Sid Meier's Civilization VI

Sid Meier's Civilization VI

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konradius001 Oct 22, 2016 @ 3:13am
Build inflation too high
In a standard game I am now around turn 220 and building districts is taking an insane amount of turns. And this is caused by inflation that makes the districts and buildings 6 times as expensive. For comparison: units are about twice as expensive.
Where can I lessen that impact? Building a holy site for 65 turns while the pyramids would take 40 is not a good balance in my book...
I've looked though the gameplay xmls, but there's only a rough 'cost' modifier, so separately making research more expensive and buildings less expensive will possibly be hard to mod as well. :(
Last edited by konradius001; Oct 22, 2016 @ 3:34am
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Showing 1-15 of 17 comments
Metadragon Oct 22, 2016 @ 3:16am 
This is intentional. Build your production base. and spread around your distircts among your settlements.
konradius001 Oct 22, 2016 @ 3:35am 
I know this is intentional. I intend to change it.
TowerWizard Oct 22, 2016 @ 4:13am 
It does need to be changed.
konradius001 Oct 22, 2016 @ 4:41am 
I think I've got it!
This is in districts.xml (one example:)
---
<Row DistrictType="DISTRICT_HOLY_SITE" Name="LOC_DISTRICT_HOLY_SITE_NAME" Description="LOC_DISTRICT_HOLY_SITE_DESCRIPTION" PrereqTech="TECH_ASTROLOGY" PlunderType="PLUNDER_FAITH" PlunderAmount="25" AdvisorType="ADVISOR_RELIGIOUS" Cost="60" CostProgressionModel="COST_PROGRESSION_NUM_UNDER_AVG_PLUS_TECH" CostProgressionParam1="25" Maintenance="1" RequiresPlacement="true" RequiresPopulation="true" AllowsHolyCity="true" Aqueduct="false" NoAdjacentCity="false" InternalOnly="false" ZOC="false" CaptureRemovesBuildings="false" CaptureRemovesCityDefenses="false" MilitaryDomain="NO_DOMAIN" Appeal="1" CityStrengthModifier="2"/>
---
See those lines about cost progression?
I'm going to mod that CostProgressionParam1="25" to CostProgressionParam1="0" and see what happens.
(Posted already in case my 'test' takes several hours ;) )
konradius001 Oct 22, 2016 @ 8:08am 
Well, looks like xml editing actually does nothing yet. I also changed the costs just so I could check whether the game actually uses these files and nothing changed.
konradius001 Oct 22, 2016 @ 11:13am 
... I got it to work. I think the secret is that when you edit the xml files and you had the game closed down earlier, you still need to do a reboot to lose all of the caching of gamefiles.
Azunai Oct 22, 2016 @ 11:19am 
it's the civ 6 appraoch of balancing wide expansion. the old civ games (1-3) had corruption that would make additional cities less valuable, civ4 had the (very well thought out) city maintenance system and civ 5 had the global happiness mechanic and the % penalties to research and social policies based on the number of cities.

for civ 6, the designers picked a more indirect approach by sclaing the cost of builders, settlers and districts. works all right, actually. changing it just means that infinite city sprawl is the uncontested best strategy with no checks and balances.
ansvipp Oct 22, 2016 @ 11:24am 
Easy fix. Play Aztec. Get 2 extra charges on builders. Build builder in 3 turns. Use 5 charges to build a district in 5 turns. Profit!! They are utterly broken right now
TowerWizard Oct 22, 2016 @ 1:00pm 
Originally posted by Azunai:
for civ 6, the designers picked a more indirect approach by sclaing the cost of builders, settlers and districts. works all right, actually. changing it just means that infinite city sprawl is the uncontested best strategy with no checks and balances.

I agree, but the scaling is not right. The cost increases are too steep. I don't care so much about the costs for settlers and builders, but district costs are too high, especially due to time passing. This needs to have a lesser impact, I think.
Berek Sep 4, 2017 @ 4:31pm 
Does this work with save games, or do you need to start a fresh game?
Alex Feb 4, 2019 @ 12:27pm 
Originally posted by Azunai:
it's the civ 6 appraoch of balancing wide expansion. the old civ games (1-3) had corruption that would make additional cities less valuable, civ4 had the (very well thought out) city maintenance system and civ 5 had the global happiness mechanic and the % penalties to research and social policies based on the number of cities.

for civ 6, the designers picked a more indirect approach by sclaing the cost of builders, settlers and districts. works all right, actually. changing it just means that infinite city sprawl is the uncontested best strategy with no checks and balances.
But that's not how it works. the cost scales with game progression, not amount of cities. So if you expand earlier, your cost is actually low. I think that's pretty dumb to be honest.
Altair1972 Jul 21, 2020 @ 8:41am 
I'm not happy with the cost progression because to put it plain and simple I don't think it should take a city with 5 population longer to create settler than the size 4 city (City Plus 3 food farm plus 3 mined hills and I add another hill) I just had 3 rounds ago if I have literally an extra 20% of production.

As far as I can tell the game constructs tables to run the game. I'm not sure where the source for the cost progression...this being deduced from 01_GameplaySchema.sql:

"CostProgressionModel" TEXT NOT NULL DEFAULT "NO_COST_PROGRESSION",
"CostProgressionParam1" INTEGER NOT NULL DEFAULT 0,
under units, districs and projects

I went into Districts.xml, Projects.xml, and Units.xml. I changed all the settings of

CostProgressionParam1=

to zero for all three files. Following yalls instructions I saved, and rebooted the computer. Opened the game. Played about 50 rounds. Price of Settler is up to 240 production from 80 and I only had once city...no conceptual corruption due to multiple cities and beauracray.

As far as I can tell it didn't change anything. Wonder what it DID change?

PS I tried that sqlite program and it wouldn't load the file. I've been doing my editing in notepad
Last edited by Altair1972; Jul 21, 2020 @ 9:56am
Kotli Jul 21, 2020 @ 9:24am 
Well it meant to be the increase factor for standard mode. I guess it possible there some other entry somewhere the game using instead.
Last edited by Kotli; Jul 21, 2020 @ 9:25am
Altair1972 Jul 21, 2020 @ 9:57am 
Is there a tutorial showing which table gets created in what order?
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Date Posted: Oct 22, 2016 @ 3:13am
Posts: 17