Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Gift It To Me. CQUI Compatibility Version
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
6.055 MB
18 Jun, 2023 @ 4:02pm
3 Dec, 2023 @ 5:19am
3 Change Notes ( view )
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Gift It To Me. CQUI Compatibility Version

In 1 collection by SEJBR - SABRE - 化物
mp
70 items
Description
NOTE

This mod was originally created by https://steamhost.cn/steamcommunity_com/id/fampat and https://steamhost.cn/steamcommunity_com/profiles/76561198076825312. I'm not sure if the mod is abandoned or not but it does not work correctly with CQUI nor CQUI Lite. I would add them as contributors but I don't see an option to do so without being friends first.

This mod is a copy with minimal changes. And it should be used without the original enabled. I own no rights to this mod. Nor do I want any recognition. The fix was found by https://steamhost.cn/steamcommunity_com/id/hadesTTW in the original mod comments. I just wrapped it in a check if CQUI is running and disabled "AffectsSavedGames" since it didn't seem to break anything if disabled during my testing.

If the original authors desire I will delete this mod or I will add them as contributors if friended and if They so desire.

If you want to support this mod please like, subscribe, award the original mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1683750352, not this copy.

You can also paypal the original author. The paypal link is below in the unaltered original description.


Original unaltered description

Gift It To Me

This mod enables a player to gift units to other players (human and AI).

Features
The intention of this mod is to be able to help out allies in need of units (or to strengthen an foe of your foe, proxy wars! XD)

Units can be gifted to other humans (multiplayer!), other AI civs and also to city states and (maybe) even free cities.
Use it at own risk of losing units to other players on purpose! XD

Since the modding engine does not allow direct change of "ownership", not all types of units are giftable.

Giftable units
- All combat-type of units (land, sea and air)
- Religious units (AI kills em if it its not "their" religion though)
- Support units (medics, military engineer etc.)
- Builders (only giftable to major civs)
- Settlers (only giftable to major civs)
- Archeologists (only giftable to major civs)

Great people are not giftable!
BUT, you are able to gift civ-unique units to others! Hype!

How to gift you might ask
Just move your unit into other players territory, and push the magic gift-button in the secondary unit actions panel (the thingy with the plus-symbol).

Rules of Gifting
- Needs to be in an other players territory
- Religious units, settlers and Indiana-Jones cannot be gifted to city-states
- Levied units cannot be gifted
- Hungary needs to gift gold together with the combat-unit to suzerain city-states
- Cannot gift to players you're at war with
- Max. gifts per turn: 5
- Unit health must more than 90%
- AI will destroy gifted units if they cripple their economy

Diplomatic actions/reactions
- If you gift units to a player who is in war, the enemy-civ will send you a warning as a notification to not support their enemies, if you ignore that and continue gifting units, they will denounce you, resulting in 25 grievance towards you.
- Gifting units to a AI major civ will have the same relationship effect as a "Favorable Trade" to them, you will receive a +10 opinion-boost (which decays). This is a hard-cap (by the engine), gifting additional units only brings that opinion back to +10.

What's next?
- Currently none planned, might change!

Known issues
- None right now

Game-Versions & Localization
Works with Basegame, R&F and GS.
Currently localized for EN, DE, ES, FR, RU and ZH

Every feedback and bugreport is welcome!
Special thanks to Gedemon from civfanatics and Tully's annex city-state mod for giving examples on modding cross-ui-gamescript after GS-Update!
Also very special thanks to Sparrow for the Cheat Menu Panel! Helps a lot while modding!

Want to support?
Rate or Donate!
Support is welcome, but not necessary!
[www.paypal.com]

Good ideas we might want ;)
- Steeleydan -> Maybe count towards an envoy if gifting to a city state. For instance, 1 envoy for every 5 units gifted.
- Ghiaman1334 -> Let the CS gift you captured settlers if your suz.
- ChrisMartin -> Get envoys, but limit it for example for "first-world-units"-only
- Zur13 -> It would be great if you could give units to AI for some number of turns and after that receive it back if they are alive and maybe receive some gold as a maintenance for that period
- memphrite/BLÀde -> Would it be possible to gift units to CS when they are within the border and in the hex neighboring their border? (if not suz. you cannot gift)
- Clumsy -> See Zur13 idea + Maybe the unit recieves a free promotion too, or instead of the money.
- VeeDK -> How about a city state quest to gift a unit (a specific unit for that exact city state) and then recieve the mandatory envoy for completing said city state quest?

Maybe you will also enjoy my other mods
- "At A Glance UI" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1683762658
- "FortifAI" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1683757675
- "Still A Useful Material" - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2106687881
10 Comments
SstarLit56 23 Feb @ 2:22pm 
incompatible with "better unit flags", both edit "unitflagmanager", both are compatible with cqui though
Corruptflame 17 Mar, 2024 @ 9:46am 
This is a great mod, Thanks a bundle!
Zagaroth 25 Jun, 2023 @ 11:07am 
Bah, never mind. I thought it was active, it wasn't.
SEJBR - SABRE - 化物  [author] 25 Jun, 2023 @ 8:50am 
Which mods do you have?
Zagaroth 25 Jun, 2023 @ 6:24am 
Hmm, I started a new game with this installed, and it didn't work. I'm wondering if it conflicts with mods that change promotions or something?
SEJBR - SABRE - 化物  [author] 21 Jun, 2023 @ 3:34pm 
@daniangione
Funny thing, I actually did notice during today's session that no matter what cards/governors you are using - if a barbarian clan steals your 1 charge left builder, and you ransom him the charges reset to default 3 even if the builder started with 5-6 charges. I was aware it resets but I only found out it resets to global default not your default today. Maybe They never thought to implement it in a more flexible way and just left it like that.
SEJBR - SABRE - 化物  [author] 21 Jun, 2023 @ 3:26pm 
@daniangione I don't think this is actually possible. Speaking of build charges. I only found a way to change the charges on game start for the whole builder unit type via an XML. Nothing to change charges dynamically while playing.

There's a method Unit:GetBuildCharges() and it correctly returns 5 for example, but there is no corresponding Unit:SetBuildCharges.
I've tried using Unit:SetBuildCharges which crashes and Unit:ChangeActionCharges, Unit:SetActionCharges, Unit:SetProperty and nothing seems to work.

Unless I'm missing something this does not seem possible to implement.
https://sukritact.github.io/Civilization-VI-Modding-Knowledge-Base/Unit
Moffe 21 Jun, 2023 @ 2:33pm 
Now this is a cool mod
SEJBR - SABRE - 化物  [author] 21 Jun, 2023 @ 2:10pm 
No. This was purely done to fix CQUI issues in my multiplayer game. Sending the files to modify to all players was annoying.

I might look into it but I don't have that much time. I'm not even sure how to mod the game normally and how to debug mods. After I opened the development tools I gave up and just hacked it a bit to reupload without the tools.

Both this and the original works fine with the mods we have so I'd assume people saying it doesn't work either have the mod corrupted (I've seen some post somewhere that removing the mod fully and then resubscribing fixes this issue) or some other mod modifies the same files and makes this one not work. I don't think it's an issue with the mod itself.

About the builder charges, I did check the code if it's a simple fix and stumbled upon:
-- The lucky guy will get exact the same unit... but new and shiny...

Maybe the modder intended for this behavior.
I might look into it but I can't promise anything.
DaniAngione 21 Jun, 2023 @ 10:56am 
Original version has lots of comments about it being broken/not working anymore... Or having small issues like builder charges resetting when gifting, etc... Does this mod also fixes these issues?