Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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 ;) )
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.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=1675932104
https://steamcommunity.com/sharedfiles/filedetails/?id=1675226704
https://steamcommunity.com/sharedfiles/filedetails/?id=1675929684