[GS] Tuning off scaling cost of builder

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Feb 17, 2019
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7
Hi,

I am going to be honnest, I've never mod anything. But I used to Play with a mod that did several things, many of which have become obsolete with Gathering storm, the one thing that hasn´t is the builders cost doesn´t go up.

Now, looking at the workshop on STEAM, I can have all civilian and religious units cost not scale, I can have settlers not scale, and I can have builders settlers and merchants not scale.

But I want settlers to scale and builders not to (don´t care about merchants one way or the other), and I cant´t find that,nor can I get anyone on the Steam forums that is willing to do it, and google has proven completely useless in finding how to do it myself. Therefore, here I am.

Can anyone help, please?
 
if you go to the civilization 6 folder and into the base folder, there is a file called units.xml somewhere.

open this file in notepad++ or some similar program, scroll down until you find "<Row UnitType="UNIT_BUILDER" Cost="50" BaseMoves="2" ..."

In that row you can find CostProgressionParam1="4" and change the 4 to 0, then save the file
 
if you go to the civilization 6 folder and into the base folder, there is a file called units.xml somewhere.

open this file in notepad++ or some similar program, scroll down until you find "<Row UnitType="UNIT_BUILDER" Cost="50" BaseMoves="2" ..."

In that row you can find CostProgressionParam1="4" and change the 4 to 0, then save the file
 
Thank you very much, would it be very difficult to make it so I can upload it to the steam workshop for others to use?. Also, would it be incompatible with other things if I did?
 
Thank you very, very much. I had honestly googlesd all this and could only find very complicated stuff referring to creating whole units and stuff like that.
 
Downloaded the development tool and can´t make any sense of it, if I modify the files using notepad++ will that interfeere with Lan multiplayer (I am going to change it in both computers)
 
This ought to do it as a mod. Just unzip and add the resulting entire folder for the mod into your game's Mods folder at:

~\Documents\My Games\Sid Meier's Civilization VI\Mods

The mod has the needed code-line within it to make it runable in GS, which as far as I know the current version of Modbuddy does not allow you to select. You have to add it manually to the modinfo file that Modbuddy creates, which for this quick little mod I have done.

So long as everyone in your MP session has the same mod in their mods folder and enabled there shouldn't be any troubles re MP as compared to Single Player. Running it as a mod also means you aren't butchering your game's base files, you aren't attempting to make changes in a file for the wrong Expansion you are running under, and the code does not get *poofed* by a patch.
 

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