Completely Configurable Tech & Civic Shuffle Mode

If you liked this item, please rate it up on Steam Workshop page.

Author: WildW

Last revision: 3 Jul, 2022 at 03:57 UTC

File size: 22.88 KB

On Steam Workshop

Description:
Introduction
  • 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.

Welcome

To Completely Configurable Tech & Civic Shuffle Mode

Features
  • Adds 11 new configurations under advanced Options
    • 7 of which don’t technically require shuffle mode active
    Name
    Description
    Requires Shuffle Mode

    Unshuffle Tech Tree
    Reverts the technology tree to how it was before modifications from Tech and Civic Shuffle Mode. Useful if you only want the civic tree shuffled.
    Yes

    Unshuffle Civic Tree
    Reverts the civic tree to how it was before modifications from Tech and Civic Shuffle Mode. Useful if you only want the tech tree shuffled.
    Yes

    Completely Randomize Tech Tree
    Technologies will be shuffled across all eras and have their costs scaled accordingly.
    Yes

    Completely Randomize Civic Tree
    Civics will be shuffled across all eras and have their costs scaled accordingly.
    Yes

    Reveal All Random Techs
    Unhides all random technologies; you no longer require a prerequisite technology to see what any given technology on the tree is.
    No

    Reveal All Random Civics
    Unhides all random civics; you no longer require a prerequisite civic to see what any given civic on the tree is.
    No

    Shuffle Eurekas
    Randomly reassigns eurekas across the technology tree.
    No

    Shuffle Inspirations
    Randomly reassigns inspirations across the civic tree.
    No

    Shuffle All Boosts
    Randomly reassigns eurekas and inspirations across both the technology and civic tree.
    No

    Randomize Boosts From Eurekas
    Assigns random values to the boost gained from each eureka.
    No

    Randomize Boosts From Inspirations
    Assigns random values to the boost gained from each inspiration.
    No

  • More configs on the way!

Important

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.

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.

Additional Information
  • 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