Unique Quarter Effects not Applying

erratic_unicorn

Chieftain
Joined
Mar 15, 2025
Messages
2
Hi,

I miss some of the city planning districts gave us in Civ VI, so decided to try to add some of that back to the game on my own. I successfully got the requirements for a new unique quarter to display but cannot for the life of me get the effects to work. I was wondering if any wise sage in the modding community could point me to my folly.

https://github.com/ErraticUnicorn/Civ-VII-District-Mod

Above is the source code I'm using, I am also using https://github.com/izica/civ7-modding-tools, shouts out izica.

I think the relevant XML is these two blocks:
<?xml version="1.0" encoding="UTF-8"?>
<Database>
<Types>
<Row Type="QUARTER_SCHOLAREUM" Kind="KIND_QUARTER"/>
</Types>
<UniqueQuarters>
<Row UniqueQuarterType="QUARTER_SCHOLAREUM" BuildingType1="BUILDING_LIBRARY" BuildingType2="BUILDING_GARDEN" Name="LOC_QUARTER_SCHOLAREUM_NAME" Description="LOC_QUARTER_SCHOLAREUM_DESCRIPTION" TraitType="TRAIT_ANTIQUITY_CIV"/>
</UniqueQuarters>
<UniqueQuarterModifiers>
<Row UniqueQuarterType="QUARTER_SCHOLAREUM" ModifierId="MOD_453175ED5AE74A769C4255F937F9E2AB"/>
<Row UniqueQuarterType="QUARTER_SCHOLAREUM" ModifierId="MOD_A578965BE73A4F81A666BF75305B5666"/>
</UniqueQuarterModifiers>
<GameModifiers>
<Row ModifierId="MOD_453175ED5AE74A769C4255F937F9E2AB"/>
<Row ModifierId="MOD_A578965BE73A4F81A666BF75305B5666"/>
</GameModifiers>
</Database>

and the effects xml:

<?xml version="1.0" encoding="UTF-8"?>
<GameEffects xmlns="GameEffects">
<Modifier id="MOD_453175ED5AE74A769C4255F937F9E2AB" collection="COLLECTION_CITY_PLOT_YIELDS" effect="EFFECT_PLOT_ADJUST_YIELD">
<SubjectRequirements>
<Requirement type="REQUIREMENT_PLOT_UNIQUE_QUARTER">
<Argument name="UniqueQuarterType">QUARTER_SCHOLAREUM</Argument>
</Requirement>
</SubjectRequirements>
<Argument name="YieldType">YIELD_SCIENCE</Argument>
<Argument name="Amount">1</Argument>
<Argument name="AdjacentTerrain">TERRAIN_MOUNTAIN</Argument>
<Argument name="Tooltip">LOC_QUARTER_SCHOLAREUM_NAME</Argument>
</Modifier>
<Modifier id="MOD_A578965BE73A4F81A666BF75305B5666" collection="COLLECTION_CITY_PLOT_YIELDS" effect="EFFECT_PLOT_ADJUST_YIELD">
<SubjectRequirements>
<Requirement type="REQUIREMENT_PLOT_UNIQUE_QUARTER">
<Argument name="UniqueQuarterType">QUARTER_SCHOLAREUM</Argument>
</Requirement>
</SubjectRequirements>
<Argument name="YieldType">YIELD_SCIENCE</Argument>
<Argument name="Amount">1</Argument>
<Argument name="AdjacentDistrict">DISTRICT_URBAN</Argument>
<Argument name="Tooltip">LOC_QUARTER_SCHOLAREUM_NAME</Argument>
</Modifier>
</GameEffects>

I tried to follow the example of a K'uh Nah, and kind of invert it. I've also tried modifying the requirement type to just use a library and a garden but also no luck. I wonder if I am misunderstanding how collection and effects work. I've also searched the logs and see the game adding the xml to the database. I attempted to search through the database and can see rows with my identifiers but am unable to parse the schema well enough to understand how I can verify the effects would work as I intend.

EDIT: I attached the two xml files because I can't seem to get formatting to work.

Any tips would be most appreciated!
 

Attachments

I think use the effect that applies an adjacency or warehouse adjacency that would work. Collections are tricky things. Also unless a civ has a unique improvement that can be placed on mountains you can’t work them.
 
Last night I tried modeling it after the Zaibatsu, which applies a warehouse adjacency to adjacent tiles but was unable to see an effect. My idea here is to just get an adjacency bonus from a mountain tile.

I noticed Zaibatsu's work like this:
<Adjacency_YieldChanges>
<Row ID="ZaibatsuWildcardZaibatsuProduction" Age="AGE_MODERN" YieldType="YIELD_PRODUCTION" YieldChange="1" TilesRequired="1" ProjectMaxYield="true" AdjacentUniqueQuarterType="QUARTER_ZAIBATSU"/>
</Adjacency_YieldChanges>
<Constructible_WildcardAdjacencies>
<Row YieldChangeId="ZaibatsuWildcardZaibatsuProduction" RequiresActivation="true"/>
</Constructible_WildcardAdjacencies>

Entering new rows to the YieldChanges table. Meanwhile, the K'uh Nah seems to work more akin to the xml provided above... I wonder why
 
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