Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historical Spawn Dates
 This topic has been pinned, so it's probably important
totalslacker  [developer] Jul 19, 2020 @ 7:51pm
Colonization Mode
Colonization Mode will attempt to dynamically spawn new cities for civilizations listed in the ColonizerCivs table in IsolatedCivs.sql. This occurs whenever a colonizing player has discovered Cartography and enters the Renaissance, Industrial, and Modern eras. Recommended only for TSL Earth maps as it detects continent names when placing colonies (Africa, Asia, North America, etc). Support for random maps is forthcoming.

You can add other Civs, including modded Civs, into the ColonizerCivs table and they will use the "Generic Civilization" colony settings listed below.

How It Works:

Each Civ has a list of continents where it can found colonies during an era. If a matching continent is found, it will then add all of the coastal plots into a table. Plots are scored based on access to freshwater and the number of resources present in adjacent plots. The plot with the highest score will be chosen to found a new city. Any plots that are too close to an existing city will be discarded. If no available coastal plots are found, then the function will end without founding a city.

You can track the progress of the function from the LUA log.

Civilizations

The following Civilizations are included:

  • England:
    • Renaissance: North America
    • Industrial: Australia, New Zealand
    • Modern: Africa, Asia
  • France:
    • Renaissance: North America
    • Industrial: Australia, Oceania
    • Modern: Africa
  • Germany:
    • Renaissance: Europe
    • Industrial: Africa, Oceania
    • Modern: Africa, Oceania
  • Netherlands:
    • Renaissance: North America, Africa
    • Industrial: Australia, Asia
    • Modern: Africa
  • Portugal:
    • Renaissance: Africa, Asia, South America
    • Industrial: Africa, Asia, South America
    • Modern: Africa
  • Russia:
    • Renaissance: Asia, Siberia
    • Industrial: Asia, Siberia
    • Modern: Asia, Siberia
  • Scotland:
    • Renaissance: North America
    • Industrial: Australia
    • Modern: Africa
  • Spain:
    • Renaissance: North America, South America, Asia
    • Industrial: North America, South America, Asia
    • Modern: Africa

Generic Civilization:
  • Renaissance: North America or South America
  • Industrial: Australia
  • Modern: Africa

Advanced User Changes:

ScenarioFunctions.lua from the functions InitiateColonization_FirstWave, InitiateColonization_SecondWave, InitiateColonization_ThirdWave. You can create your own conditions for specific Civs here. Civs without defined parameters will use the generic civilization list.

These functions are called from the main script, ScriptHSD.lua, in the function OnPlayerEraChanged. From this function you can change from which Era colonies will spawn.
Last edited by totalslacker; Aug 5, 2023 @ 3:17am
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Showing 1-4 of 4 comments
Turboscopic Nov 25, 2020 @ 4:56pm 
Is it possible to allow certain civs like England/France/Spain to spawn on a *random* continent in play? (and one step further, can it be specified to be on a foreign continent that the given civ doesn't already have colonies in)?
totalslacker  [developer] Nov 26, 2020 @ 12:12am 
Yeah it's possible. And I like that idea. It could also use is something that connects to the rest of the gameplay that can cause a Civ to spawn more colonies. Building certain wonders is probably the easiest way. Casa de Contratacion comes to mind for Renaissance era Civs. The Great Lighthouse could have a similar effect for the Classical era Civs, but limited to the local area
fatsalm0n Dec 31, 2022 @ 8:48am 
Does this include Portugal now? Also, what about industrial era colonies in Africa/Middle East/Asia? (Or would that be too complicated)
totalslacker  [developer] Jan 9, 2023 @ 5:56am 
Yes this list has been greatly expanded and includes many more civs and locations. I'll update it when I have time. Check out the mod files mentioned above for the full list
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