Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Better World Congress
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19 Mar, 2021 @ 1:47pm
30 Mar, 2021 @ 1:07pm
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Nere's Better World Congress

Description
Overview
This mod aims to improve the World Congress by reworking most Resolutions, and other aspects relating to the World Congress. The TL:DR version is: If you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect, so even if you fail the subchoice, you still get some kind of effect just from getting it "half-right". Upping the stakes by increasing the effects should also help to make WC feel more interesting and impactful.

German translation available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2640245490

Newer version available here by Gray Pockets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3182242670

Details
The four main goals of this mod is:
1) Make all resolution more impactful - something you really care about
2) Make sure they still fit with existing AI logic, so that the AI is not any worse off.
3) Make the Resolutions flavorful and "realistic"
4) Find a way to better deal with the subchoices within the A vs B choice. This one is handled by extending most effects so that all subchoices get some little perk, and the winning choice gets an additional effect. The idea is that even if you lose the subchoice, you still get something from at least winning the A vs B vote.


The mod also contains some other tweaks. The goal is to make favor something you work for. This should reduce the likelihood of a bunch of un-diplomatic civs that can out-vote the guy who spent all his resource building a lot of Diplomatic Favor. This is done by introducing a negative -1 favor as a baseline, and decreasing favor of all Governments types by 1. The reasoning is that the Governments is the main source of favor (outside of monarchy.. more on that later), but I still wanted the favor reward of upgrading to a higher tier Government. So by making everyone start at -1 favor, I could keep the reward progression from tier 1 and up, but still achieve the goal of less "free" favor overall. Now a heavily diplomatic civ with lots of alliances and suzerains will truly be a force in the World Congress.

Monarchy is now the single most powerful favor generator in the game, which is too strong for this mod.

Border Control Treaty
Option A: This player's borders gets 3 times the normal growth via Culture, and all new districts built by anyone act as Culture bombs.
Option B: This player's borders will not grow via Culture, and the border growth of all other players are reduced by 50%.
Deforestation Treaty
Option A: Yields from clearing any Feature is increased thricefold, and clearing Features of the chosen type yields Gold equal to the Production and Food.
Option B: All players receive 2 Naturalist units and 75 Science and Culture for each Forest, Marsh and Rainforest in their cities. Also prohibits chopping or clearing Features of the chosen type.
Espionage Pact
Option A: All offensive Spy Operations take 30% less time, and operate at 1 level higher. Spies executing the chosen Operation function at an additional 2 levels higher.
Option B: The chosen Operation is unavailable, and all other offensive Operations function at 2 levels lower.
Global Energy Treaty
Option A: 50% discount on the production of buildings of this type, and all Powered buildings gets +3 yields.
Option B: Ban the production of buildings of this type, and reduce CO2 emissions from Buildings and Units by 50%.
Heritage Organization
Option A: Tourism from Great Works of this type is doubled, and overall Tourism is increased by 25%.
Option B: No Tourism from Great Works of this type, and -25% to all Tourism.
Migration Treaty
Option A: All cities gets 15% faster Population growth but -4 Loyalty per turn. This player's cities gets an additional +30% faster Population growth and -8 Loyalty per turn.
Option B: All cities gets +4 Loyalty per turn but -15% Population growth. This player's cities gets an additional +8 Loyalty per turn and -30% Population growth.
Military Advisory
Adjusted to +/-15 CS instead of 5.
Patronage
Option A: Earn triple points towards Great People of this class. Additionally, generate 50% more Great People points for any class.
Option B: No points earned towards Great People of this class. Additionally, generate -50% Great People points of any other class.
Public Works Program
Option A: Increase Production towards all Projects by 50%. The chosen project gets an additional +100% Production towards it.
Option B: -25% Production towards all projects. The chosen projects gets an additional -50% Production towards it.
Sovereignty
Option A: Gain double Diplomatic Favor for being the Suzerain of any City-State. In addition, +10 of the City-States' yield type when sending Trade Routes to a City-State of the chosen type.
Option B: City-States of this type do not provide their unique Suzerain bonus, and no Diplomatic Favor for being the Suzerain of any City-State.
Trade Policy
Option A: All players receive +1 Trade Route capacity. Trade Routes sent to the chosen player provide +8 Gold to the sender. The chosen player receives an additional +1 Trade Route capacity.
Option B: All international Trade Routes receive -5 Gold. Furthermore, cancels any international Trade Routes between other civilizations and the chosen player, and embargoes any new ones from starting.
Urban Development Treaty
City Center can no longer be chosen, to prevent AI from always choosing that one.
Option A: +25% Production towards all buildings, and an additional +100% Production towards buildings in this district.
Option B: No buildings can be created in this district. -25% Production towards all other buildings.
World Ideology
Option A:+2 Wildcard slots instead of 1.
Both also get: All Governments receive +3 Diplomatic Favor per turn for every Wildcard slot in their government.
World Religion
Adjusted to +30 Religious Strength instead of 10, and 75 Favor instead of 25.
Misc
Luxury Policy, Mercenary Companies and Public Relations have been removed

Resolutions have been moved around to be more evenly spread throughout the eras, and to better fit the effect to that part of the game. Along with the removals it means each era have 8 resolutions, except medieval at 7 and industrial at 9.

Other changes
1) -1 favor as a baseline for all civs.
2) Tier 1 Governments give 0 favor, tier 2 Governments gives 1, and so on.
3) Monarchy favor bonus changed from +2 to +1.
4) Time between sessions changed from 30 to 20 on standard, and fitted other time lengths.

Feedback and future developments
if you enjoy the mod then give it a like, so other people can discover it :-)

Feedback and suggestions is welcome, so please post it. I check the comment section regulary.

Check out my other mods
Rebalanced Secret Societies : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

Better Barbarian Clans mode : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.

Inland Flooding mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1690507099 if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities.
67 Comments
shadowwarrior132 28 Jun, 2024 @ 7:14am 
Is there a mod with third option that says abstain?
Nerevatar  [author] 8 Apr, 2024 @ 1:56pm 
Added links for the translation (cool, thanks!) and the updated version by Gray Pockets in the Overview section.
Gray Pockets 13 Mar, 2024 @ 12:13pm 
I have created an extension mod: Nere's Better World Congress - Cooks
* Start the World Congress in the Industrial Era (hopefully after you've met everyone)
* Reduce the ease of a Diplomatic Victory
* Modified the Deforestation Treaty
* Modified the Military Advisory Resolution
* Modified the Urban Development Resolution
* Bugfix for Trade Treaty (Base game correction)
* Correct the civilopedia and resolution texts appropriately

@Nerevatar feel free to include any of this in your mod if its to your liking.
Gray Pockets 3 Jan, 2024 @ 11:48pm 
@pauloel7 @Nerevatar
I have tested a fix for this bug.
Insert this into line 39 of Rework_Trade_Treaty.xml

<Modifiers> <!-- CUSTOM Fix for the backwards trade policy -->
<Update>
<Where ModifierId="INCREASES_TRADE_TO_GOLD"/>
<Set>
<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_TO_OTHERS</ModifierType>
<!-- Was MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_FROM_OTHERS -->
</Set>
</Update>
</Modifiers> <!-- CUSTOM -->
H.Humpel 23 Nov, 2023 @ 12:56pm 
Hi Nerevatar,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
pauloel7 26 Oct, 2023 @ 10:10am 
Hello.Have you noticed something odd and funny with the Trade Policy A? It does not grant the bonus +4 (or 8 with this mod) to the sender of the trade route, as the text claims. Instead, it sends it to the receiver. That's because it's XP2 Modifier='INCREASES_TRADE_TO_GOLD' has ModifierType='MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_FROM_OTHERS', and it is assigned to the Resolution chosen player. It should be reworked or rewriten, I suppose. Thought this Firaxis screw up was long overlooked already and might make into your next update. Cheers.
Nerevatar  [author] 14 May, 2023 @ 5:38am 
@Gordon Narvi: I think that is hardcoded, but that's going off of 2 year old memories :)

@Acrivec:
I haven't updated the mod since 2021. It worked when I developed it originally, but stuff seems to have changed since then. I don't play Civ games anymore and don't plan to again, so I won't be able to fix any bugs, further balance changes or adaptions to the new DLCs.

Anyone else feel free to fork the mod to maintain/develop it further. Credit for original work would be appreciated.
Acrivec 31 Mar, 2023 @ 10:05am 
This mod prevents creating the game for me. It used to work with all my mods a year ago (in june), but since then it seems the compatilbility has changed. Possibly BBG compat
Potatoes and Tomatoes 20 Mar, 2023 @ 4:13am 
Military advisor is too op!
[Gordon] Narvi 24 Mar, 2022 @ 6:37pm 
Soooo, just to make sure. There is no way to rescale the cost of favor for voting right?
I've been searching for every corner of the damn softcode, seems to be hardcoded.
I like to play games with loads of civs but diplomatic victories are close to impossible, there is no point to cause no impact on the CO2, have good relationships with everyone and spend 2000 Diplomatic Favors on victory points so everyone just vote 2 or 3 times on "You lose 2 diplomatic points" and out vote you.
That shouldn't ever be the case.

Anyone have a solution for this?

I'm thinking of enhancing the points for good deeds and nerfing even more the bad ones, but this is just lazy.