Sid Meier's Civilization VI

Sid Meier's Civilization VI

Enhanced Goodies and Hostile Villagers
Showing 1-10 of 10 entries
Update: 25 May, 2024 @ 11:30am

maintenance release

Update: 22 Jan, 2024 @ 5:00pm

v9 update
- Reward Generator: replaces built-in rewards system
- Fallback rewards properly implemented
- Over one dozen new rewards in various categories
- New settings to control whether duplicate rewards can be received, how many units/citizens some rewards grant, whether villager totems are available at game start, and more

Update: 16 Nov, 2023 @ 10:29am

- Updated MainMenu.xml to be compatible with the November 2023 game update
- Added dummy lua file for the Natural Wonder Picker (ENWS) to prevent log errors when that mod is not present

Update: 8 Aug, 2023 @ 2:32pm

v7

- removed art assets which were duplicated in the frontend
- all built-in/EGHV goody hut rewards now have a unique icon within the picker
- new icon atlases provided only in sizes used by the picker
- storage requirements reduced by ~ 66%
- adjusted README layout to show icons used in picker

Update: 7 May, 2023 @ 11:51pm

MainMenu.xml template modified to use filenames EnhancedAdvancedSetup and EnhancedHostGame for AdvancedSetup and HostGame contexts, respectively
AdvancedSetup and HostGame XML templates renamed to EnhancedAdvancedSetup and EnhancedHostGame
EnhancedAdvancedSetup and EnhancedHostGame Lua scripts use include directives to integrate last imported AdvancedSetup and HostGame scripts, respectively
EGHV-specific SP modifications moved to AdvancedSetup_EGHV.lua and included where appropriate
EGHV-specific MP modifications moved to HostGame_EGHV.lua and included where appropriate
Modifications to GameSetupLogic.lua moved to GameSetupLogic_EGHV.lua and included where appropriate
New shared modifications moved to CommonFrontend.lua and included where appropriate
New script files imported in an Ingame modinfo action to enable compatibility with YnAMP
Unused files removed
Readme updated

Update: 19 Apr, 2023 @ 9:17pm

v5 overhaul:

- removed overwrite of Mods.lua; it appears that I have grossly underestimated the popularity of mod manager mods
- streamlined and fixed dynamic picker content tooltips to work without customized Mods.lua
- custom Lua reward function selection now occurs via table keyed to reward subtype hash, eliminating several if-then-else checks for primary and bonus/replacement rewards; reward (sub)type hash values are now added directly to the ingame DB at game start
- rewrote bonus/replacement reward roller to remove expensive table iteration via for loops, streamlining reward selection process and hopefully eliminating a source of MP desync issues
- altered manner of reward equalization
- fixed issue where "add population" reward would only successfully fire once per Goody Hut
- fixed Diplomatic Favor villager totem building and reward
- adjusted load order of ingame components
- added and retranslated frontend and ingame localization text

Update: 29 Sep, 2021 @ 1:03pm

v4 overhaul:

- many more goody hut rewards (roughly 2x-3x as many types and subtypes for each official ruleset vs. w/o EGHV)
- most reward types now have a limit of 4 subtypes, with many more types to promote variety. a handful of types now have more than 4 rewards; these are specialized rewards that do most of the voodoo that they do through lua
- rebalancing of existing rewards (mostly weights, some types shuffled)
- several new and reworked existing military type rewards that scale with game/player era
- several new hostiles type rewards, from slightly to extremely hostile
- several new secrets type rewards, each of which provides either the ability to construct a new building or one free placement of that building
- several new unit ability and experience rewards that mostly apply to all valid units in the group that receives the reward
- picker also sorts by reward weight (rarity, which influences hostiles after reward, if enabled)
- art sourced from the pantry for many reward picker icons
- bonus rewards! possibly receive one or more additional rewards from each goody hut. when hostiles after reward are enabled, villager hostility is based on the cumulative rarity value of all received rewards, so watch out!
- comprehensively illustrated README; source images included
- most new reward types are available in all official rulesets; 1 new type is available in R&F and later rulesets, and 2 new types are available in GS and later rulesets

Update: 26 May, 2021 @ 8:55pm

overhauled content detection system
added goody hut picker
added goody hut frequency selection slider
added hostile frequency dropdown
UI retains integrity after starting a game and returning to main menu

Update: 6 May, 2021 @ 3:24pm

overhauled goody hut (sub)type detection method
overhauled difficulty detection method
overhauled era detection method
overhauled hostile villagers script initialization
rebalanced (sub)type reward weights

Update: 1 May, 2021 @ 7:22pm

initial workshop upload