deserve to see how OP their cheat is before i move to CIV VI :D
 
A mod that gives tourist for every X Faith per turn!
Or just a mod that makes Faith useful at all, beside buying GPs
 
A mod that gives tourist for every X Faith per turn!
Or just a mod that makes Faith useful at all, beside buying GPs

This piece of code adds tourism (to a max of 255 tourism!!!) and culture equal to 10% of the current gold output. (Used in a Monaco mod I'm working on with some others). (Dynamically adding tourism was done by using UltimatePotato's method)
Spoiler :

Code:
local bDummy1 = GameInfoTypes.BUILDING_DUMMY_TOURISM_1;
local bDummy2 = GameInfoTypes.BUILDING_DUMMY_TOURISM_2;
local bDummy4 = GameInfoTypes.BUILDING_DUMMY_TOURISM_4;
local bDummy8 = GameInfoTypes.BUILDING_DUMMY_TOURISM_8;
local bDummy16 = GameInfoTypes.BUILDING_DUMMY_TOURISM_16;
local bDummy32 = GameInfoTypes.BUILDING_DUMMY_TOURISM_32;
local bDummy64 = GameInfoTypes.BUILDING_DUMMY_TOURISM_64;
local bDummy128 = GameInfoTypes.BUILDING_DUMMY_TOURISM_128;

local iMon_ID = GameInfoTypes.CIVILIZATION_MONACO

function CalculateMonUA(iPlayer)
	local pPlayer = Players[iPlayer]
	if (pPlayer:GetCivilizationType() == iMon_ID) then
				print("-------------UA: Playground of the Rich and Famous-------------------")
				print("-------------Adding in Culture and Tourism---------------")

		local pCapitalCity = pPlayer:GetCapitalCity()

		local GPT = [COLOR="Green"]pPlayer:CalculateGoldRate()[/COLOR]--calculate the GPT
		print("Monaco currently has "..GPT.." GPT")
		local UA_yieldBoosts = math.floor(0.10*GPT)
		

		[COLOR="Red"]pPlayer:ChangeJONSCulture(UA_yieldBoosts)
		print(UA_yieldBoosts.." culture added")[/COLOR]

	
		toBits(UA_yieldBoosts)
		pCapitalCity:SetNumRealBuilding(bDummy1, t[1]);
		pCapitalCity:SetNumRealBuilding(bDummy2, t[2]);
		pCapitalCity:SetNumRealBuilding(bDummy4, t[3]);
		pCapitalCity:SetNumRealBuilding(bDummy8, t[4]);
		pCapitalCity:SetNumRealBuilding(bDummy16, t[5]);
		pCapitalCity:SetNumRealBuilding(bDummy32, t[6]);
		pCapitalCity:SetNumRealBuilding(bDummy64, t[7]);
		pCapitalCity:SetNumRealBuilding(bDummy128, t[8]);	
		

		print(UA_yieldBoosts.." tourism added within the capital")
		--adds tourism to a maximum of 255 tourism (so a maximum of 2550 GPT)

		for pCity in pPlayer:Cities() do --remove all the dummies in the other cities (This could be the case when a player re-captures his original capital)
			if((pCity:IsHasBuilding(bDummy1) or pCity:IsHasBuilding(bDummy2) or pCity:IsHasBuilding(bDummy4) or pCity:IsHasBuilding(bDummy8) or pCity:IsHasBuilding(bDummy16) or pCity:IsHasBuilding(bDummy32) or pCity:IsHasBuilding(bDummy64) or pCity:IsHasBuilding(bDummy128)) and pCity ~= pCapitalCity) then
				print("Removing Tourism Dummy Buildings in "..pCity:GetName())
							pCity:SetNumRealBuilding(bDummy1, 0);
							pCity:SetNumRealBuilding(bDummy2, 0);
							pCity:SetNumRealBuilding(bDummy4, 0);
							pCity:SetNumRealBuilding(bDummy8, 0);
							pCity:SetNumRealBuilding(bDummy16, 0);
							pCity:SetNumRealBuilding(bDummy32, 0);
							pCity:SetNumRealBuilding(bDummy64, 0);
							pCity:SetNumRealBuilding(bDummy128, 0);
			end
		end
	print("-------------UA check done---------------")


	end
end


function toBits(num)--UltimatePotato's toBits (with some changes)
    -- returns a table of bits, least significant first.
	t={} -- will contain the bits
    while num>0 do
        local rest=math.fmod(num,2)
        t[#t+1]=rest
        num=(num-rest)/2
    end
	
	for i=1,8,1 do
		if(t[i]==nil)then
			t[i]=0
		end
	end

    return t
end

Spoiler :

Code:
<GameData>
  <!--More stuff to use UltimatePotato's method of dynamically adding toursim-->
		<BuildingClasses>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_1</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_2</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_4</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_8</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_16</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_32</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_64</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>
			<Row>
				<Type>BUILDINGCLASS_DUMMY_TOURISM_128</Type>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
			</Row>

		</BuildingClasses>

		<Buildings>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_1</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_1</BuildingClass>
				<TechEnhancedTourism>1</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_2</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_2</BuildingClass>
				<TechEnhancedTourism>2</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_4</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_4</BuildingClass>
				<TechEnhancedTourism>4</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_8</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_8</BuildingClass>
				<TechEnhancedTourism>8</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_16</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_16</BuildingClass>
				<TechEnhancedTourism>16</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_32</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_32</BuildingClass>
				<TechEnhancedTourism>32</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_64</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_64</BuildingClass>
				<TechEnhancedTourism>64</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
			<Row>
				<Type>BUILDING_DUMMY_TOURISM_128</Type>
				<BuildingClass>BUILDINGCLASS_DUMMY_TOURISM_128</BuildingClass>
				<TechEnhancedTourism>128</TechEnhancedTourism>
				<!--These four make it invisible -1, -1, -1 and NULL respectively-->
				<GreatWorkCount>-1</GreatWorkCount>
				<FaithCost>-1</FaithCost>
				<Description>TXT_KEY_BUILDING_DUMMY_TOURISM</Description>
				<Cost>-1</Cost>
				<PrereqTech>NULL</PrereqTech>
				<MinAreaSize>-1</MinAreaSize>
				<NeverCapture>true</NeverCapture>
				<HurryCostModifier>0</HurryCostModifier>
				<IconAtlas>CITIZEN_ATLAS</IconAtlas>
				<PortraitIndex>5</PortraitIndex>
				<Nukeimmune>true</Nukeimmune>
			</Row>
		</Buildings>

As you might see, adding tourism is a real PITA (luckily we have UltimatePotato ;))

Anyhow, to use the code for your purposes, remove the parts in red and change the green part to pPlayer:GetTotalFaithPerTurn (Variable names and prints wouldn't make sense if you only change this, though the code would still function with the 'weird' variable names)

NOTE: all TXT_KEYs are NOT defined here, I'm assuming you can do so yourself :)
NOTE2: Code is untested with the changes, though I'm assuming it works since I only made one minor change
 
Less powerfull Ship of the line for other civs. Compatible with air-naval-ground mega mod.
For more info see my post little offer.
 
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