Completely Configurable Tech & Civic Shuffle Mode
- Do you remember when they released Shuffle Mode? Do you remember loading up a new game with the expectation of ancient era nukes and atomic era iron, only to be met with disappointment?
This mod can change that. - Do you dislike how every tech & civic gets hidden?
This mod can change that. - Have you ever wanted shuffled eurekas and inspirations?
This mod can give you that, and more.
To Completely Configurable Tech & Civic Shuffle Mode
- Adds 11 new configurations under advanced Options
- 7 of which don’t technically require shuffle mode active
NameDescriptionRequires Shuffle ModeUnshuffle Tech TreeReverts the technology tree to how it was before modifications from Tech and Civic Shuffle Mode. Useful if you only want the civic tree shuffled.YesUnshuffle Civic TreeReverts the civic tree to how it was before modifications from Tech and Civic Shuffle Mode. Useful if you only want the tech tree shuffled.YesCompletely Randomize Tech TreeTechnologies will be shuffled across all eras and have their costs scaled accordingly.YesCompletely Randomize Civic TreeCivics will be shuffled across all eras and have their costs scaled accordingly.YesReveal All Random TechsUnhides all random technologies; you no longer require a prerequisite technology to see what any given technology on the tree is.NoReveal All Random CivicsUnhides all random civics; you no longer require a prerequisite civic to see what any given civic on the tree is.NoShuffle EurekasRandomly reassigns eurekas across the technology tree.NoShuffle InspirationsRandomly reassigns inspirations across the civic tree.NoShuffle All BoostsRandomly reassigns eurekas and inspirations across both the technology and civic tree.NoRandomize Boosts From EurekasAssigns random values to the boost gained from each eureka.NoRandomize Boosts From InspirationsAssigns random values to the boost gained from each inspiration.No - More configs on the way!
There is a slight caveat with database randomizing in CIv 6, that is that if you use the built in random functions then you’ll get different results on every reload of the game AND it won’t be multiplayer compatible.
To counter the second issue, other randomizer mods have been using your system’s clock to determine a random seed. But to counter the first, most mods require you to manually create, store, and write your own random seed, which is a hassle to say the least.
My solution to this, much like another mod, Mutation Mode, is an app.
- My app: Civ 6 Random Seeder[github.com]
Use the app as a way to generate, store, and load random seeds. Every save game that uses this mod can and should have a different, designated seed.
If you don’t use the app or take its function upon yourself, this mod will use your system’s clock, but even then you should expect some broken behaviour whenever you reload a save, and the randomizing may not be as good.
- Unshuffle Tech/Civic Tree will break the original UI formatting a bit, but it functions exactly how it should.
- The algorithm I and literally every other modder used for shuffling based on a random seed is in my opinion, pretty poor, but I’m yet to figure out a better one. Ideally I would implement the Fisher Yates shuffling algorithm but that’s a difficult, if not impossible task in SQLite 3.16.
- Most of the time your results should still be pretty good, if not, you can always roll a new seed
- Tree shuffling is done two-fold, once through my mod and again in Tech & Civic Shuffle mode, so a new game with the same seed will produce different results, but only to the extent that Techs & Civics have different prereqs whilst still being in the same era.
- The techs & civics Mining, Animal Husbandry, Pottery, and Code of Laws remain unchanged because we gotta draw the line somewhere (plus some weird stuff happens if they aren’t first techs/civics)
- The costs of items unlocked by techs & civics are unchanged, this means it’s going to end up taking you 100+ turns to complete the Manhattan Project in the Classical Era.
- Don’t worry, the costs of the techs & civics in science and culture ARE scaled, we’re talking about the production, gold, & faith of the items they unlock in this section
- This may be a little annoying, but it shouldn’t be a terrible issue, especially not with the civic tree
- There is a chance that I’ll address this in the future
- This mod should be compatible with pretty much any other mod, I tested with JNR’s project 6T and it seems to be fine