Sid Meier's Civilization VI

Sid Meier's Civilization VI

City Lights - Cooks
16 Comments
Insanecrusader19 6 Nov @ 12:04pm 
@ButterBene thank you for answering that question... tho now i have to remember where this govenor file is since its been so long XD
ButterBene 28 Oct @ 12:53am 
@insanecrusader19 This is a pretty late response I know, but commenting out just means putting two dashes in front of the line of code that does that, so that it stops taking effect but you can bring it back later if needed. You could also just delete it if you want
Yūro Akiba 28 Dec, 2024 @ 4:55am 
idk if it's because of this mod but even with the compatibility patch the civ texts aren't displaying effects from both city lights and civilizations expanded at the same time. could you see about this?
Insanecrusader19 26 Oct, 2024 @ 4:56pm 
@ButterBene sorry to be a bother but what does "commenting out" the govenors file exactly mean? i have the .sql file in question... tho im not sure what id be adding to the file code...
ButterBene 4 Oct, 2024 @ 5:06am 
Can confirm that what Madisonian said is true - I was getting constant mod conflicts and wasn't able to start a game until I commented out the governor file. Not sure exactly what mod it was conflicting with, but off the top of my head I know that Urban Identities has a Region that focuses on the City Park so it might have been related to that. Is definitely worth a look at.
Chinag 13 Aug, 2024 @ 3:23pm 
Atm the Civ Unique districts added by City Lights doesn't show in the Civ Selection screen for Egypt and China.

Specifically, only the original leaders show them. The original Cleopatra shows the Hetet, but not the variant and Ramses. Same for China, only original Qin and Kublai Khan shows the Ling Yi district.

India, Japan and France works their unique stuff properly on all civs.

I originally thought they weren't added to the leader at all, but if you play with them, they do show up in the Map Tack atleast.

Probably not worth fixing, but just a weird bug.
Gray Pockets  [author] 24 Apr, 2024 @ 11:23am 
@Bad Apple I will check out your idea.
Madisonian 23 Apr, 2024 @ 11:51pm 
Your deletion of the original City Park from the Improvements table breaks the Republic of Venice civ which adds an adjacency bonus to its unique improvement from that City Park (and probably breaks other mods that tie into it too). Perhaps consider using CivilopediaPageExcludes to hide the City Park from the Civilopedia instead of deleting the improvement from the table altogether. Commenting out the CityLightsCooks_Governors file fixed the conflict.
Gray Pockets  [author] 16 Apr, 2024 @ 7:44am 
@AI (easy)
Borough districts are intended to only be next to the City Center. That's not a bug, it's a feature of City Lights.
AI(easy) 15 Apr, 2024 @ 11:15pm 
Could you fix the problem that the Borough district can only be built around the city center?When the Borough district is far from the city center, the game can not display the Borough district model.
AntipaterTruscus 28 Mar, 2024 @ 9:17am 
Thank you for replying. It is very kind of you to provide possible solutions.
Maybe I just need a place to talk about those ideas and I already feel better after writing and posting them.
Gray Pockets  [author] 28 Mar, 2024 @ 9:06am 
@Matthew Chu This mod is for bug/compatibility fixes, and not for gameplay changes like that.

Perhaps you could use a mod like Removable Districts to remove rural districts. However, it would probably need to be updated for City Lights. I might get around to it.

Your mod ideas could be implemented with a single database script. You would need to remove a lot of entries in the "MutuallyExclusiveDistricts" table. You'd also need to update the "BuildCharges" in the "Units" table of the UnitTypes "UNIT_RURCOM_FARMER", "UNIT_RURCOM_FISHER", and "UNIT_RURCOM_MINER". I'm probably not going to do that, as it doesn't suit my tastes.
AntipaterTruscus 28 Mar, 2024 @ 8:30am 
Another thing is that although I generally like the freshly added Farmer/ Miner/ Fisherman Unit in City Lights, I am a little afraid that 2 free Build Charges might be too many and that may mess up the pace of the game-play progress. If it were up to me, I would set it to be just one charge. When used, they just disappear instantly. Fewer units on the screen, simpler and cleaner.
AntipaterTruscus 28 Mar, 2024 @ 8:19am 
One thing I dislike about the City Lights is that I must predetermine a city's destiny and once it is determined it is determined FOREVER. A rural city will always be a rural city no matter how prosperous it becomes latter. But in real world, many well-known cities remained small villages for many centuries and suddenly evolved into metropolitan cities due to geopolitical reasons in a few decades, like Macao, Shanghai, HK and Shenzhen. When I play with City Lights, I feel like I am eliminating possibilities of cities, like a tyrant.
I once left similar comments down on the page of City Lights, but I hate to sound too critical and deleted the comments soon. Since this Mod meant to do some modifications to the original Mod, I decided to leave the comment here. It would be nice if the mutual exclusivity can be removed.
Gray Pockets  [author] 27 Mar, 2024 @ 11:05pm 
:steamhappy:
moooonboys 27 Mar, 2024 @ 9:20pm 
Life-saving cook, thank ya for this! ^^