Units and population.

Gastat

Chieftain
Joined
Jan 5, 2020
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How can one partially simulate the dependence of hiring units on the population in cities, watched the civilians and noted that Turkey has an exclusive unit of Janissaries, when they hire a population in the city decreases by one resident, settlers also use the population.
In principle, such a property can be attributed to all military units in the game, so that if you hire a military detachment, the population in the city decreases, as in life, the real population for the army.
In addition, this should naturally regulate the population in cities, so that they do not grow, you hire an army, you lose units in battles, the population decreases, there is no one to process the cells of the city until the population again grows a new army, there is simply no one to hire. It will be necessary to conduct an experiment, only at the beginning of the game the armies will be small, the population in cities at the start is only one unit, but then it will gradually grow and you can begin to hire troops. In general, this is probably the most interesting thing that me managed to come up with recently.

Checked works, you need in Sid Meiers Civilization VI - Digital Deluxe \ Base \ Assets \ Gameplay \ Data in the units table, for settlers;

<Row UnitType = "UNIT_SETTLER" Cost = "80" BaseMoves = "2" BaseSightRange = "3" ZoneOfControl = "false" Domain = "DOMAIN_LAND" FormationClass = "FORMATION_CLASS_CIVILIAN" FoundCity = "true" PopulationCost = "1" Prereqop 2 "AdvisorType =" ADVISOR_GENERIC "Name =" LOC_UNIT_SETTLER_NAME "Description =" LOC_UNIT_SETTLER_DESCRIPTION "CanCapture="False" CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" CostProgressionParam1="30" PurchaseYield="YIELD_GOLD" PseudoYieldType="PSEUDOYIELD_UNIT_SETTLER"/>
you need to take two values PopulationCost = "1" PrereqPopulation = "2" and add to each unit after FormationClass = "FORMATION_CLASS_LAND_COMBAT"

example;
<Row UnitType = "UNIT_WARRIOR" Cost = "40" BaseMoves = "2" BaseSightRange = "2" ZoneOfControl = "true" Domain = "DOMAIN_LAND" Combat = "20" FormationClass = "FORMATION_CLASS_LAND_COMBAT" PopulationCost = "1" PrereqP 2 "PromotionClass =" PROMOTION_CLASS_MELEE "AdvisorType =" ADVISOR_CONQUEST "Name =" LOC_UNIT_WARRIOR_NAME "Description =" LOC_UNIT_WARRIOR_DESCRIPTION "PurchaseYield =" YIELD_GOLD "MandatoryObsoleteGUNDER_DER__ TECH
I’m playing a campaign now, during the construction one detachment takes one resident of the city, it turned out quite interesting, civilizations normally gather detachments, they do not completely take the population unnecessarily.
But barbarian units cannot be attributed to this, they have no population and the game will not start.
I want to make a mini mod, changes to the units table, it is in the data of the main game, and units from the first and second DLS, Expansion1 and Expansion2.
But I don’t know how to correctly assign the units tables in the modinfo file so that the game would see where these tables came from.
 
But I don’t know how to correctly assign the units tables in the modinfo file so that the game would see where these tables came from.
Consider posting in the Mod Creation Help forum.
A very knowledgeable bunch.
I would recommend downloading the Civ6 development tools, which includes a modbuddy; this makes it relatively simple to make little mods since the software will fill in a lot of details for you. I strongly suggest LeeS' modding guide which is a fabulous resource for getting into civ6 modding. Although for what you are doing it will be a pretty quick table update.
It is best practice to avoid changing the game files themselves, and instead use mods which alter the game data.
 
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