this little mod of yours is excellent. Haven't found anything similar and it is exactly what many a Civ 6 player needs. But, presently it is not very (read: at all) compatible with the Rise and Fall expansion. Can you revisit it, please, or at least make a suggestion what should we do to make it usable with R&F.
Your efforts are much appreciated, cheerio and ta-ta.
EDIT: Victory! After couple of times unsuccessfully trying to enable this mod, I've decided to visit the civfanatics forum and educate myself about the general file structure of the Civilization 6. Consulting the Database.log, I've found error lines explicitly naming TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType> error for culture, science and faith - the few yields that mod does not change while enabled. Then, it was a rather simple matter of deleting the said TraitTypes from DaughterOfPtah_GameplayData.xml in C:\Users\%USERNAME%\Documents\My Games\Sid Meier's Civilization VI\Mods\DaughterOfPtah\Data\ or some such folder, depending what kind of game installation you have. Or to put it more precisely: EDIT the file DaughterOfPtah_GameplayData.xml in your Mods\DaughterOfPtah\Data\ folder by deleting the following entries after <TraitModifiers> expression: <Row> <TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType> <ModifierId>TRAIT_INCREASED_PTAH_FAITH</ModifierId> </Row>
A note, the latest update (8 Feb 2018) to prep for the next dlc doesn't like this mod. It's ok with your other 'Daughter' mod, just not so much this one. Game won't even start with this one enabled, keeps jumping back to the game setup screen.
Works, even together with Daughter Of Seth. However, unlike Seth, this one overwrites most of the entries from another mod I use, called "Really Advanced Setup Lite", which lets you alter starting money, religion as well as amount of scouts and some such...
I guess RASL and Ptah tinker with the same base lines and Ptah gets preference over (or is loaded after) RASL. A shame, really.
Hey thanks for these mods they are great. I can't seem to get this one to work however. I replaced the CIVILIZATION_EGYPT part with find and replace as I did with the others but for some reason this won't show up in my game not even if I use it unedited and play cleo Do you by chance have any suggestions?
I had that problem as well. I initially tried editing the xml with a basic text editor. Mod didn't work after switching from CIVILIZATION_EGYPT to CIVILIZATION_AMERICA. Still didn't work after I reverted back to EGYPT. Realized the text editor was stripping the xml of any tags. To fix I had to re-download the mod files, download XMLSpear (any XML editor should do), then modified the file with and it worked fine. I am running MacOS Sierra but I assume the problem I was having could be similar on other platforms.
I'm currently trying to change it to CIVILIZATION_GERMANY with no luck. I've downloaded XMLspear and had a go with that but unfortunately no cigar. Is there something specifically that you have to do with the file within XMLspear to get the file to work after switching civs? To clarify, I've re-downloaded the files and replaced the old ones and I've restarted the game multiple times. The .xml file I changed was a fresh file also
You shouldn't have to do anything besides save the file after editing. Sounds like you did everything in the same way I did, but just to be sure I'll outline my exact steps. I should note that I did delete the mod entirely before I started.
1. Download fresh mod files 2. Open file in xml editor 3. Edit CIVNAME to desired civ 4. Save 5. Follow Moraelin's steps to 'install' mod 6. Open and enjoy
Are you able to get the mod to work with unaltered mod file for Egypt?
Thanks for making this, I've been trying to make heads/tails of the files to start making some mods of my own... with little luck. *sigh*
So looking at your 'Tougher City States' mod you have them getting extra units using the <BonusMinorStartingUnits> group... Trying to add additional Starting units to America (replacing the 'civilization_egypt' as you note in the description)... I'm guessing that the 'Minor' in the bonus tag denotes the City States as minor powers, yes? If that's so, would I use "BonusCIVNAMEStartingUnits' (i.e. BonusAmericaStartingUnits) or just 'BonusStartingUnits'?
I'm playing about and tried to place the following at the end of the Ptah file (before the closing </GameInfo> <BonusStartingUnits> <Row Era="ERA_ANCIENT" Unit="UNIT_BUILDER"/> <Row Era="ERA_ANCIENT" Unit="UNIT_SLINGER" Quantity="2"/> <Row Era="ERA_ANCIENT" Unit="UNIT_SCOUT" Quantity="5"/> <Row Era="ERA_ANCIENT" Unit="UNIT_WARRIOR" Quantity="2"/> </BonusStartingUnits>
Well my experiment failed. So where did I go wrong? lol
Unlike Civ V, there doesn't seem to be a way to give extra units specifically to a civ, nor to specifically the player. You can specify 1. Whether it's for majors (the playable characters like Gandhi, Cleopatra, etc) or for minors (city states) 2. In the case of majors, whether it's for AI only. But again, there is no symmetrical player-only option 3. If they're triggered by something like completing a district (the AI gets even more extra units that way if you play on King or above, and even more for Immortal and above)
But that's all.
You can look at the SQL schema files to see exactly which fields are allowed. Or the existing game files. In the case of starting units it's under Base/Assets/Gameplay/Data (where most of the gameplay files are, to see what you can tune) in Eras.xml.
But to retuirn to your case, BonusStartingUnits is the wrong XML tag. The right one is MajorStartingUnits. But again, at best EVERYONE will get the extra units, and at worst you can make only the AI get even more units. Which I guess is fine too, if Deity isn't hard enough for you :p
Ah, gotcha... no wonder I couldn't figure it out. *sigh*
Hmmm... what about making 'special' units... ala American_Settler, American_Builder, etc and granting them at tech learning (pottery, animal husbandry, etc).
Thanks for the answers and the mod for pointing me in the general direction!
Not sure you can do that like that. The only condition is OnDistrictCreated, not researching techs. And I strongly suspect that the AI would just get your american ones then.
What you could do, though, is make a trait that gives your builders extra charges, but you''d still have to build it the old fashioned way. And I suspect it might be possible to make a settler unit replacement that has more than one charge, as opposed to getting more than one.
Or you can make replacement units for that civ, which have a base cost of 1, so you an just spam out one per turn.
Though with this mod you can already make more of them than the AI does anyway.
24 comments
this little mod of yours is excellent. Haven't found anything similar and it is exactly what many a Civ 6 player needs. But, presently it is not very (read: at all) compatible with the Rise and Fall expansion. Can you revisit it, please, or at least make a suggestion what should we do to make it usable with R&F.
Your efforts are much appreciated, cheerio and ta-ta.
EDIT: Victory!
After couple of times unsuccessfully trying to enable this mod, I've decided to visit the civfanatics forum and educate myself about the general file structure of the Civilization 6.
Consulting the Database.log, I've found error lines explicitly naming TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType> error for culture, science and faith - the few yields that mod does not change while enabled.
Then, it was a rather simple matter of deleting the said TraitTypes from DaughterOfPtah_GameplayData.xml in C:\Users\%USERNAME%\Documents\My Games\Sid Meier's Civilization VI\Mods\DaughterOfPtah\Data\ or some such folder, depending what kind of game installation you have. Or to put it more precisely:
EDIT the file DaughterOfPtah_GameplayData.xml in your Mods\DaughterOfPtah\Data\ folder by deleting the following entries after <TraitModifiers> expression:
<Row>
<TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType>
<ModifierId>TRAIT_INCREASED_PTAH_FAITH</ModifierId>
</Row>
<Row>
<TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType>
<ModifierId>TRAIT_INCREASED_PTAH_CULTURE</ModifierId>
</Row>
<Row>
<TraitType>TRAIT_CIVILIZATION_DAUGHTER_OF_PTAH</TraitType>
<ModifierId>TRAIT_INCREASED_PTAH_SCIENCE</ModifierId>
</Row>
Save. Start the game, enable mode. It happily works with all the official scenarios and DLCs, including Rise and Fall.
Again, much obliged, Moraelin, you are, indeed, the MVP of the highest regard.
I guess RASL and Ptah tinker with the same base lines and Ptah gets preference over (or is loaded after) RASL. A shame, really.
BTW, many thanks for reporting it.
The bad news is that you might want to redownload the other "daughter" mods too if you're using any, because I found some problems in those too.
To clarify, I've re-downloaded the files and replaced the old ones and I've restarted the game multiple times. The .xml file I changed was a fresh file also
Any feedback would be great
You shouldn't have to do anything besides save the file after editing. Sounds like you did everything in the same way I did, but just to be sure I'll outline my exact steps. I should note that I did delete the mod entirely before I started.
1. Download fresh mod files
2. Open file in xml editor
3. Edit CIVNAME to desired civ
4. Save
5. Follow Moraelin's steps to 'install' mod
6. Open and enjoy
Are you able to get the mod to work with unaltered mod file for Egypt?
So looking at your 'Tougher City States' mod you have them getting extra units using the <BonusMinorStartingUnits> group...
Trying to add additional Starting units to America (replacing the 'civilization_egypt' as you note in the description)...
I'm guessing that the 'Minor' in the bonus tag denotes the City States as minor powers, yes?
If that's so, would I use "BonusCIVNAMEStartingUnits' (i.e. BonusAmericaStartingUnits) or just 'BonusStartingUnits'?
I'm playing about and tried to place the following at the end of the Ptah file (before the closing </GameInfo>
<BonusStartingUnits>
<Row Era="ERA_ANCIENT" Unit="UNIT_BUILDER"/>
<Row Era="ERA_ANCIENT" Unit="UNIT_SLINGER" Quantity="2"/>
<Row Era="ERA_ANCIENT" Unit="UNIT_SCOUT" Quantity="5"/>
<Row Era="ERA_ANCIENT" Unit="UNIT_WARRIOR" Quantity="2"/>
</BonusStartingUnits>
Well my experiment failed. So where did I go wrong? lol
1. Whether it's for majors (the playable characters like Gandhi, Cleopatra, etc) or for minors (city states)
2. In the case of majors, whether it's for AI only. But again, there is no symmetrical player-only option
3. If they're triggered by something like completing a district (the AI gets even more extra units that way if you play on King or above, and even more for Immortal and above)
But that's all.
You can look at the SQL schema files to see exactly which fields are allowed. Or the existing game files. In the case of starting units it's under Base/Assets/Gameplay/Data (where most of the gameplay files are, to see what you can tune) in Eras.xml.
But to retuirn to your case, BonusStartingUnits is the wrong XML tag. The right one is MajorStartingUnits. But again, at best EVERYONE will get the extra units, and at worst you can make only the AI get even more units. Which I guess is fine too, if Deity isn't hard enough for you :p
Hmmm... what about making 'special' units... ala American_Settler, American_Builder, etc and granting them at tech learning (pottery, animal husbandry, etc).
Thanks for the answers and the mod for pointing me in the general direction!
What you could do, though, is make a trait that gives your builders extra charges, but you''d still have to build it the old fashioned way. And I suspect it might be possible to make a settler unit replacement that has more than one charge, as opposed to getting more than one.
Or you can make replacement units for that civ, which have a base cost of 1, so you an just spam out one per turn.
Though with this mod you can already make more of them than the AI does anyway.
http://www.nexusmods.com/civilisationvi/mods/9/?