Sid Meier's Civilization VI
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Baron Fuji

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jfujii

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13 comments

  1. Spidem
    Spidem
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    I'd appreciate if you could include an alternate download for the original goodyhut.xml the way that the More Builds per Builder mod does. The mod didn't work for me and now I unfortunately have to reinstall the game because I didn't back up the .xml
  2. aa2mb
    aa2mb
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    Does not work with Anthonolgy.. I made the mistake of not backing the original, so re-download time it is.
  3. Frittyblack
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    I think the "weight" of a goody hut category is relative to each other. So we have 3 culture goody huts: relic, one civic boost, 2 civic boosts.
    If you now increase the relic to 20, but you also increase both boosts (55 to 65 and 30 to 60) you in fact change "nothing". Before your change the relic had a chance of 15% IF a culture type was chosen. After your change the relic has a chance of 20/(65+60)=16% , so in fact you only increased it by 1 percent.

    If you want culture typ of goody huts more often, you have to change this part of the GoodyHuts.xml:
    <GoodyHuts>
    <Row GoodyHutType="GOODYHUT_CULTURE" Weight="100"/>
    <Row GoodyHutType="GOODYHUT_GOLD" Weight="100"/>
    <Row GoodyHutType="GOODYHUT_FAITH" Weight="100"/>
    <Row GoodyHutType="GOODYHUT_MILITARY" Weight="100"/>
    <Row GoodyHutType="GOODYHUT_SCIENCE" Weight="100"/>
    <Row GoodyHutType="GOODYHUT_SURVIVORS" Weight="100"/>
    </GoodyHuts>

    Also with the recent game updates, some of the requirements were lowered or removed by the developers itself (for example trader or min 2 cities), while I'm sure "trader" does not mean you need a trader unit, but means you need one one empty trade route slot, cause in the current game files only the "GOODYHUT_GRANT_TRADER" has Trader="true" , which does not make sense otherwise.
  4. CynicalPlatapus
    CynicalPlatapus
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    does this mod still work with rise and fall, ive yet to check
    1. jfujii
      jfujii
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      It should theoretically still work unless they modified how GoodyHuts file interacts with the game
  5. Penlord
    Penlord
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    I edited your mod to fit better into a fast-paced "ludicrous" sized map with 24 civs (DLC included) + 30-60 city-states with high resource abundance. The goal is to increase the battles on the map by making civs large and powerful. I have removed all turn limits and consider this version of the mod to be fair, and useful.

    <!-- Culture--> <!-- relics have a high chance, civ boosts have a low but equal chance (25% each)-->
    <Row GoodyHut="GOODYHUT_CULTURE" SubTypeGoodyHut="GOODYHUT_ONE_RELIC" Description="LOC_GOODYHUT_CULTURE_RELIC_DESCRIPTION" Weight="120" Relic="true" MinOneCity="true" ModifierID="GOODY_CULTURE_GRANT_ONE_RELIC"/>
    <Row GoodyHut="GOODYHUT_CULTURE" SubTypeGoodyHut="GOODYHUT_TWO_CIVIC_BOOSTS" Description="" Weight="30" ModifierID="GOODY_CULTURE_GRANT_TWO_CIVIC_BOOSTS"/>
    <Row GoodyHut="GOODYHUT_CULTURE" SubTypeGoodyHut="GOODYHUT_ONE_CIVIC_BOOST" Description="" Weight="30" ModifierID="GOODY_CULTURE_GRANT_ONE_CIVIC_BOOST"/>
    <!-- Gold--> <!-- Extremely low chance to get anything except for a high amount of gold-->
    <Row GoodyHut="GOODYHUT_GOLD" SubTypeGoodyHut="GOODYHUT_LARGE_GOLD" Description="LOC_GOODYHUT_LARGE_GOLD_DESCRIPTION" Weight="98" MinOneCity="true" ModifierID="GOODY_GOLD_LARGE_MODIFIER"/>
    <Row GoodyHut="GOODYHUT_GOLD" SubTypeGoodyHut="GOODYHUT_MEDIUM_GOLD" Description="LOC_GOODYHUT_MEDIUM_GOLD_DESCRIPTION" Weight="1" MinOneCity="true" ModifierID="GOODY_GOLD_MEDIUM_MODIFIER"/>
    <Row GoodyHut="GOODYHUT_GOLD" SubTypeGoodyHut="GOODYHUT_SMALL_GOLD" Description="LOC_GOODYHUT_SMALL_GOLD_DESCRIPTION" Weight="1" MinOneCity="true" ModifierID="GOODY_GOLD_SMALL_MODIFIER"/>
    <!-- Faith--> <!-- Extremely low chance to get anything except for a high amount of faith-->
    <Row GoodyHut="GOODYHUT_FAITH" SubTypeGoodyHut="GOODYHUT_LARGE_FAITH" Description="LOC_GOODYHUT_LARGE_FAITH_DESCRIPTION" Weight="98" MinOneCity="true" ModifierID="GOODY_FAITH_LARGE_MODIFIER"/>
    <Row GoodyHut="GOODYHUT_FAITH" SubTypeGoodyHut="GOODYHUT_MEDIUM_FAITH" Description="LOC_GOODYHUT_MEDIUM_FAITH_DESCRIPTION" Weight="1" MinOneCity="true" ModifierID="GOODY_FAITH_MEDIUM_MODIFIER"/>
    <Row GoodyHut="GOODYHUT_FAITH" SubTypeGoodyHut="GOODYHUT_SMALL_FAITH" Description="LOC_GOODYHUT_SMALL_FAITH_DESCRIPTION" Weight="1" MinOneCity="true" ModifierID="GOODY_FAITH_SMALL_MODIFIER"/>
    <!-- Military--> <!-- Heal removed, upgrade added, very high chance for exp, low chance for scout, very low chance for upgrade-->
    <Row GoodyHut="GOODYHUT_MILITARY" SubTypeGoodyHut="GOODYHUT_GRANT_SCOUT" Description="LOC_GOODYHUT_MILITARY_GRANT_UNIT_DESCRIPTION" Weight="8" MinOneCity="true" RequiresUnit="true" ModifierID="GOODY_MILITARY_GRANT_SCOUT"/>
    <Row GoodyHut="GOODYHUT_MILITARY" SubTypeGoodyHut="GOODYHUT_GRANT_UPGRADE" Description="LOC_GOODYHUT_MILITARY_GRANT_UPGRADE_DESCRIPTION" Weight="2" UpgradeUnit="true" RequiresUnit="true" ModifierID="GOODY_MILITARY_GRANT_UPGRADE"/>
    <Row GoodyHut="GOODYHUT_MILITARY" SubTypeGoodyHut="GOODYHUT_GRANT_EXPERIENCE" Description="LOC_GOODYHUT_MILITARY_GRANT_EXPERIENCE_DESCRIPTION" Weight="90" Experience="true" RequiresUnit="true" ModifierID="GOODY_MILITARY_GRANT_EXPERIENCE"/>
    <Row GoodyHut="GOODYHUT_MILITARY" SubTypeGoodyHut="GOODYHUT_HEAL" Description="LOC_GOODYHUT_MILITARY_HEAL_DESCRIPTION" Weight="0" Heal="4" RequiresUnit="true" ModifierID="GOODY_MILITARY_HEAL"/>
    <!-- Science--> <!-- Untouched, as this was fair and fitting-->
    <Row GoodyHut="GOODYHUT_SCIENCE" SubTypeGoodyHut="GOODYHUT_ONE_TECH" Description="LOC_GOODYHUT_SCIENCE_ONE_TECH_DESCRIPTION" Weight="95" MinOneCity="true" ModifierID="GOODY_SCIENCE_GRANT_ONE_TECH"/>
    <Row GoodyHut="GOODYHUT_SCIENCE" SubTypeGoodyHut="GOODYHUT_TWO_TECH_BOOSTS" Weight="80" ModifierID="GOODY_SCIENCE_GRANT_TWO_TECH_BOOSTS"/>
    <Row GoodyHut="GOODYHUT_SCIENCE" SubTypeGoodyHut="GOODYHUT_ONE_TECH_BOOST" Weight="55" ModifierID="GOODY_SCIENCE_GRANT_ONE_TECH_BOOST"/>
    <!--Survivors--> <!-- Equal chance across the board for each of these-->
    <Row GoodyHut="GOODYHUT_SURVIVORS" SubTypeGoodyHut="GOODYHUT_ADD_POP" Description="LOC_GOODYHUT_SURVIVORS_ADD_POP_DESCRIPTION" Weight="100" RequiresUnit="true" ModifierID="GOODY_SURVIVORS_ADD_POPULATION"/>
    <Row GoodyHut="GOODYHUT_SURVIVORS" SubTypeGoodyHut="GOODYHUT_GRANT_BUILDER" Description="LOC_GOODYHUT_SURVIVORS_GRANT_UNIT_DESCRIPTION" Weight="100" RequiresUnit="true" ModifierID="GOODY_SURVIVORS_GRANT_BUILDER"/>
    <Row GoodyHut="GOODYHUT_SURVIVORS" SubTypeGoodyHut="GOODYHUT_GRANT_TRADER" Description="LOC_GOODYHUT_SURVIVORS_GRANT_UNIT_DESCRIPTION" Weight="100" RequiresUnit="true" ModifierID="GOODY_SURVIVORS_GRANT_TRADER"/>
    <Row GoodyHut="GOODYHUT_SURVIVORS" SubTypeGoodyHut="GOODYHUT_GRANT_SETTLER" Description="LOC_GOODYHUT_SURVIVORS_GRANT_UNIT_DESCRIPTION" Weight="100" MinOneCity="true" RequiresUnit="true" ModifierID="GOODY_SURVIVORS_GRANT_SETTLER"/>

    Feel free to correct or copy and share this with others on your page for a mod that works well on large fast-paced high-resource maps. I've tested this out on multiple occasions now and I am very satisfied with the results.

    & make more mods, please.

    MOD IDEA#1: Make pins so you can make an unlimited amount without the "Add Pin" button going off screen. Make "Add Pin" an optional keybinding.
    MOD IDEA#2: Make WASD keys replace "uparrow""leftarrow""downarrow""rightarrow" so you can scroll the map with WASD.
    MOD IDEA#3: Automatically pin everything with a "HUT" or "WONDER" pin, so they each have big icons like for resources.
    MOD IDEA#4: Make a UI that shows the number of city states seeking the same quest, from highest # of city states to lowest # on a list, so the most city-state benficial quests can be specified without counting them and tallying them up manually.
  6. apetty77
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    Is there any way to alter this to further increase the relic chance? That means more to me than the others, since I love my relics and sometimes I get a relic from a village within 5 turns for ten games in a row, other times I play 50 games and never get one.
    1. jfujii
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      Added a version with better relic weight as per request
    2. apetty77
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      Omigosh, thank you!
  7. Mynex
    Mynex
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    This is a base game file replacer set up instead of a mod.

    If you want to see how to make to make this into a 'drop n play' mod, then grab my Game Tweaks mod and look at that...

    I also make changes to the weights for the goody hut items... However, there are a few things that if you change in the goody huts WILL cause a CTD... found that out the hard way.
    1. jfujii
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      Thanks, good to know
  8. MrKez
    MrKez
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    I do not understand where to put this. I tried extracting to my civ 6 folder and it locked up after setting my preferences for a new game.
    1. jfujii
      jfujii
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      Extracting to your Civ VI folder should've done the trick. And could you define "locked up" please? If your game froze/crashed when starting up a new game that's abnormal. I've just tested it and it works fine.