Sid Meier's Civilization VI

Sid Meier's Civilization VI

Really Advanced Setup Lite
148 Comments
Aender 15 May, 2021 @ 5:57am 
yay its compatible...now if only i could get the expacs....oh well eventually ty for the great work
lshipp  [author] 23 Apr, 2021 @ 2:08pm 
CIVILIZATION_SCYTHIA

Be aware I don't come on Steam all that often so you're better off asking for advice or help on the CFC thread linked in the description.
Thomas 13 Apr, 2021 @ 1:40pm 
I tried your mod with the new Portugal civ and worked great (changing Rome to Portugal). I changed the civ to Scythian and get a mod error and the game will not load. Am I using the wrong civ name? If not Scythian what?
lshipp  [author] 13 Jul, 2020 @ 6:49pm 
Additional faith at the beginning of the game is an inherent part of the mod.

You need to edit the xml file contained within the mod as noted in the instructions.

Science is not a "generic" yield as Faith or Gold are. Science is always added by the game as progress towards a specific technology -- there is no player "bucket" of saved-up but as yet unused science.
imo.charlie 7 Jul, 2020 @ 7:42pm 
Is there anyway to gain extra science or faith at the beginning of the game using this mod?
lshipp  [author] 8 May, 2020 @ 5:41am 
My response on the following page of the CFC thread is the most relevant bit(s).
lshipp  [author] 8 May, 2020 @ 5:40am 
Double-check that you do not have incorrect tag-names in the code you've added, as in the example mentioned in my most recent comments, and as in this CFC set of posts:

Really Advanced Setup Lite [forums.civfanatics.com]
13racken 4 May, 2020 @ 7:35am 
@ Ishipp
Thanks for this mod! However, I am unable to get it to work. I followed all of your instructions and edited the file, saved. I started up the game, closed it. Started up, and set up a game, after clicking start and loading about 15 seconds later it says it was unable to create a game due to a mod. I disabled all mods except yours and it failed. I enabled all mods and disabled yours and it ran. Can I send you a copy of the file I made so we can see if there is an error in the code? I do some programming myself and haven't spotted anything. Your help is much appreciated!
lshipp  [author] 25 Apr, 2020 @ 4:46am 
As an example CIVIC_CODE_OF_LAWS is needed rather than the text string "Code of Laws".

CIVIC_CODE_OF_LAWS is a valid tag-type recognized by the game's executing code, whereas "Code of Laws" is merely the text associated with that coding tag-type that is displayed to the user in-game.

And it must be CIVIC_CODE_OF_LAWS -- even one letter incorrectly given and so far as the game is concerned it is receiving gibberish.
lshipp  [author] 25 Apr, 2020 @ 4:41am 
I have never had any difficulty with getting this mod to function correctly as designed.

Other users are able to use it.

If you are getting shoved back to the main menu then you must not be typing your CivilizationType, UnitType, YieldType, CvicType, or TechnologyType designations correctly.
jnickj6 23 Apr, 2020 @ 8:31am 
I really wanted this MOD to work. I have tried this MOD without other MODS or DLC, including expansions or scenarios. I cannot successfully start a game with this MOD enabled. If I disable this MOD then the game starts and runs well enough to kick my butt.
nobody 10 Apr, 2020 @ 7:38pm 
It works fine even with YANMP, the code is easy to understand and modify to my liking. I no longer need to mess with Eras.xml and this one is much better. Thank you for you hard work on this!
13racken 7 Mar, 2020 @ 7:44am 
Update?
omgmikeholcomb 7 Dec, 2019 @ 5:50pm 
I accidentally removed the .xml and the folder it lived in.
Now it won't re-download.
xXjerichoXx 19 May, 2019 @ 2:49am 
doesnt work for me but a very good desciption as well....
lshipp  [author] 3 Mar, 2019 @ 3:30pm 
@DGC_Anubis

The update I am about to make in an hour or so should cure most lod order issues with other mods.

@[SBL] same answer as above if you are not using the version from the Dropbox link.
lshipp  [author] 3 Mar, 2019 @ 3:28pm 
Yes, Kupe would be a problem because there would be no valid place to create land units for the most part.
enmei 2 Mar, 2019 @ 8:41pm 
I am having trouble with Kupe on this mod, I believe because Kupe starts at sea the extra units do not spawn.
[SBL]Beelzebub 1 Mar, 2019 @ 11:15am 
I cant get this to work with YnAEMP, works fine with everything else on. Is this a load order issue? what am I doing wrong?
DCG_Anubis 23 Feb, 2019 @ 3:43pm 
I think its an issue with which mods loads first becourse after disabling and enabling mods I got i to work again, only an idea but its the only thing that makes sense to me.
lshipp  [author] 23 Feb, 2019 @ 4:16am 
@ DCG_Anubis

No idea at this time why there would be a conflict with Resourceful. There really should not ought to be.
lshipp  [author] 23 Feb, 2019 @ 4:14am 
you have to settle your 1st city before the extras will be implemented. This is on purposes in order to provide compatibility to Gedemon's rather-popular Ynaemp system.

With RaF and GS the tech and civic pop-ups don't occur until you found your 1st city and then you give the game another instruction. The 'delay' with the techs and civics is a behavior introduced by RaF and over which I have no control.

Otherwise the mod works for me with any combination of the Expacs (Vanilla, RaF, and GS) on/off.
DCG_Anubis 19 Feb, 2019 @ 5:10pm 
Okay now im really lost yesterday all my mods ran perfect and today I couldnt load or start a new game. after some testing I now get a conflict between this mod and resourceful 2, can see why these two wouldnt work together and it work yesterday.
DCG_Anubis 18 Feb, 2019 @ 7:02pm 
Dont know what I did, but now it works fine with both of my take your time mods and all the other mods i run. I just disabled and enabled some mods to find out what could run with GS and now most of the mods i ran before run fine again.
cylgalad 18 Feb, 2019 @ 1:20am 
I found a workaround: unsubscribe, start a game, quit, re-subscribe, start a game without force-enabling it, quit, put the new version, start a game. The wierd change is that you have to settle the 1st city in order to get the "bonuses".
cylgalad 18 Feb, 2019 @ 1:00am 
Doesn't work at all for me since the GS update :( Worked well until then. I tried the new version, no difference, the mod is loaded but it doesn't do anything. I'm on linux.
DCG_Anubis 16 Feb, 2019 @ 6:20pm 
I have a problem. I love this mod but it wont work together with "take your time" civic or tech mods and I find the nearly unplayable with out them. Is there a work around of somekind or a way to make them work together Ishipp?
lshipp  [author] 16 Feb, 2019 @ 4:39pm 
I am thinking through a perma-solution to the issue with the RASL_GameSet-Up.xml file so that future updates will not *poof* user's versions of this file.
lshipp  [author] 16 Feb, 2019 @ 4:37pm 
The Dropbox direct Download has been updated with the Rise and Fall / Gathering Storm compatible version of this mod. I am delaying uploading the new version to this modpage so that users will have a chance to copy their RASL_GameSet-Up.XML file to somewhere safe in their Documents directory.

Once the update is made to the steam workshop, the contents of individual RASL_GameSet-Up.xml files within the mod itself will be reverted to the example version that comes with the mod.
lshipp  [author] 10 Feb, 2019 @ 6:57am 
I'll be working on it soon. Real Life financial issues meant I had very limited internet access for quite a long time.
Stockels 2 Jan, 2019 @ 2:56pm 
This desperately needs an update... such good mod
Faysal 1 Jan, 2019 @ 6:00pm 
This desperately needs an update.
Praetor 8 Dec, 2018 @ 1:22pm 
Any chance we could get this updated for R&F?
finndo-eewta 29 Sep, 2018 @ 11:26pm 
any hope for R&F support?
theryloliver 17 Jul, 2018 @ 9:34am 
Does not work.I keep getting an error message to disable any downloaded mods, even when it is the only mod enabled. Any tips please?
whales! 10 Jun, 2018 @ 8:09am 
fantastic mod, really makes the game way more fun - can't wait til its updated for R&F!
coramdiv12 19 May, 2018 @ 10:51am 
forgot that i had made a clean install a few months ago, had to drop the dropbox files under the link above. totaly forgot about that fix.

if the mod no longer works after an update, simply download and copy the files manualy in the workshop folder that is for civ 6.
to the point:
go to the drive where you installed steam:
go to: Steam\steamapps\workshop\content
search for folder: 289070
and copy the files into folder: 870830735
Be sure to copy your file: RASL_GameSet-Up
to a safe place first, as the standard file is unmodified.

Perhaps the explanation should be closer to the dropbox link, as now you can easy miss it.
coramdiv12 18 May, 2018 @ 6:26pm 
same problem here, hope it gets fixed soon, love this modand can't wait to see it functioning again :steamhappy:
seanlansley 18 May, 2018 @ 6:14pm 
Auto update just destroyed my use of this Mod. This is the best thing I ever downloaded!
jtucsok 12 Mar, 2018 @ 3:16pm 
till you can find a way to simpify the mod for those of us who are computer chalenged i'll have to unsubscribe :(
lshipp  [author] 9 Mar, 2018 @ 4:38am 
It's been nearly a year since I wrote the code but from the usage notes, no.
If you set

<Row CivicType="CIVIC_CRAFTSMANSHIP" Finish="true" AIMajPlayer="true" EraType="ERA_ANCIENT" />

Both the human and AI will be given the civic. If you have the same civic listed more than once, the second etc occurance of the same civic are ignored. The same holds for techs.
Foenix 4 Mar, 2018 @ 10:52am 
Question: is there a way to give both players and AI a technology/civic? It seems mutually exclusive...
For instance, can I have:
<Row CivicType="CIVIC_CRAFTSMANSHIP" Finish="true" AIMajPlayer="false" EraType="ERA_ANCIENT" />
<Row CivicType="CIVIC_CRAFTSMANSHIP" Value="50" AIMajPlayer="true" EraType="ERA_ANCIENT" />
lshipp  [author] 27 Feb, 2018 @ 6:39am 
I currently do not have R&F but I'm guessing the problem is related to the new Eras defines that are in R&F or something similar. And probably load order issues.

But until I can acquire R&F I won't really be able to examine the issues effectively.
terribletaco 14 Feb, 2018 @ 2:25pm 
Works fine with non R&F civs, kicks me back to the main menu when trying to play with anyone else
sal23ncc 10 Feb, 2018 @ 9:58pm 
Just tested it as the only active community mod playing with the new R & F expansion and it has loaded the game fine, but completely ingnored my modicfications (no additional units, no additional yields, no additional techs)--it seems to have just ignored the mod. Any chance you'll be updating this? Really bummed, i love this mod!
76561198042483964 10 Feb, 2018 @ 3:11pm 
Still works for me with Feb 8, 18 patch in win10
zharf 9 Feb, 2018 @ 4:11pm 
Doesn't appear to be working at all with Linux. I used your mod with Civ V and that worked great. Not sure what the issues are and how they can be fixed.
Praetor 6 Jan, 2018 @ 3:03pm 
I just got it to work. Thanks fot making htis.
lshipp  [author] 5 Jan, 2018 @ 3:02pm 
My computer is in the process of dying and it might be a couple of months before I can afford to replace it, so I cannot test one way or another, assuming there's been another patch.

But as of the last patch I am aware of it still worked just fine for me
R.A. Dalton 2 Jan, 2018 @ 1:46pm 
Thanks for this, but it does not appear to work in the latest Steam version of Civ VI as of 2 Jan 2018. The mod does show as enabled in the game, but nothing however changes (ie; addtional units for the human player, etc).