Sid Meier's Civilization VI

Sid Meier's Civilization VI

Automated Builders + Archaeologists Reloaded (New Frontier Pass)
173 Comments
FranTap Jul 9 @ 4:30pm 
me salen cuadradon en vez de texto
Azubah Jan 9 @ 12:35am 
found that the JNC mods add builder stuff that this mod ignores entirely, so no caravanserai and such are ever built
Yopsergio Nov 4, 2024 @ 8:20am 
could there be a way to make it so the worker scans a limited area around him for improvements instead of your entire territory?
Play Sep 2, 2024 @ 1:48pm 
This mod is great.
Is it possible to also automate religious units? Spreading religion gets tedious too.
Good Cookie Aug 23, 2024 @ 11:38am 
How do I make this mod affect saved games?
Vis Jul 28, 2024 @ 3:03pm 
I've noticed sometimes builders just refuse to repair upgrades - especially on bonus resources and Horses. Any idea why this happens? Can usually fix by saving and reloading, but I don't always notice.
豐參 輝群 Jul 12, 2024 @ 11:56pm 
Can make new builders automated by default?
I am just lazy :steamthumbsup:
Traqu Mar 8, 2024 @ 5:07am 
Text does not display at all for polish, should it work for example only for english version?
Alan Haryaki Feb 20, 2024 @ 5:05am 
The texts don't show properly in german
泡泡 Oct 8, 2023 @ 2:58am 
Hi, Could I confirm does this mod have multiplayer compatibility issues? Both me and my friends are lazy.
Adriaman  [author] Aug 19, 2023 @ 9:08am 
@Din 4 Thanks
Adriaman  [author] Jun 3, 2023 @ 9:49am 
@Alkanshel The basic "improve everything" logic does not work for industries as you can have only one for each luxury; they have to be strategically placed.
junjungwoo722 May 27, 2023 @ 11:39pm 
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2182724480\Text
Alkanshel May 27, 2023 @ 1:25pm 
Thanks for updating this to the most recent DLC, I've used this for a while now. Is it possible to update to improve industries? Or is there a reason it's not included?
Adriaman  [author] May 24, 2023 @ 12:20pm 
@Angie Please send me lua.log and modding.log (any cloud service will do).

@Redhair Jake Normally, you only need to re-automate builders. What is happening exactly?

@imagine0905 Hmm, language localization is not my forte. You mean that the language went back to Chinese even after deleting all other languages?

@青稚 ??

@ComradDart This is known issue - just delete all languages you don't want (see previous comments).

@brato_mo96 I'd like to but I have not been able to mod in quite some time.

@吾乃何许人也 :47_thumb_up:

@NiveusLuna[NPI] IIRC; the plant forest commands are coded (like the nuclear decontamination), but the logic to do it is missing. In other words, you need to add a new step to the automation loop that checks for "plantable" tiles + add the appropriate priorities and settings. If you do manage to do it, I'll be happy to add it to the mod!
NiveusLuna May 18, 2023 @ 1:38pm 
What remains to be done to add planting forests? I'd like to create a patch to add that to the mod. I was looking through the mod to build a "plant forest" method and any other required methods/variables, but it looks like they're already in place.

What's missing that I need to code up and hand over?
吾乃何许人也 May 17, 2023 @ 7:25pm 
很好用:dogmeng:
brato_mo96 May 13, 2023 @ 1:10pm 
Please update?
ComradDart May 7, 2023 @ 10:16pm 
Got XXXX in mod settings on buttons and menus
青稚 Apr 9, 2023 @ 2:13am 
赞一个 :steambored:
imagine0905 Mar 30, 2023 @ 8:14pm 
@Adriaman it did work once I deleted all other languages, but rolled back to Chinese after leader pass.
Redhair Jake Mar 30, 2023 @ 3:49pm 
The mod is not working after loading a game I had saved with the mod active. Is there a fix for this? Otherwise love it so far.
Angie Mar 24, 2023 @ 4:11am 
The settings isn't showing up, and I can't automate the builder for some reason. No button shows up.
Adriaman  [author] Mar 19, 2023 @ 5:03am 
@Azarkant Odd, but that's better than nothing.
@Dissident99 Not really, and it is not a good idea since the builders do not avoid dangerous zones (close to enemies, radiation, etc.).
NOTORIOUS Mar 12, 2023 @ 11:40am 
Anyway to turn the automation on by default? With the Anno Domini mod the menu to automate the builders disappear.
Lily-Sand Jan 24, 2023 @ 9:19am 
@Adriaman It does work, but only after the classical age iirc
Adriaman  [author] Jan 24, 2023 @ 5:15am 
@Azarkant That's weird, please make sure that the mod is active and/or try redownloading it.

@imagine0905 There is some weirdness with languages, you can try editing the file "C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2182724480\Automated Builders + Archaeologists.modinfo" and remove all calls to xml file that are *not* English (= remove lines 28 to 38). Please let me know how it goes.

@Darkov This is in the TODO list among other things like handling preserves. Unfortunately, real life gives me little free time nowadays and Civ VI modding is low in the priority list. I am not doing anything other than critical bug fixes at the moment.
Darkov Jan 20, 2023 @ 3:59am 
How about cleaning contaminated areas? How do they handle that, I can't see it in the priority list.
imagine0905 Jan 13, 2023 @ 8:08pm 
My game is Korean and the mod options are in Chinese. Is there anything I can do to fix the mod language into English, if there's no Korean translation?
Lily-Sand Dec 6, 2022 @ 11:45am 
I'm not seeing any of the buttons associated with this mod. I'm unable to automate the builders
Adriaman  [author] Dec 6, 2022 @ 11:08am 
@WWWorm This is a hard to reproduce bug that happens for unclear reasons. It is indeed locale-related.

A sure way to fix it is to change the game to English, but that's not ideal. An alternate solution that might work is to edit the file "C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2182724480\Automated Builders + Archaeologists.modinfo" and remove all calls to xml file that are *not* English (= remove lines 28 to 38).
WWWorm Dec 6, 2022 @ 2:57am 
I have an issue with the mod. Text is not visible and I see crossed squares instead. Is there a way to fix it? Or is it locale issue? Scrronshot https://i.imgur.com/37x1DS7.jpg
Adriaman  [author] Dec 3, 2022 @ 11:59am 
Is this still an issue for you? I just did a quick test and it is working. Have you tried after all recent updates?
Qwabby101 Nov 21, 2022 @ 8:11pm 
Think this mod needs updating for the new DLC update, doesn't seem to work anymore even though all my other mods are fully functional. Please update this soon!
Adriaman  [author] Nov 6, 2022 @ 12:58am 
@Guran

Make sure to use my other mod for lag fixes https://steamcommunity.com/sharedfiles/filedetails/?id=2040092722 . This helps *a lot*.

Apart from that, I do not see any way to improve the mod calculation time as I do not have access to the game engine. This is the same problem that prevents modders from creating a proper AI.
Guran Oct 29, 2022 @ 11:47pm 
On a larger map with a lot of cities automating a builder causes a LOT of calculation time each turn. I had situations where 6-7 automated builders raised turn times from 20 sec. up to serveral minutes. Is it possible to change the internal logic not using so much calculation power?
Deep Sep 17, 2022 @ 3:32pm 
ok, got it, maybe it was a coincidence.
Adriaman  [author] Sep 17, 2022 @ 3:06pm 
@Deep This should not happen. During human players turn the mod analyzes the map and send move/action commands, pretty much as if you were the one who clicked on the map. That said, there may some game engine weirdness or micro lags that shadow the instantaneous decisions of the mod. Nothing I do :|
Deep Sep 15, 2022 @ 2:09pm 
this mod is probably making multiplayer game mismatch. I had desynchro every turn until we disabled it.
Adriaman  [author] Aug 27, 2022 @ 12:56pm 
Definitely, though you have to tweak the .modinfo file. Just remove all conditions and languages but the one you want.
Hemo ¯\_(ツ)_/¯ Aug 27, 2022 @ 10:39am 
@Adriaman is there a chance to change language manually? I also got chinese translation by default while game's main language is polish
Toilet Jul 23, 2022 @ 11:18am 
@Adriaman Yep it was in English I wiped game and re-downloaded the game and it worked fine afterwards still thanks for answering!
Adriaman  [author] Jul 23, 2022 @ 9:33am 
@B3C4U5E Not yet
@Toilet @Liu The mod should align with the game's language... Is your game in English?
@MightNight This out of the scope of this mod, and a very difficult thing to do :|
Liuzer Jul 19, 2022 @ 2:21pm 
hi, why is this in chinese? and how i can change it?
MightNight Jun 25, 2022 @ 5:42pm 
Please add the automatic feature for missionaries as well sir :O
Toilet Jun 9, 2022 @ 10:35am 
how do I change the language of this mod from chinese to english? I have no idea why the default language of this mod is in chinese for me
Toilet Jun 9, 2022 @ 6:34am 
why is it in chinese tho
B3C4U5E May 2, 2022 @ 5:14pm 
Is there preserve compatibility yet? If not, here are 3 ideas:

1) Not build improvements adjacent to preserves
2) Remove non-resource improvements adjacent to preserves (toggle?)
3) Plant forests adjacent to preserves (if that is possible)
Adriaman  [author] Apr 30, 2022 @ 2:53pm 
Yes, although as a beginner or in early game be careful while using this mod.

The limitation is that the builder AI makes decision based on the current game state, not the future one. And it does not take into account citizen limits (= you have more plots than citizens that can actually work the plot). This means that even if the next turn you unlock the improvement of a luxury resource that is vital to your empire, the builder may build a useless farm during the current turn and disappear.

And note that all builder improvements are automatically created except Great Walls, Ski Resorts (Gathering Storm) and Industries (Monopolies and Corporations). And builders do not clear radiation, avoid enemies or plant forests.

TL;DR: do not use autobuilders very early game or during wars inside your territories, and you have to build certain improvements manually.