From 1fd8e4435ec46c8c03140804ba5a7a323e1850e4 Mon Sep 17 00:00:00 2001 From: Carter Hesterman Date: Thu, 10 Apr 2025 11:19:03 -0600 Subject: [PATCH] Civ 6: Update setup documentation to account for common pitfalls (#4797) --- worlds/civ_6/docs/en_Civilization VI.md | 2 +- worlds/civ_6/docs/setup_en.md | 11 +++-------- 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/worlds/civ_6/docs/en_Civilization VI.md b/worlds/civ_6/docs/en_Civilization VI.md index 3b1fbbdb..215da00a 100644 --- a/worlds/civ_6/docs/en_Civilization VI.md +++ b/worlds/civ_6/docs/en_Civilization VI.md @@ -51,7 +51,7 @@ Boosts have logic associated with them in order to verify you can always reach t - 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? - 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. - Something happened, and I'm not able to unlock the boost due to game rules! - - 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/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/boosts.json). + - 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/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/boosts.py). - 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! - The unpredictable timing of boosts and unlocking them can occasionally lead to scenarios where you'll have to first encounter a locked era defeat and then load a previous save. To help reduce the frequency of this, local `PROGRESSIVE_ERA` items will never be located at a boost check. - There's too many boosts, how will I know which one's I should focus on?! diff --git a/worlds/civ_6/docs/setup_en.md b/worlds/civ_6/docs/setup_en.md index 09f6ff55..9cf4744b 100644 --- a/worlds/civ_6/docs/setup_en.md +++ b/worlds/civ_6/docs/setup_en.md @@ -14,22 +14,17 @@ The following are required in order to play Civ VI in Archipelago: ## Enabling the tuner -Depending on how you installed Civ 6 you will have to navigate to one of the following: - -- `YOUR_USER/Documents/My Games/Sid Meier's Civilization VI/AppOptions.txt` -- `YOUR_USER/AppData/Local/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt` - -Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`. Set `EnableTuner` to `1` instead of `0`. **NOTE**: While this is active, achievements will be disabled. +In the main menu, navigate to the "Game Options" page. On the "Game" menu, make sure that "Tuner (disables achievements)" is enabled. ## Mod Installation 1. Download and unzip the latest release of the mod from [GitHub](https://github.com/hesto2/civilization_archipelago_mod/releases/latest). -2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`. +2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`. If you use OneDrive, check if the folder is instead located in your OneDrive file structure. 3. After the Archipelago host generates a game, you should be given a `.apcivvi` file. Associate the file with the Archipelago Launcher and double click it. -4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder. +4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder. If double clicking the `.apcivvi` file doesn't generate a folder, you can just rename it to a file ending with `.zip` and extract its contents to a new folder. To do this, right click the `.apcivvi` file and click "Rename", make sure it ends in `.zip`, then right click it again and select "Extract All". 5. Your finished mod folder should look something like this: