Starting Tech?

LARulz

Chieftain
Joined
Oct 10, 2012
Messages
24
Hi,

I'm pretty new to all this and just generally download mods, but recently learnt that I can change the xml to change the unit(s) I start with which seems to be working fine. Now before I do something more crazy (everything is backed up so if it goes wrong I can just go back to original), I want to know if it is even possible to change the tech's you know from the start, the amount of gold you have etc. by just editing the files and if so, which ones?

I did see this line in the 'Eras' file but felt if I changed the gold on that it increases it for every player in the game not just me:

Code:
<Row EraType="ERA_ANCIENT" Year="-4000" Tiles="0" StartingMeleeStrengthMinor="20" StartingMeleeStrengthMajor="20" Gold="10"/>

I do not intend to go crazy but just more of a test/play through for me to try cos if I obviously gave myself all the tech and coins then I'd be bored after turn 1.

Thanks in advance
 
All such settings, including starting units changes values for all players(except AI specific ones). I have a mod that adds starting units for just the human player, and it would not be hard to make one that adds tech/gold, but it is done in a lua context. (if you had civ v, you could always just use the firetuner, not completely compatible, but the player panel does work and you can give yourself gold/techs)
 
All such settings, including starting units changes values for all players(except AI specific ones). I have a mod that adds starting units for just the human player, and it would not be hard to make one that adds tech/gold, but it is done in a lua context. (if you had civ v, you could always just use the firetuner, not completely compatible, but the player panel does work and you can give yourself gold/techs)

Sorry to sound dense but how do I add your mod to my game?

Also, I realised those edits I was doing (following these instructions: http://www.pcgamer.com/can-you-play-civilization-6-without-ever-founding-a-city/) that the AI also got all these units etc. too. Anyway to stop that?
 
Unzip it into your mods folder:
C:\Users\YourComputer\Documents\my games\Sid Meier's Civilization VI\Mods
Then activate if on the additional content screen from main menu.

And no, the starting unit entries affect all players.

I did that but got no luck, no extra units
 
Last edited:
We are talking about this mod right?

I had the 1.01 version which ended up working without doing anything different which was odd. Thanks!

Quick question though, can I add other units? If so how? (as you can tell, I am complete newbie to all this)
 
If you mean more units, like this:
add these lines in appropriate places:
Code:
local numYourUnit = 2 ----------------------------set number of extra starting Your Units

local iYourUnit = GameInfo.Units["YOUR_UNIT"].Index

               if numYourUnit > 0 then
                     for i = 1, numYourUnit do
                        for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
                            adjacentPlot = Map.GetAdjacentPlot(lastPlot:GetX(), lastPlot:GetY(), direction);
                            if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
                                break     
                            end
                        end
                        pUnit3 = playerUnits:Create(iYourUnit, lastPlot:GetX(), lastPlot:GetY())
                        lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
                    end
               end

Keeping the last block (if numYourUnit - end) above Events.PlayerTurnActivated.Remove(OnPlayerTurnActivated)

If you mean instead of ones included, then replace the "UNIT_TYPE" of the one you want to replace in these lines:
Code:
local iScout = GameInfo.Units["UNIT_SCOUT"].Index -----------------set unit
local iSettler = GameInfo.Units["UNIT_SETTLER"].Index -------------set unit
local iBuilder = GameInfo.Units["UNIT_BUILDER"].Index -------------set unit
with the one you want
 
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