About this mod
This mod adds a custom title to the game which can be adjusted freely to change the gameplay as you want it to be!
Compatible from v63.32 till v63.45.
- Permissions and credits
- Changelogs
I just wanted to create a way to change the games main attributes without touching 100s of single files over and over again.
Once, I discovered that the games supports titles and as well some documentation within some files is available I created a custom title which is configurable. Biggest thank you goes to the devs of the game!
Consider this a first draft version and there might be several other ways to generate this kind of config with a self written program etc. But as soon the game changes to another version adaptions are possibly needed. The game is still in early access. But my approach is at least much easier to maintain as mods which are changing a lot of files.
Overview of advantages of the MOD:
- More than 30 attributes can be customized
- You can create your own modded game easily
- Highly compatible! You can still use your and other mods together with SCT
- You can play without SCT in your "vanilla" environment
- No need to backup files or move chunks of data
- No game files are touched or changed!
- Easy to maintain if SoS gets updated
GENERAL INFO & README HOW TO INSTALL IT!
1. Run Songs of Syx once and close the game
2. Download the mod here from Nexus
3. Once downloaded, unarchive the zip to "X:\Users\ZZZZZZ\AppData\Roaming\songsofsyx\mods\" -> ZZZZZZ is your user
4. The folder structure should be "X:\Users\ZZZZZZ\AppData\Roaming\songsofsyx\mods\SCT\V63\ ..."
5. Create a desktop shortcut of the main config file: "X:\Users\ZZZZZZ\AppData\Roaming\songsofsyx\mods\SCT\V63\assets\init\player\titles\SCT.txt"
6. Use Notepadd++ or similar to adapt the file to your liking.
7. Start game, generate world, choose the SCT and start your city.
Some examples for what is possible with this:
Example 1.)
You want no crimes in your city?
Well, just _ADD a fixed BONUS value to LAWFULNESS. In below case, the game adds 10.0 to that attributes base value for all races in your city.
To do so find the corresponding line and remove the double stars ** and set the value and save the config and start the game.
BONUS_ADD: {
...
BEHAVIOUR: {
**: -0.50,
LAWFULNESS: 10.0,
**SUBMISSION: 0.45,
**SANITY: 0.45,
**HAPPINESS: 0.45,
},
...
},
You do not want this anymore? Just add the double stars again. The game ignores everything behind a double star ** :)
BONUS_ADD: {
...
BEHAVIOUR: {
**: -0.50,
**LAWFULNESS: 10.0,
**SUBMISSION: 0.45,
**SANITY: 0.45,
**HAPPINESS: 0.45,
},
...
},
Example 2.)
Your Soldiers suck? You are absolutely terrible in the creation of a bigger army? You get spanked by enemy armies much bigger than yours?
Well, just use a _MULtiply of a BONUS value to increase all BATTLE related attributes for your soldiers.
In below case we use *: 10.0, to multiply all BATTLE related attributes base values by factor 10! That should be enough to kill enough enemies with some troops of yours.
BONUS_MUL: {
...
BATTLE: {
*: 10.0,
**ARMOUR: 2.0,
**MORALE: 2.0,
**RANGED_SKILL: 2.0,
**BLUNT_DAMAGE: 2.0,
**PIERCE_DAMAGE: 2.0,
**OFFENCE_SKILL: 2.0,
**DEFENCE_SKILL: 2.0,
},
...
},
These are of course small examples to change the game to your liking.
You can as well turn it the other way around and if you feel the game is too easy. Change it to your skills.
You feel the output from a smithy is not enough? Change it in a single line!
You think the skill points from the lab is too high or too low? Change it in a single line!
The maintenance and spoilage is killing your game flow? You guessed it. Change it!
Create the game and difficulty you always wanted.
A final remark:
The ingame values of an attribute, which you can see if you click on the properties of an inhabitant in your city, are a sum of a calcuation sequence! Generally, it looks like this:
BASE + TITLES + SPECIES + EQUIPMENT (ARMOR AND/OR CLOTHING) + TRAITS
We are influencing the TITLE category!
List of changeable attributes:
PHYSICS:
STAMINA: "How far and a subject can walk or run before needing to rest."
SPEED: "The speed of a subject expressed in tiles per second."
MASS: "The Weight of a subject."
HEALTH: "General health of subject. Determines the subject's ability to fend off a disease and heal injuries."
RESISTANCE_HOT: "The ability for a subject to endure hot temperatures."
RESISTANCE_COLD: "The ability for a subject to endure cold temperatures."
DEATH_AGE: "The maximum amount of years a subject can live for."
BATTLE:
ARMOUR: "Armour protects a subject from pierce damage by reducing it upon a successful blow. It protects from all directions."
PIERCE_DAMAGE: "Damage dealt by a subject that cuts. A lot more devastating than blunt damage but can be evaded by armour."
BLUNT_DAMAGE: "Damage that disregards armour and is sheer force. Will be absorbed by the opponents weight possibly causing injuries."
OFFENCE_SKILL: "A soldier's offensive skill determines the ability to land a successful hit on an enemy and evade the enemy's armour."
DEFENCE_SKILL: "A soldiers defensive skill is used when attacked frontally to block or dodge an enemy's attack."
RANGED_SKILL: "Boosts ranged weapons. The amount of boost depends on the ranged weapon itself."
MORALE: "A soldier's morale is what determines how long and against what odds and setbacks it will fight for before taking flight."
BEHAVIOUR:
LAWFULNESS: "A lawful citizen is one that is reluctant to commit crime."
SUBMISSION: "Submission is useful for slaves. Submissive slaves will be reluctant to revolt and you can mistreat them more."
HAPPINESS: "Happiness is the overall happiness of your citizens. Unhappy citizens might riot."
SANITY: "Determines the chance a subject will become deranged during its lifetime."
RATES:
DEFECATE: "Defecation rate determines how often a subject needs to empty their bowl."
SOIL: "The rate at which subject turn dirty and need to wash."
HUNGER: "At which rate subjects become hungry and need to eat."
THIRST: "The rate at which a subject want to consume drink."
PIETY: "The rate at which a subject want to visit a temple."
LEARNING: "The rate at which a subject is educated or indoctrinated"
DOCTOR: "The rate at which a subject needs a medical checkup."
TRAINING: "The rate at which a subjects trains its soldier skills."
CIVIC:
MAINTENANCE: "Decreases the rate at which our buildings degrade."
TRADE: "Improves the trust with your trade partners and allows you to sell your goods for a better price. This bonus is relative to the base price of the particular resources."
SPOILAGE: "Decreases the spoilage rate of goods"
ACCIDENT: "Decreases the chance of work related accidents."
FURNITURE: "Decreases the rate at which subjects use up the furniture of their homes."
RAIDING: "Decreases the chances of us being raided."
START:
LANDING: "Increases your starting subjects and resources."
KNOWLEDGE: "Starting knowledge"