Heyo! So I've got a concept for a mod I'd like to try and create, but I'm not used to editing in Unity.


The concept for the mod is a neolithic re-concept. It requires the following changes:


1. Settlements are created by consuming a tribe pop (maybe also a small flat influence cost, say 50 on Endless) rather than a scaling influence cost.

2. All 3 stars are required to advance to next era.

3. The narrative events for legacy bonuses should trigger the same turn as the star is achieved.


The combination of these should create a quite different neolithic and early game, with a genuine choice between amassing territories, or starting the ancient era with two cities (roughly 400-420 influence comparison). It will ensure that the AI gets their legacy bonuses, while preventing the AI from rushing cultures quite as much. It will also create a new way to balance the value of early population booms and forward settling of territories, with the AI hopefully playing a little more like a human, and everyone risking vulnerability as they settle outposts and loose their tribes.



Ok, so the problem is I REALLY don't know what I'm doing. I have Unity and the modding tools installed. I've read through the modding guide. Thing is, I still don't quite understand how to get started. Specifically:


1. I don't understand how to edit (or indeed, find) the ability for tribes to settle territories. Ideally this would be as simple as swapping the ability to a variant of the Horde ability (I think it should only require 1 tribe to be consumed). I'm assuming the AI would be capable of working out what to do so to speak.

2. Again, I think this should be fairly easy to do (I've seen other people have released mods on this topic). I'm guessing there will be a file that defines the number of stars required to advance, and that number needs to be increased. I just need to know the file.

3. This is perhaps the least critical, but i do want to make sure the AI gets their bonuses before they advance to the next era. My guess is that either there is a standard delay for events once triggered, or (I suspect) each event has its own trigger delay. Depending on the answer to that, I would need to edit that to be same turn/instant.



If anyone is able to help, with any or all of these, I would be VERY grateful!