YnAMP - Yet (not) Another Maps Pack

YnAMP - Development thread Civ6

This is a great game now thanks to this map and everyones hard work. I was wondering if its possible to edit the map using world builder from CIV V. How would this work? Thank you so much! The community makes this game great.
 
This is a great game now thanks to this map and everyones hard work. I was wondering if its possible to edit the map using world builder from CIV V. How would this work? Thank you so much! The community makes this game great.
This would be great? Is it possible?
 
Ya, I did it via SQL, its probably doable via XML too:-
Code:
UPDATE LocalizedText SET Text ='Sydney city-state'       WHERE Tag ='LOC_CIVILIZATION_BRUSSELS_DESCRIPTION'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney Suzerain Bonus'       WHERE Tag ='LOC_LEADER_TRAIT_BRUSSELS_NAME'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CIVILIZATION_BRUSSELS_NAME'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_1'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_2'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_3'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_4'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Sydney'           WHERE Tag ='LOC_CITY_NAME_BRUSSELS_5'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_1'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_2'       AND Language ='en_US';
UPDATE LocalizedText SET Text ='Placeholder Text!'       WHERE Tag ='LOC_PEDIA_CITYSTATES_PAGE_CIVILIZATION_BRUSSELS_CHAPTER_HISTORY_PARA_3'       AND Language ='en_US';

Then you need to add in the modinfo:-
Code:
<Components>
       <LocalizedText id="YNAMP_CITYSTATETEXT">
           <Items>
               <File>Configuration/YNAMP_CityStateText.sql</File>
           </Items>
       </LocalizedText>
<Components>

   <Files>
       <File>Configuration/YNAMP_CityStateText.sql</File>
   </Files>


I made this file, but the name is still Brussels ;-)
 
Was there anything in the Modding and Customization Forums that could help?
https://forums.civfanatics.com/forums/civ6-creation-customization.541/
Yes thank you for your reply. I can't seem to get this map opened in world builder for civ 6 but i did I find this comment by tazpn314:

I'm unclear if anyone has gotten custom maps actually loaded as a playable game because after messing with maps I never could and it usually crashes and the load menu doesn't show up until after restarting unless you edit maps again.

However I did get a custom map loaded via the custom rulesets. I copied the multiplayer and tutorials scenario techniques.

For others to follow along I created a folder called TZ under My Games\Sid Meier's Civilization VI\Mods and put the 2 files below in spoiler area and the map called TZ.Civ6map which was in Saves\WorldBuilder.
Spoiler :

Now start Civ6. Goto Mods. Enable TZ. Back. Single Player. Create Game. Advanced Setup.

Now select TZ from under Ruleset instead of TZ. Now Map shows up without localized text but is LOC_TZ_MAP_NAME but dont care at the moment since that looks close. Starting will load the customized map. Not sure if it uses the other things like difficulty or game speed or number of players.

I was also able to override the player start location to a desired location rather than random. You can change the player 1 location by setting that with the map editor. I don't think Players are set in advance but city-states are. You might have to set all player positions for this to work.

Edit: Regarding Firetuner. I had to do more steps than what has been explained here so will give probably equally brief and useless guide. 1. Download Civ 5 SDK from Steam Tools. 2. Run SDK. Select FireTuner. Start Civ6. Leave in top menu. Select *New Panel*. Select Mods checkbox. Select OK. Select New Control. Select Action Control. Type "OnWorldBuilder()" in Action area. Select Test. >> Should get "Command ran without errors." in Output.
 
For those with performance issues, I found a max thread count setting in the "AppOptions" file under the C:\Users\DELLT7600\Documents\My Games\Sid Meier's Civilization VI, set the threads to how many you have on your cpu. I have 16 physical cores (dual socket xeon) and all are computing now it runs great.

Like this:
[Performance]
;Number of engine job threads (including main thread). Use -1 to let game decide
MaxJobThreads 16
 
Hey just signed up, big fan of the old civ V map pack

I'm having some trouble setting up the game, I can't add more than 10 players, also I can't find half the maps including Enormous earth. Tried reading this whole thread and found nothing, does anyone know what i'm doing wrong?

Very excited to play
 
Based on the picture that is up on Wikipedia for Sumeria, Uruk—the capital city of Sumeria—needs to be situated 1 tile left and 1 tile up (between the rivers).
At the very least, it should be 1 tile left (if you want to make it a coastal city).
Thank You.
 
Based on the picture that is up on Wikipedia for Sumeria, Uruk—the capital city of Sumeria—needs to be situated 1 tile left and 1 tile up (between the rivers).
At the very least, it should be 1 tile left (if you want to make it a coastal city).
Thank You.
I figured out how to make edits of the map, enable world builder in menu from this:

Enable the WorldBuilder by making one adjustment in the file "<Steam Folder>\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\UI\FrontEnd\Mods.lua":
Code:
if(GameConfiguration.IsAnyMultiplayer() or UI.IsFinalRelease()) then
Controls.WorldBuilder:SetHide(false); -- Finwickle: changed from true to false
Controls.BrowseWorkshop:SetHide(true);
else
Controls.WorldBuilder:SetHide(false);
Controls.BrowseWorkshop:SetHide(false);
end
A WorldBuilder button now appears in the Additional Content menu. Same warning from OP still applies ofcouse.

Then go to https://forums.civfanatics.com/threads/how-to-launch-the-ingame-worldbuilder.600327/page-1

Once you have the TZ folder created and the two files in them you can open CIV 6 go to additional options click on world builder and load a new map, then select the YnAMP in your map options. After it loads make your edits save them, then find the map you made in main civ folder its under \saves\worldbuilder\ . Rename it to TZ.Civ6map and copy it to the TZ mods folder you made earlier. Once the game loads create new game pick custom rule set "TZ" the map you made will now load.
 
Wondering. Is it possible to add something into the rule sets that prevent the AI from establishing new cities close to existing ones? In my last game, they kept settling new cities with a 3 or 4 tile space between cities. Not looking for them to always do a gap of at least 6 tiles between but would like them to space them out a tad bit more.
 
Thanks for the French marsh Ged.


In my last game, they kept settling new cities with a 3 or 4 tile space between cities. Not looking for them to always do a gap of at least 6 tiles between but would like them to space them out a tad bit more.

Not happy with 3 or 4, but 6 might be too much? I'm guessing 5 is the magic number for you.

On a side note... I finally am getting near my computer capacity with this thing. Nearing turn 600, after playing about 16 hours straight yesterday, the music and other sounds started to quit out. I restarted computer and everything was fine. I had spent some time sailing an armada of settlers and other units from France to Australia, and my computer doesn't seem to handle global camera movements well. Probably had something to do with it.

But, close to 600 turns in on Alpha 7, marathon, no barbs/huts, no victory conditions... and no bugs to report that I am aware of.

Quick question for Ged... I have been using the import resources. But I am getting tired of all of the resources being in the same place. What setup do I want to get random resources, without getting, say, silk in Europe or ivory in Russia? Or has that been implemented yet? The last time I tried the map generator (Alpha 3 maybe), it gave me a ton of resources.
 
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Based on the picture that is up on Wikipedia for Sumeria, Uruk—the capital city of Sumeria—needs to be situated 1 tile left and 1 tile up (between the rivers).
At the very least, it should be 1 tile left (if you want to make it a coastal city).
Thank You.
On which map ?

You can edit the corresponding xml file in the Gameplay folder (for example Map_GreatestEarthMap.xml) and search for the civ you want to change the starting position. There is an "how to" in FP to get the x, y value of any tile when playing.
 
I'm not sure if it's related to this map, but I've been consistently getting CTDs in the Modern and Information ages when I change policies. I believe it's whenever I add or remove trade route related policies. Is it possible that this is due to there being more players in the game than the base game is designed to handle?
 
Quick question for Ged... I have been using the import resources. But I am getting tired of all of the resources being in the same place. What setup do I want to get random resources, without getting, say, silk in Europe or ivory in Russia? Or has that been implemented yet? The last time I tried the map generator (Alpha 3 maybe), it gave me a ton of resources.
use the Exclusion Zones option, but the tables are not filled yet.

For example you shouldn't find tea, coffee, cocoa, ivory, rice where they shouldn't be, but I've not set rules for silk, sugar, spices, etc... yet.

numbers may be to high, I'm not sure of the issue, it may require a rewrite of the resource placement code.
 
numbers may be to high, I'm not sure of the issue, it may require a rewrite of the resource placement code.

My experience was back in Alpha 3. What it looked like to me was that the map generator was splattering resources over the already placed stuff. So you got doubled up.
 
My experience was back in Alpha 3. What it looked like to me was that the map generator was splattering resources over the already placed stuff. So you got doubled up.
Yes, but this should be fixed since a few release.
 
On which map ?

You can edit the corresponding xml file in the Gameplay folder (for example Map_GreatestEarthMap.xml) and search for the civ you want to change the starting position. There is an "how to" in FP to get the x, y value of any tile when playing.

Thanks for letting me know.
By the way, I cannot seem to create any farms on desert tiles on the Giant Earth Map. I was able to do it in Civ 5; is this a bug in Civ 6 base game?
Please let me know.
 
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