Sid Meier's Civilization VI
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Shiroho

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Shiroho

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2 comments

  1. Cutz
    Cutz
    • member
    • 1 kudos
    How can I install this without Steam (Epic Games)?
  2. zg1685
    zg1685
    • member
    • 0 kudos
    help! i added 4 extra tech options, and got it to work, but cant't get the civics options to work.. teach me master..

    <pre class="_prettyXprint _lang-sql _linenums:65">
    function OnPlayerTurnActivated( player, bIsFirstTime )

    local currentTurn = Game.GetCurrentGameTurn();
    local SpawnTurn = 0;
    local playerUnits;
    local adjacentPlot;
    local unitPlot;
    if currentTurn == GameConfiguration.GetStartTurn() then
    local pPlayer = Players[player]
    if pPlayer:IsHuman() then
    playerUnits = pPlayer:GetUnits()
    for i, unit in playerUnits:Members() do
    local unitTypeName = UnitManager.GetTypeName(unit)
    if "LOC_UNIT_SETTLER_NAME" == unitTypeName then
    SpawnTurn = 1;
    unitPlot = Map.GetPlot(unit:GetX(), unit:GetY());
    end
    end
    end

    if SpawnTurn == 1 then
    local lastPlot = unitPlot;
    if NumOne > 0 then
    for i = 1, NumOne do
    for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    adjacentPlot = Map.GetAdjacentPlot((lastPlot:GetX() + 1), lastPlot:GetY(), direction);
    if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
    break
    end
    end
    pUnit = playerUnits:Create(iOne, unitPlot:GetX(), unitPlot:GetY())
    lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
    end
    end
    if NumTwo > 0 then
    for i = 1, NumTwo do
    for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    adjacentPlot = Map.GetAdjacentPlot((lastPlot:GetX()), (lastPlot:GetY() - 1), direction);
    if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
    break
    end
    end
    pUnit2 = playerUnits:Create(iTwo, adjacentPlot:GetX(), adjacentPlot:GetY())
    lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
    end
    end
    if NumThree > 0 then
    for i = 1, NumThree do
    for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    adjacentPlot = Map.GetAdjacentPlot((lastPlot:GetX() - 1), lastPlot:GetY(), direction);
    if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
    break
    end
    end
    pUnit3 = playerUnits:Create(iThree, adjacentPlot:GetX(), adjacentPlot:GetY())
    lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
    end
    end
    if NumFour > 0 then
    for i = 1, NumFour do
    for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    adjacentPlot = Map.GetAdjacentPlot((lastPlot:GetX() ), (lastPlot:GetY() + 1), direction);
    if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
    break
    end
    end
    pUnit4 = playerUnits:Create(iFour, adjacentPlot:GetX(), adjacentPlot:GetY())
    lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
    end
    end
    if NumFive > 0 then
    for i = 1, NumFive do
    for direction = 1, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
    adjacentPlot = Map.GetAdjacentPlot((lastPlot:GetX() - 1), lastPlot:GetY(), direction);
    if (adjacentPlot ~= nil) and not (adjacentPlot:IsWater() or adjacentPlot:IsImpassable()) then
    break
    end
    end
    pUnit5 = playerUnits:Create(iFive, lastPlot:GetX(), lastPlot:GetY())
    lastPlot = Map.GetPlot(pUnit:GetX(), pUnit:GetY());
    end
    end
    pPlayer:GetTreasury():SetGoldBalance(PlayerGold);
    local curPlayerTech = pPlayer:GetTechs();
    if(curPlayerTech ~= nil) then
    if (Tech_One ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_One.Index, curPlayerTech:GetResearchCost(Tech_One.Index));
    end
    if(Tech_Two ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Two.Index, curPlayerTech:GetResearchCost(Tech_Two.Index));
    end
    if(Tech_Three ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Three.Index, curPlayerTech:GetResearchCost(Tech_Three.Index));
    end
    if(Tech_Four ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Four.Index, curPlayerTech:GetResearchCost(Tech_Four.Index));
    end
    if(Tech_Five ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Five.Index, curPlayerTech:GetResearchCost(Tech_Five.Index));
    end
    if(Tech_Six ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Six.Index, curPlayerTech:GetResearchCost(Tech_Six.Index));
    end
    if(Tech_Seven ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Seven.Index, curPlayerTech:GetResearchCost(Tech_Seven.Index));
    end
    if(Tech_Eight ~= nil) then
    curPlayerTech:SetResearchProgress(Tech_Eight.Index, curPlayerTech:GetResearchCost(Tech_Eight.Index));
    end
    end
    local curPlayerCivics = pPlayer:GetCivics();
    if(curPlayerCivics ~= nil) then
    if (Civics_One ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_One.Index, curPlayerCivics:GetResearchCost(Civics_One.Index));
    end
    if(Civics_Two ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Two.Index, curPlayerCivics:GetResearchCost(Civics_Two.Index));
    end
    if(Civics_Three ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Three.Index, curPlayerCivics:GetResearchCost(Civics_Three.Index));
    end
    if(Civics_Four ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Four.Index, curPlayerCivics:GetResearchCost(Civics_Four.Index));
    end
    if(Civics_Five ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Five.Index, curPlayerCivics:GetResearchCost(Civics_Five.Index));
    end
    if(Civics_Six ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Six.Index, curPlayerCivics:GetResearchCost(Civics_Six.Index));
    end
    if(Civics_Seven ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Seven.Index, curPlayerCivics:GetResearchCost(Civics_Seven.Index));
    end
    if(Civics_Eight ~= nil) then
    curPlayerCivics:SetResearchProgress(Civics_Eight.Index, curPlayerCivics:GetResearchCost(Civics_Eight.Index));
    end
    end

    end

    end



    end



    function Initialize()
    Events.LocalPlayerChanged.Add( OnPlayerTurnActivated );
    Events.PlayerTurnActivated.Add(OnPlayerTurnActivated);
    end

    Initialize();
    </pre>