Sid Meier's Civilization VI
0 of 0

File information

Last updated

Original upload

Created by

Shiroho

Uploaded by

Shiroho

Virus scan

Safe to use

Tags for this mod

About this mod

This mod edits and add several values to give your next new game a fresh personalized taste !
It works as a kind of a big compilation of what's already doing numerous popular mods/tweaks you can already find for civ6.
This mod Should be working whatever DLC you have or don't have. Tell me if there is any problem about that.

Permissions and credits
~~~~~~~~~~~~~~~~~~~ UPDATE STATUS ~~~~~~~~~~~~~~~~~~~

Final version released on 26/08/2018 4:00PM. Never updating again to keep your presets. 

~~~~~~~~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~~~~~~~~

Since i am a Civilization 6 mod creator, i have always dreamed to create this tool-Mod which could aswell please you very much as a player.

It was designed to get additional units, specific global parameters tweaks, and other precise stuff that can drasticly change your experience of the game (and help me a lot to perform my mod tests faster). If you are curious, don't hesitate ! Try it ! Seriously, im sure you won't regret it.

Even though editing this two mod's .lua and .sql files doesn't require a software, i would firmly advise you to do it with notepad ++. Don't be scared by this, it's not hard at all : It doesn't require to be a programmer or so, but just usually requires a little care, little logic and little reading. You are lucky because i have detailed/explained everything very well inside these file.

I will try to never update this mod if possible because i want to prevent it to update while you have your own tweaks set. Ofc having some back ups somewhere would be safer to help you remember if that ever happen, but let's put things straight : Remember your tweaks and put em back = 10 min of your time, compare that to the 16+ hours i worked to create/test this mod ... yeah.

~~~~~~~~~~~~~~~~~~~ MOD CONTENT ~~~~~~~~~~~~~~~~~~~

The Mod files should be located to this path \Steam\SteamApps\workshop\content\289070\1492361098

Let's see what this mod do in detail : 

<<<<<<<<<<<<<<< A CUSTOMIZED START : The .lua file >>>>>>>>>>>>>>> 

The .lua file you can find in this mod folder is the one that manage the customized start for your game. Meaning additional units, technologies, and gold. 

---- Additional Units ---- 
You will be able to add additional units at the start of your game. 
You will even decide how much of them you want. (just be careful to not break the game with wanting more than 10 lol)
It's possible to add up to 5 kind of these free additional units. 
Everything is detailed/pictured in the .lua file so you can tweak that easily with Copy and paste. 

---- Additional Technologies ---- 
You will also be able to add free starting technologies.
It's possible to add up to 5 of these free technologies. 

---- Additional Gold ---- 
You will be able to set how much starting gold you want.

<<<<<<<<<<<<<<< CUSTOMIZED PARAMETERS : The .sql file >>>>>>>>>>>>>>> 

The .sql file you can find in this mod folder will help you to tweak many and different variables of the game without hurting its code. These variables are mainly targeted in the GlobalParameters.xml file of the base game (if you know a bit about that). There is not everything but only what i thought the most useful for players not to break their game integrity.

---- Natural Wonders ---- 
- How much you want of these on the map (a multiplier). 
- How far will they be from your spawn or from the city-state's
- Minimal distance from each other of them. 

---- Counterspy ---- 
- Counterspy turns duration. (hell yissss !)

---- Cities ---- 
- Minimal tile distance between which 2 settlers can found a city.
- Purchase stuff with gold multiplier.
- Base Cost of Plots when you buy them with your gold inside a city
- How much more population you need in a city to be able to build a new ditrict

For the "Distance from starting position" parameters i leave that to this mod which is beautiful and perfectly compatible with mine : https://steamcommunity.com/sharedfiles/filedetails/?id=1300833674

---- Barbarians ---- 
- Number of Camps in game and minimal distance between these.
- Odds of a new barbarian camp to spawn.
- Experience provided by Barbarians and how high you can maximum level only with them.

---- Movements ---- 
- Embarked unit base move on water.
- Embarking/Disembarking movement cost.
- River Crossing Movement cost.

---- Combat ---- 
- Various and numerous values about the xp your unit gain while fighting.
- How much your units heals depending of where it stands.
- How much Naval Unit heals.
- Flanking and support bonus modifiers values.
- Various and numerous other cases of Combat Bonus and Malus.
- Wounded penalty value. 

---- Pillaging ---- 
- Base Movement Cost for pillaging action and advanced pillaging.

---- Archaeology Sites ---- 
- Number of maximum Sea and Land Archaeology Sites on your map.

---- Strategic Ressource use ---- 
- How much Strategic Ressource you require for upgrading, producting or purchasing your units.

---- Trade Routes ---- 
- How far can go your Trade Routes.

---- City-State related ---- 
- Are City-States able to be defeated by Ai players (love this one)
- Influence tokens when you first meet one.
- Influence tokens you need to become suzerain.
- Starting Units to help them defend better vs. the Ai crazy players in the early game.

~~~~~~~~~~~~~~~~~~~ MOD COMPATIBILITY ~~~~~~~~~~~~~~~~~~~

This mod only work when a whole new game is created while activated and can't work fully on already existing saves. Sorry it couldn't be avoidable. (It actually can work if you add the famous line in the modinfo but i don't advise it for this mod integrity)

This mod is meant to be compatible with most of the existing mods (has been tested with 150+ of my mods). Though if you have a problem, you can notice me if you need help to fix it manually.

~~~~~~~~~~~~~~~~~~~ MOD FUTURE ~~~~~~~~~~~~~~~~~~~

- Never updating to keep your presets safe.

~~~~~~~~~~~~~~~~~~~ SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~

To Gedemon and Gyogen2 for their original ideas and code about spawning units.
https://forums.civfanatics.com/threads/how-can-i-add-a-starting-unit-in-eras-xml-so-that-only-human-players-get-it-not-ai.604406/

~~~~~~~~~~~~~~~~~~~ RADIANT MODS ~~~~~~~~~~~~~~~~~~~

You can find all my mods by searching the "radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod's tittles.