Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mexico: Carlota
13 Comments
VioletWitch 24 Mar, 2021 @ 11:12am 
Is the Panteon Civil part of the base game or did you add that art to the game with the mod?
Arcadian 17 Oct, 2020 @ 7:17am 
@春 I agree it's not 100% clear, but I interpret it as Mexico (they) get +1 faith. It sounds more likely. It's also easy to test. Just start a game, meet a civ and send an envoy to the first city state you meet. Does it give you faith?
CheshireDog 25 Jun, 2020 @ 8:10pm 
@JFD : “ +1 Faith from each of their Envoys at City-States”,Here "their" refers to the Civilizations Carlota meet or Carlota?
sebdan25 17 May, 2020 @ 11:24am 
Unfortunately your mod doesn't work for me, I don't know why. Is weird white on all your mods.
MetaKin 13 Sep, 2019 @ 9:35am 
Gathering storm pls... :2016imnotcrying:
Chrisfarmer13 12 May, 2019 @ 4:52pm 
Any chance of a Gathering storm update? I'm really hoping for a mexico civ to update
pitu_chulipiruli 16 Oct, 2018 @ 2:09am 
Repeat the name of the capital in other cities
Rootimus 12 Oct, 2018 @ 7:48am 
The load scren displays LOC_TRAIT_LEADER_JFD_MIRAMARE_APPEAL_DESCRIPTION instead of the relevant text. I've stared at the code and can't for the life of me spot the error, if there even is one. This is what database.log shows:

[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1756685.751] [Localization]: While executing - 'insert into LocalizedText('Tag', 'Language', 'Text') values (?, ?, ?);'
[1756685.751] [Localization]: In XMLSerializer while inserting row into table insert into LocalizedText('Tag', 'Language', 'Text') with values (LOC_CITY_NAME_JFD_MEXICO_CITY, en_US, Mexico City, ).
[1756685.751] [Localization]: In XMLSerializer while updating table LocalizedText from file MexicoCarlota_GameText.xml.
[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
M1sf1r3 12 Oct, 2018 @ 12:53am 
2. There will be too many versions. Say that JFD did change the mod in whatever way to make it vanilla compatible. But then when the next expansion comes out, he'll need to create a R&F version for the people who don't want to buy the new dlc. Now there are three versions and that's just a pain to handle.

Also, the civ modding community have created a precedent with 90% of the mods on the workshop needing BNW. Most mods gon't have G&K or Vanilla compatability.

Hope this helps.
M1sf1r3 12 Oct, 2018 @ 12:53am 
There are two problems Repolhomp when trying to make Civ mods compatible with vanilla or a previous dlc.

1. It severely limits game design. If not now, then it will later if you try to keep all of your mods creative and with as little crossover as possible. Let's take this mod for example.

"+1 Faith from each of their Envoys at City-States; doubling during either a Golden Age or Dark Age." is the problem since it requires Golden/Dark ages, obviously only available in R&F. But if JFD created a version that either edited the effect so that it would work similarly to the original design or created an entirely new one (such as gain double envoys for completing a quest in religious city-states) then he can't use that design again or risk creative overlap.
Konig 12 Oct, 2018 @ 12:14am 
Could you make some of your mods DLC free or at least put the DLC free versions of them on the workshop? I haven't had a great intrest in adding R&F but I greatly enjoy your mods =(
Gaelo 11 Oct, 2018 @ 6:57pm 
Make Julius Cesar for next mod!!!!
the dude 11 Oct, 2018 @ 2:39pm 
Please make The Holy Roman empire next :))