Sid Meier's Civilization VI

Sid Meier's Civilization VI

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C&P: Exchange of Ideas
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
103.367 KB
4 Aug, 2024 @ 4:36pm
14 Aug, 2024 @ 8:34pm
3 Change Notes ( view )
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C&P: Exchange of Ideas

In 1 collection by Leugi
Caravans & Pilgrims
4 items
Description
Caravans & Pilgrims is a collection of mods thriving to improve the gameplay of Trade, pushing it beyond just getting gold from somewhere else. This mod in particular is focused on allowing trade to feel more about cultural and scientific exchange by adding several Policies. Also, Peter of Russia was reworked since his ability became a policy. Part of the "Modder Pass VI: Caravans of the Silk Road" pack from the Civilization VI Helpline.





Caravans & Pilgrims
Exchange of Ideas
This mod adds a couple of policies to gain a stronger version of Peter’s ability, allowing trade to be used as a catch up mechanic for civs behind in science or culture, and also adds a policy to use Trade to reduce Loyalty of foreign cities. Additionally, it adds some policies allowing you to get Great People points from making Trade Routes that pass through many sites. It also includes a rework for Peter of Russia since his ability is now accesible for everyone.
Catch-Up Policies
  • Periplus (Diplomatic - Unlocked at Recorded History)
    Trade Routes to more advanced civilizations grant +1 Science and +1 Culture for every technology or civic they are ahead of you.
  • Modernization (Diplomic - Unlocked at Enlightenment)
    Trade Routes to more advanced civilizations grant +3 Science and +3 Culture for every technology or civic they are ahead of you.
Yield Policies
  • Paper Mills (Economic - Unlocked at Recorded History)
    Traders burst Science when passing through City Centers equal to twice the city’s output.
  • Tailor Shops (Economic - Unlocked at Civil Service)
    Traders burst Culture when passing through City Centers equal to twice the city’s output.
  • Pilgrim Hostels (Economic - Unlocked at Feudalism)
    Traders burst Faith when passing through City Centers equal to twice the city’s output.
Great People Policies
  • Oral Tradition (Wildcard - Unlocked at Mysticism)
    Traders burst 5 Great Prophet Points when passing through City Centers.
  • Travel Literature (Wildcard - Unlocked at Drama & Poetry)
    Traders burst 5 Great Writer Points, 5 Great Merchant Points when passing through City Centers.
  • Mappae Mundi (Wildcard - Unlocked at Naval Tradition)
    Traders burst 5 Great Admiral Points, 5 Great Scientist Points when passing through City Centers.
  • Grand Tour (Wildcard - Unlocked at Humanism)
    Traders burst 5 Great Artist Points, 5 Great Musician Points when passing through City Centers. (France’s UA is renamed to Opus Francigenum to reference French Architecture)
  • Signal Corps (Wildcard - Unlocked at Scorched Earth)
    Traders burst 5 Great General Points, 5 Great Engineer Points when passing through City Centers.
Other Policies
  • Structural Adjustment (Military - Unlocked at Cold War)
    Trader Units reduce the loyalty of foreign cities by 20 when passing through their tile.
  • Nation Branding (Renamed from Online Communities)
    +50% Tourism output to civilizations to which you have a Trade Route
Peter of Russia Rework
  • The Grand Embassy (Leader Ability)
    Establishing new Trading Posts at foreign cities provides a burst of Science and Culture based on the city's output.
    Level 2 or higher Alliances provide additional Science, Culture, Gold, Production or Faith to Government Plaza, Harbor and Diplomatic Quarter buildings based on the type of the Alliance.

    (Peter’s ability was always kind of a bummer by itself, so we now move the focus to establishing Trading Posts as your grand embassies. Also adding an Alliance focus that strengthens your buildings and adding a bit of a Harbor focus that Peter would love)[/b]
    This mod is part of a group of mods that are intended to work together called "Caravans & Pilgrims", you can check the rest of the mods in this collection. If you are curious of all the changes you can also check this nifty document.[docs.google.com]
    Code & Design: Leugi
    Civilopedia Texts for almost all the Policies: Zharques
    If you want to provide feedback for this project, check its future progress, or even start and promote your own civ projects, you can do so at this discord channel!
    [discord.gg]
    BTW, if you want to support my work you can either follow me on steam, rate or
    [www.buymeacoffee.com]
14 Comments
honi_canable 19 Mar @ 11:14pm 
The policy “Structural Adjustment” also seems to reduce the loyalty of the cities of one's own civilization. In the description, “foreign city” means a city owned by someone other than yourself, right?
(machine translation)
j_kovic 19 Jan @ 8:35am 
Modernization policy doesn't work, it only offers +1 sci and +1 cul per tech/civic. You unfortunately can't stack that modifier. I tested just tested it with your mod.
Simon Sullivan 23 Sep, 2024 @ 9:45pm 
ooohh - this is a good point "i think the paper mills and tailor shops policies should only apply to cities of different civs."

I had not checked, so that means it's giving the bonus in friendly too?
ChrisMartin 28 Aug, 2024 @ 2:49am 
I see the "Votive Offerings" (from C&P: Religious Pressure from Trade) card give the religious burst to the city it passes, and that is good. Will "Tailor Shops" (and alike) card also give the burst to domestic cites trader passes? What about cities in other Civ's?
Or will the burst go back to the city that sent the trader?
Chi 15 Aug, 2024 @ 6:42pm 
i think the paper mills and tailor shops policies should only apply to cities of different civs. this way, trade with other civilizations are more incentivized compared to domestic routes. this would give european civs a possible edge in science compared to lone civs in americas (when playing ynamp or any TSL maps)..
also, i'm not sure if it's possible, for modernization and perplus, if it's possible, make it so that the extra science/culture from trade be "every technologies or civics they have researched already". this way, you can both be at the same era, but still benefit each other in terms of "trading technologies/civics"
Leugi  [author] 14 Aug, 2024 @ 8:35pm 
Hey everyone. I have added a settings option to disable Peter's rework if you guys so desire. This will help a lot if you prefer another modder's rework or if you prefer the original bonus. (This doesn't affect ongoing games ofc)
Leugi  [author] 8 Aug, 2024 @ 11:43am 
@View the Phenom: The Peter Rework is on its own subfolder within the mod's folder so you can remove it and the rest should still work fine enough.

It is likely however that in practice it doesnt remove the ability from Civ Expanded but rather merges both (but the text only shows the one from this mod)
View The Phenom 7 Aug, 2024 @ 2:31pm 
@M Thanks for the confirmation. I'll pass on it, then.
M 7 Aug, 2024 @ 1:34pm 
@View The Phenom, I checked it and this mod overrides Peter of Russia's ability from Civ Expanded.
View The Phenom 6 Aug, 2024 @ 11:36am 
Would this mod clash with others that alter Peter of Russia's ability?