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[GS] Testing Singapore Mod

tkbean

Chieftain
Joined
Jan 28, 2020
Messages
9
I have attached a mod adding Singapore as a playable civ in civ 6 with Lee Kuan Yew as the leader. I am posting it so that the mod is tested and I can receive some feedback on whether the traits are balanced.

First off, credit to Civitas and Keniisu for the template that this mod is based off and a thank you to LeeS who took a look at the SQL files and helped me resolve many problems.

The mod is currently not complete but it should be playable. The unique infrastructure is now working and uses the neighbourhood artwork.

I wish to learn if the civ abilities are balanced and whether they require buffing or nerfing. I am also keen to listen to other suggestions on the civ abilities or to a possible unique unit or additional unique infrastructure.

Here is a breakdown on the civ and leader traits:
Civilization Ability: Crossroads of Global Maritime Trade

Receive additional [ICON_TradeRoute] Trade Route capacity when advancing through the civics and technology trees.
(Sailing, Celestial Navigation, Currency, Cartography, Steam Power, Mercantilism, Colonialism, Flight, Refining, Telecommunications, Globalization)

Receive aspects of the civilization abilities Dharma, Dynastic Cycles, Great Nusantara, Meiji Restoration and Workshop of the World.
(Most of the traits are included accept for Dharma bonuses related to missionaries and Workshop of the World abilities linked to military engineers and increased iron and coal)

Outgoing [ICON_TradeRoute] Trade Routes gain +1 [ICON_Gold] for each water tile in the sending city, grant +1 [ICON_Food] Food, [ICON_Gold] Gold and [ICON_Science] Science for each plantation at the destination and grant +1 [ICON_Production] Production, [ICON_Gold] Gold and [ICON_Science] Science for each strategic resource at the destination.

Trade routes sent to Singapore from other civilizations provide +8 [ICON_Gold], +1 [ICON_Culture] and +1 [ICON_Science] for the sender and +2 [ICON_Food] Food, [ICON_Production] Production, [ICON_Gold] Gold, [ICON_Culture] Culture and [ICON_Science] Science to Singapore. Cannot build or buy new settlers or hold on to captured cities."

Leader Ability: From Third World to First

Gain +3% [ICON_CULTURE] Culture, +3% [ICON_SCIENCE] Science per turn for each trade route to an ally. +50% [ICON_Production] Production towards city projects. +1 [ICON_FAVOR] from each Economic Policy slot. Gain one influence point per turn towards earning [ICON_ENVOY] Envoys.
 

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Oh, excellent. Singapore is a very interesting topic for me, I have been thinking about it for a long time.
1. Singapore as a city-state but with a Leader as a civilization can have only one territory on land by the center of the city and no more but around the tile all coastal water tiles within the radius of one tile.
2. Singapore without a district can build libraries, universities and workshops, factories, except for the areas of the fleet and amusement.
3. Shopping routes to and from Singapore cannot be robbed.
4. Cannot build wonders of the world.
 
Thank you for the cool mod, had fun.

I'm not sure if this works:

Outgoing [ICON_TradeRoute] Trade Routes gain +1 [ICON_Gold] for each water tile in the sending city, grant +1 [ICON_Food] Food, [ICON_Gold] Gold and [ICON_Science] Science for each plantation at the destination and grant +1 [ICON_Production] Production, [ICON_Gold] Gold and [ICON_Science] Science for each strategic resource at the destination.

Also, maybe you could make it so it allows to work the 4th circle tiles in the capital? Would be sweet, more space for wonders and stuff.

Also would be cool to get more of the governer bonuses somehow. Maybe allow for more than one in the capital?
 
Thank you for the cool mod, had fun.

I'm not sure if this works:

Outgoing [ICON_TradeRoute] Trade Routes gain +1 [ICON_Gold] for each water tile in the sending city, grant +1 [ICON_Food] Food, [ICON_Gold] Gold and [ICON_Science] Science for each plantation at the destination and grant +1 [ICON_Production] Production, [ICON_Gold] Gold and [ICON_Science] Science for each strategic resource at the destination.

Also, maybe you could make it so it allows to work the 4th circle tiles in the capital? Would be sweet, more space for wonders and stuff.

Also would be cool to get more of the governer bonuses somehow. Maybe allow for more than one in the capital?

Glad you had fun. I am not sure if I will be revisiting this project but if I do I will look into whether that works. For me, those yields generally did appear when the trade route yield screen popped up or when I looked into the city yields in the city management screen.

As for the suggestions, they are great and they were things I was considering. They are way beyond me though in terms of how to code that. In the end, I looked at the limit of 3 tiles as part of the fun or the Singapore challenge - figuring out what to do with limited land resources. Kind of forces one to pick wonders wisely.
 
A follow up on trying to mod the game so that multiple governors can be in the city. I speculate (I have not tried this yet as it would have been a fair bit of work) that one can key in replacement governors for specific civs. So if you want a civ that can put more than one governor in a city, one would create "replacement governors" (governors with the same traits as the usual) for all the governors and adjust the value that prevents multiple governors from being in the same city.
 
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