
* Init * remove submodule * Init * Update docs * Fix tests * Update to use apcivvi * Update Readme and codeowners * Minor changes * Remove .value from options (except starting hint) * Minor updates * remove unnecessary property * Cleanup Rules and Region * Fix output file generation * Implement feedback * Remove 'AP' tag and fix issue with format strings and using same quotes * Update worlds/civ_6/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Minor docs changes * minor updates * Small rework of create items * Minor updates * Remove unused variable * Move client to Launcher Components with rest of similar clients * Revert "Move client to Launcher Components with rest of similar clients" This reverts commit f9fd5df9fdf19eaf4f1de54e21e3c33a74f02364. * modify component * Fix generation issues * Fix tests * Minor change * Add improvement and test case * Minor options changes * . * Preliminary Review * Fix failing test due to slot data serialization * Format json * Remove exclude missable boosts * Update options (update goody hut text, make research multiplier a range) * Update docs punctuation and slot data init * Move priority/excluded locations into options * Implement docs PR feedback * PR Feedback for options * PR feedback misc * Update location classification and fix client type * Fix typings * Update research cost multiplier * Remove unnecessary location priority code * Remove extrenous use of items() * WIP PR Feedback * WIP PR Feedback * Add victory event * Add option set for death link effect * PR improvements * Update post fill hint to support items with multiple classifications * remove unnecessary len * Move location exclusion logic * Update test to use set instead of accidental dict * Update docs around progressive eras and boost locations * Update docs for options to be more readable * Fix issue with filler items and prehints * Update filler_data to be static * Update links in docs * Minor updates and PR feedback * Update boosts data * Update era required items * Update existing techs * Update existing techs * move boost data class * Update reward data * Update prereq data * Update new items and progressive districts * Remove unused code * Make filler item name func more efficient * Update death link text * Move Civ6 to the end of readme * Fix bug with hidden locations and location.name * Partial PR Feedback Implementation * Format changes * Minor review feedback * Modify access rules to use list created in generate_early * Modify boost rules to precalculate requirements * Remove option checks from access rules * Fix issue with pre initialized dicts * Add inno setup for civ6 client * Update inno_setup.iss --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
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Setup Guide for Civilization VI Archipelago
This guide is meant to help you get up and running with Civilization VI in Archipelago. Note that this requires you to have both Rise & Fall and Gathering Storm installed. This will not work unless both of those DLCs are enabled.
Requirements
The following are required in order to play Civ VI in Archipelago:
-
Windows OS (Firaxis does not support the necessary tooling for Mac, or Linux)
-
Installed Archipelago v0.4.5 or higher.
-
The latest version of the Civ VI AP Mod.
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.
Mod Installation
-
Download and unzip the latest release of the mod from GitHub.
-
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
. -
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. -
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. -
Your finished mod folder should look something like this:
- Civ VI Mods Directory
- civilization_archipelago_mod
- NewItems.xml
- InitOptions.lua
- Archipelago.modinfo
- All the other mod files, etc.
- civilization_archipelago_mod
Configuring your game
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.
Troubleshooting
-
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, go to Main Menu → Options → Look for an option named "Tuner" and verify it is set to "Enabled"
-
If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly sent 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.