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## Boostsanity
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Boostsanity takes all of the Eureka & Inspiration events and makes them location checks. This feature is the one to changeup the way Civilization is played in an AP multiworld/randomizer to date. What normally are mundane tasks that are passively collected now become a novel and interesting bucket list that you need to pay attention to in order to unlock items for yourself and others!
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Boosts have logic associated with them in order to verify you can always reach the ones you need to, when you need to. One side effect of this is that when boostsanity is enabled, previously some "Useful" items are now flagged as "Progression" (Urbanization, Pottery, The Wheel, to name a few).
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### FAQs
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- Someone sent me a tech/civic and I'm worried I won't be able to boost it anymore!
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- Fear not! The mod has been updated, and through a lot of wizardry 🧙♂️ you will be able to boost civics/techs that have already been received. Additionally the UI has been updated to show you whether they have been boosted or not after receiving them still.
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- I need to kill a unit with a slinger/archer/musketman or some other obsolete unit I can't build anymore, how can I do this??
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- Don't forget you can go into the Tech Tree and click on a Vanilla tech you've received in order to toggle it on/off. This is necessary in order to pursue some of the boosts if you receive techs in certain orders.
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- Something happened and I'm not able to unlock the boost due to game rules!
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- A few scenarios you may worry about: "Found a religion", "Make an alliance with another player", "Develop an alliance to level 2", "Build a wonder from X Era", to name a few. Any boost that is "miss-able" has been flagged as an "Excluded" location and will not ever receive a progression item. For a list of how each boost is flagged, take a look [here](../data/boosts.json).
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- I'm worried that my `PROGRESSIVE_ERA` item is going to be stuck in a boost I won't have time to complete before my maximum unlocked era ends!
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- I, too, have shared this fear. Due to the unpredictable timing of boosts and unlocking them, this could lead to a hard lock in certain scenarios. As a result, `PROGRESSIVE_ERA` items will never be located at a boost check.
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- There's too many boosts, how will I know which one's I should focus on?!
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- In order to give a little more focus to all the boosts rather than just arbitrarily picking them at random, items in both of the vanilla trees will now have an advisor icon on them if it's associated boost contains a progression item.
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# Civlization 6 Archipelago
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## Setup Guide
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For setup instructions go [here](./docs/setup_en.md).
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## What does randomization do to this game?
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In Civilization VI, the tech and civic trees are both shuffled. This presents some interesting ways to play the game in a non-standard way. If you are feeling adventurous, you can enable the `boostsanity` option in order to really change up the way you normally would play a Civ game. Details on the option can be found [here](./docs/boostsanity.md)
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In Civilization VI, the tech and civic trees are both shuffled. This presents some interesting ways to play the game in a non-standard way. If you are feeling adventurous, you can enable the `boostsanity` option in order to really change up the way you normally would play a Civ game. Details on the option can be found in the "Boostsanity" section below.
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There are a few changes that the Archipelago mod introduces in order to make this playable/fun. These are detailed in the __FAQ__ section below.
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@@ -23,31 +20,40 @@ A short period after receiving an item, you will get a notification indicating y
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## FAQs
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- Do I need the DLC to play this?
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- Yes, you need both Rise & Fall and Gathering Storm. If there is enough interest then I can eventually add support for Archipellago runs that don't require both expansions.
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- Yes, you need both Rise & Fall and Gathering Storm. If there is enough interest then I can eventually add support for Archipellago runs that don't require both expansions.
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- Does this work with Multiplayer?
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- It does not and, despite my best efforts, probably won't until there's a new way for external programs to be able to interact with the game.
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- It does not and, despite my best efforts, probably won't until there's a new way for external programs to be able to interact with the game.
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- Does my mod that reskins Barbarians as various Pro Wrestlers work with this??
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- Only one way to find out! Any mods that modify techs/civics will most likely cause issues, though.
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- Only one way to find out! Any mods that modify techs/civics will most likely cause issues, though.
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- "Help! I can't see any of the items that have been sent to me!"
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- Both trees by default will show you the researchable Archipelago locations. To view the normal tree, you can click "Toggle Archipelago Tree" on the top left corner of the tree view.
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- Both trees by default will show you the researchable Archipelago locations. To view the normal tree, you can click "Toggle Archipelago Tree" on the top left corner of the tree view.
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- "Oh no! I received the Machinery tech and now instead of getting an Archer next turn, I have to wait an additional 10 turns to get a Crossbowman!"
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- Vanilla prevents you from building units of the same class from an earlier tech level after you have researched a later variant. For example, this could be problematic if someone unlocks Crossbowmen for you right out the gate since you won't be able to make Archers (which have a much lower production cost).
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- Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not. __NOTE__: This is an experimental feature and may yield some unexpected behaviors. Please DM `@Hesto2` on Discord if you run into any issues.
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- Vanilla prevents you from building units of the same class from an earlier tech level after you have researched a later variant. For example, this could be problematic if someone unlocks Crossbowmen for you right out the gate since you won't be able to make Archers (which have a much lower production cost).
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Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not.
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- "How does DeathLink work? Am I going to have to start a new game every time one of my friends dies??"
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- Heavens no, my fellow Archipelago appreciator. When configuring your Archipelago options for Civilization on the options page, there are several choices available for you to fine tune the way you'd like to be punished for the follies of your friends. These include: Having a random unit destroyed, losing a percentage of gold or faith, or even losing a point on your era score. If you can't make up your mind, you can elect to have any of them be selected every time a death link is sent your way.
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In the event you lose one of your units in combat (this means captured units don't count), then you will send a death link event to the rest of your friends.
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- I enabled `progressive districts` but I have no idea techs/civics what items are locked behind progression now!
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- Any technology or civic that grants you a new building in a district (or grants you the district itself) is now locked behind a progressive item. For example, `PROGRESSIVE_CAMPUS` would give you these items in the following order:
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1. `TECH_WRITING`
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2. `TECH_EDUCATION`
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3. `TECH_CHEMISTRY`
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- If you want to see the details around each item, you can review [this file](./data/progressive_districts.json)
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- Any technology or civic that grants you a new building in a district (or grants you the district itself) is now locked behind a progressive item. For example, `PROGRESSIVE_CAMPUS` would give you these items in the following order:
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1. `TECH_WRITING`
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2. `TECH_EDUCATION`
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3. `TECH_CHEMISTRY`
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- If you want to see the details around each item, you can review [this file](https://github.com/hesto2/civilization_vi_apworld/blob/main/data/progressive_districts.json)
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- "How does DeathLink work? Am I going to have to start a new game every time one of my friends dies??"
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- Heavens no, my fellow Archipelago appreciator. When configuring your Archipelago options for Civilization on the options page, there are several choices available for you to fine tune the way you'd like to be punished for the follies of your friends. These include: Having a random unit destroyed, losing a percentage of gold or faith, or even losing a point on your era score. If you can't make up your mind, you can elect to have any of them be selected every time a death link is sent your way.
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## Boostsanity
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Boostsanity takes all of the Eureka & Inspiration events and makes them location checks. This feature is the one to changeup the way Civilization is played in an AP multiworld/randomizer to date. What normally are mundane tasks that are passively collected now become a novel and interesting bucket list that you need to pay attention to in order to unlock items for yourself and others!
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Boosts have logic associated with them in order to verify you can always reach the ones you need to, when you need to. One side effect of this is that when boostsanity is enabled, previously some "Useful" items are now flagged as "Progression" (Urbanization, Pottery, The Wheel, to name a few).
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- In the event you lose one of your units in combat (this means captured units don't count), then you will send a death link event to the rest of your friends.
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### Boostsanity FAQs
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- Someone sent me a tech/civic and I'm worried I won't be able to boost it anymore!
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- Fear not! The mod has been updated, and through a lot of wizardry 🧙♂️ you will be able to boost civics/techs that have already been received. Additionally the UI has been updated to show you whether they have been boosted or not after receiving them still.
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- I need to kill a unit with a slinger/archer/musketman or some other obsolete unit I can't build anymore, how can I do this??
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- Don't forget you can go into the Tech Tree and click on a Vanilla tech you've received in order to toggle it on/off. This is necessary in order to pursue some of the boosts if you receive techs in certain orders.
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- Something happened and I'm not able to unlock the boost due to game rules!
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- A few scenarios you may worry about: "Found a religion", "Make an alliance with another player", "Develop an alliance to level 2", "Build a wonder from X Era", to name a few. Any boost that is "miss-able" has been flagged as an "Excluded" location and will not ever receive a progression item. For a list of how each boost is flagged, take a look [here](https://github.com/hesto2/civilization_vi_apworld/blob/main/data/boosts.json).
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- I'm worried that my `PROGRESSIVE_ERA` item is going to be stuck in a boost I won't have time to complete before my maximum unlocked era ends!
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- Due to the unpredictable timing of boosts and unlocking them, this could lead to a hard lock in certain scenarios. As a result, `PROGRESSIVE_ERA` items will never be located at a boost check.
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- There's too many boosts, how will I know which one's I should focus on?!
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- In order to give a little more focus to all the boosts rather than just arbitrarily picking them at random, items in both of the vanilla trees will now have an advisor icon on them if it's associated boost contains a progression item.
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@@ -10,7 +10,6 @@ The following are required in order to play Civ VI in Archipelago
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- Installed [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) v0.4.5 or higher.\
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**Make sure to install the Generator if you intend to generate multiworlds.**
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- The latest version of the [Civ VI apworld](https://github.com/hesto2/civilization_vi_apworld/releases/latest).
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- The latest version of the [Civ VI AP Mod](https://github.com/hesto2/civilization_archipelago_mod).
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@@ -39,73 +38,12 @@ Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`.
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- Archipelago.modinfo
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- All the other mod files, etc.
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## AP World Installation
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1. Unzip the downloaded Civ VI apworld zip file
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2. Place the `civ6.apworld` file in your Archipelago installation's `lib/worlds` folder (Windows default to:
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`%programdata%/Archipelago`).
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- If you have a `civ6.apworld` file from a previous version of the apworld, you **must** delete it, as it is no longer
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supported. Additionally, if there is a `civ6` folder in that folder, you **must** also delete it. Keeping
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these around will cause issues, even if multiworlds are successfully generated.
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## Setting Up a YAML
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All players playing Civ VI must provide the room host with a YAML file containing the settings for their world.
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A sample YAML file for Civ VI is supplied in the Civ VI apworld download. Refer to the comments in that file for
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details about what each setting does.
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Once complete, provide the room host with your YAML file.
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## Generating a Multiworld
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If you're generating a multiworld game that includes Civ VI, you'll need to run it locally since the online
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generator does not yet support it. Follow these steps to generate a multiworld:
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1. Gather all player's YAMLs. Place these YAMLs into the `Players` folder of your Archipelago installation. If the
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folder does not exist, then it must be created manually. The files here should not be compressed.
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2. Modify any local host settings for generation, as desired.
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3. Run `ArchipelagoGenerate.exe` (without `.exe` on Linux) or click `Generate` in the launcher. The generation output
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is placed in the `output` folder (usually named something like `AP_XXXXX.zip`). \* Please note that if any player in the game you want to generate plays a game that needs a ROM file to generate,
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you will need the corresponding ROM files.
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4. Unzip the `AP_XXXXX.zip` file. It should include a zip file for each player in the room playing Civ VI. Distribute each file to the appropriate player.
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5. **Delete the distributed zip files and re-zip the remaining files**. In the next section, use this archive file to
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host a room or provide it to the room host. \* If you plan to host the room on a local machine, skip this step and use the original zip file (`AP_XXXX.zip`) instead.
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## Hosting a Room
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If you're generating the multiworld, follow the instructions in the previous section. Once you have the zip file
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corresponding to your multiworld, follow
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[these steps](https://archipelago.gg/tutorial/Archipelago/setup/en#hosting-an-archipelago-server) to host a room. Follow
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the instructions for hosting on the website from a locally generated game or on a local machine.
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## Connecting to a Room
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You should have the zip file provided to you by the multiworld generator. You should also have the room's server
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name and port number from the room's host.
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Once you do, follow these steps to connect to the room:
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1. Unzip the folder given to you and copy its contents (should include `NewItems.xml` an `archipelago.json`, and more) into the installed mod folder.
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2. Start `ArchipelagoLauncher.exe` and choose `Civ6 Client`, which will open the text client.
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3. Connect to the room by entering the server name and port number at the top and pressing `Connect`. For rooms hosted
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on the website, this will be `archipelago.gg:<port>`, where `<port>` is the port number. If a game is hosted from the
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`ArchipelagoServer.exe` (without `.exe` on Linux), this will default to `38281` but may be changed in the `host.yaml`.
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4. Once you successfully configure and launch a game, the client should let you know it is connected and you will be ready to play!
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## Configuring your game
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When configuring your game, make sure to start the game in the Ancient Era and leave all settings related to starting technologies and civics as the defaults. Other than that, configure difficulty, AI, etc. as you normally would.
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## Troubleshooting
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- If you do not see the client in the launcher, ensure you have placed the `civ6.apworld` in the correct folder (the
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`lib/worlds` folder of your Archipelago installation).
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- If you are getting an error: `The remote computer refused the network connection`, or something else related to the client (or tuner) not being able to connect, it likely indicates the tuner is not actually enabled. One simple way to verify that it is enabled is, after completing the setup steps, to go Main Menu -> Options -> Look for an option named "Tuner" and verify it is set to "Enabled"
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- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly replicated to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.
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## Feedback
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In the offical [Archipelago Discord](https://discord.com/invite/8Z65BR2) under the `future-game-design` channel there is a `civilization-vi` [thread](https://discord.com/channels/731205301247803413/1235473969487024189/1235473969487024189). Feel free to ping `@hesto2` with any bugs/thoughts/complaints/wishes/jokes you may have!
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- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly replicated to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.
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