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@Puddings: Thanks again
@Dewalian: Correct only the graphics are included as the TM wonders' power are imbalanced so I did not want to implement another layer of comparing each wonder strength vs. player placement.
# You can create a preset once and load the configuration.
# If you play with Multiplayer Helper, the default setting when creating the game would be original Civ6.
It is unfortunately not possible to default a list of wonder: the exclusion variable is an array but the default database is only able to take single value (which translates into all on or all off).
@OneMoTurn: Custom Continent Split makes fault line a magnet for Inca albeit not guaranteed, Custom Mountain Lover is lifting a base game setting that was limiting the number of mountains he could get.
You can disable these simply by overriding the trait in your SQL / XML custom bias file "e.g. DELETE bla blah". Simply put the load order after so it modify the database after BBS.
INSERT OR IGNORE INTO StartBiasNegatives (CivilizationType, FeatureType,Tier)
VALUES
('CIVILIZATION_GAUL','FEATURE_FLOODPLAINS_PLAINS', 1)
That this would make it very unlikely that the gaul would spawn on floodplains?
Spotted a Typo
it should be - Strategic Resources "Always Guaranteed"
For "custom biases" it work the same e.g. if you are using BBG.
If you are editing an XML make sure the load order superseeds the other mods so it doesn t get overriden.
In general I would suggest you to create effectively a very simple mod with your edit rather than changing the base game file.
If I want to change the start bias of some Civs would it conflict with this mod if I changed Civilizations.xml directly?
Or do I need to change the bias via your mod?