Sid Meier's Civilization VI

Sid Meier's Civilization VI

Climate Balance - Complete Pack
178 Comments
Molten Ice 5 Jun @ 4:06am 
@JNR, thanks for confirming that it's just a text bug. When the climate accords started I was first place with 200 points already but I was having the most amount of CO2 and coal usage. So I was worried that the game doesn't know how to handle negative values very well.

I would have used renewable energy complexity as I love that mod, but sadly I think the AI doesn't use any of its battery features so it gives human players a huge advantage :(

But all in all, your mods are fantastic and I literally do not think civ 6 is a real game without them! Thank you for everything you do for this community.
JNR  [author] 4 Jun @ 10:13am 
I see, I never checked how it appears ingame, I just followed the pattern of text found in other score categories. It was meant to say that you *lose* points for maintaining these power plants but I didn't know that they are put under a "gain score" headline. As for the renewable energy complexity mod, the line about the Battery Station should only appear if that mod is active, yes.
Molten Ice 4 Jun @ 8:19am 
Climate accords question, it says:
Gain score by:
- Having CO2 emissions much lower than the biggest CO2 polluter
- Maintaining Coal Power Plants.
- Maintaining Oil Power Plants.
- Completing the Industrial Zone Logistics project
- Maintaining Battery Storage Power Stations.

Your mod description states: "Reworked Climate Accords to reduce points for dirty power plants and give points for cleaner power plants. No more points for decomissioning but for the regular Industrial Zone Logistics project instead."

So I was just curious as to what the mechanics actually are. Do I gain score with coal and oil plants?

Also, I don't have the renewable energy complexity mod, so I think "Maintaining Battery Storage Power Stations" should not show up right?
Simon Sullivan 12 Sep, 2024 @ 9:53pm 
Excellent - thank you.
JNR  [author] 12 Sep, 2024 @ 9:24pm 
They're multiplicative.
Simon Sullivan 12 Sep, 2024 @ 5:49pm 
A quick question - I was thinking of using this with some game speed mods that also change CO2 scaling to compensate for longer game turns. What would the behaviour be with this mod? Would it scale based on these changes / conflict in other ways?
dwrightmets07 2 Dec, 2023 @ 3:05pm 
Have you tried this on the larger maps that were made unplayable by Gathering Storm? I'm hoping the slower global warming mods can prevent the crashes caused by the sea level risings. Will be testing it myself over the coming days too. Thanks!
H.Humpel 23 Nov, 2023 @ 12:52pm 
Hi JNR,
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.
JNR  [author] 11 Nov, 2023 @ 9:17pm 
Good catch! Overlooked this one, but there aren't any crashes or so, the extra bonus just won't be available. Turned out though that due to a bug, it *never* does, even without 6T. Will fix it all ASAP and also updated 6T with compatibility that will move the bonus to a still-existing civic.
Gr1mTheReaper 10 Nov, 2023 @ 6:36pm 
So, just wanted to know. Is this mod not compatible with Project 6t? Got the tech requirement only to realize that the other mod doesn't have Global warming mitigation.
DudeChris33 21 Sep, 2023 @ 8:37pm 
also using take your time mod and also having issues with rapid climate change.
also the deforestation meter seems to either be bugged or not account for reforestation because I planted over 100 forests (on standard size map) and it did not change from total deforestation
also I am unable to decommission power plants even after environmentalism
interpolxxx 4 Jun, 2023 @ 2:44am 
i am using take your time mod, use x10 slower tech and civil :) i am setting your mod as 25% CO2 only, but still alway reaching maximum level quiet quickly:steamfacepalm:
Korian 30 May, 2023 @ 10:24pm 
Same question as PerroMalo, which are the rewards for reforesting ? Is it possible to decrease the deforestation value (and the Co2 malus) ? I'm desperately looking for a mod that could actually reverse climate change or at least give the possibility to decrease the deforestation level
gordcavanaugh 8 May, 2023 @ 5:47pm 
I can't seem to be able to decommission any power plants, even after getting the Environmentalism civic...
PerroFlamer 3 Feb, 2023 @ 3:26pm 
I love ur collection of mods, but I have a doubt about this one "Deforestation More Gradual and Severe" it says in its description that you have "... Higher rewards for re-foresting,..." which are those rewards?
Domenicus 20 Dec, 2022 @ 7:56am 
CB_Decommision_text.sql mentions battery pwoer stations, although I suppose that won;t actually cause any issues?
JNR  [author] 7 Sep, 2022 @ 6:15am 
On the other hand, droughts offer the most counterplay. That's why I think it makes sense for them to scale in frequency more with climate change than other disasters. They shouldn't occur much early on when they provide no opportunities for the damage they cause and are unavoidable wherever they occur, but late into the game you've had plenty of time to prepare and do stuff like building aqueducts and reforestation.
glima519 7 Sep, 2022 @ 5:16am 
Honestly drought is the most annoying one. not only does it not give any yields, but the fact that you need to wait 8-10 turns on normal speed before you are able to fix improvements is so annoying. and on lvl 4 disaster settings some tiles are more often affected by drought then not affected
PhazezGova 20 Jul, 2022 @ 4:01am 
Thank you @JNR
JNR  [author] 14 Jul, 2022 @ 12:32pm 
yes
PhazezGova 13 Jul, 2022 @ 3:30pm 
Is it also compatible with your new project 6 :)?
Anomaly-Friend 11 May, 2022 @ 12:47pm 
hell fucking yes
JNR  [author] 11 May, 2022 @ 10:50am 
with this mod, 65% of coastal lowland ( = flat tiles next to the sea) will flood. This ensures the mod will still work even with map scripts such as Primordial.
Anomaly-Friend 11 May, 2022 @ 10:46am 
How many more tiles get flooded due to Global warming?
TywinLannister64 2 May, 2022 @ 7:19pm 
Looking for a way to just disable Climate Change or, or at least slow it down a lot more than your mod. I play with extended era and it's 1030, and we're already at lvl 2 climate change.

I really just wanna keep GS but remove the flooding
Lego Obi Wan Kenobi 25 Jan, 2022 @ 10:51am 
good to know mods stack. I got the complete pack and cleaner nuke power so it should be extra clean now
Junky 11 Jan, 2022 @ 3:32am 
Hi JNR, Can you support the mod Natural Gas with this mod to Decomission Gas Powered Plants?
Da Poop Machine 11 Oct, 2021 @ 11:34am 
I had an army of builders replant forests, but it didn't appears to have any impact on deforestation - it went from extreme to total. Does replanted forests not mitigate this? Or, could it be the ai just went trigger happy with chopping?
JNR  [author] 26 Jul, 2021 @ 11:12am 
it only works with new games
mrbot 26 Jul, 2021 @ 9:58am 
I added this mod pack after stage I climate change (and flooding of coastal lowlands level 1) started, and there was no effect as far as delaying global temperature rise, polar ice melt, or flooding. Does the slower climate change mod only work when starting a new game? I can't believe how absurdly quickly flooding occurs in the game. :p
HerpBrownstainz 1 Apr, 2021 @ 1:50pm 
@RoyalMarine

I use Extended Era really helps and I also use a couple of other tech addons.
This is the list of mods I use: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2289686456
Hope i can help and yes they all seem to work together
RoyalMarine 1 Apr, 2021 @ 2:16am 
Also, if there is a particular mod you recommend for slowing the game down that works with this then please do let me know :)
RoyalMarine 30 Mar, 2021 @ 1:39am 
Good Morning, I was wondering how well these mods work when playing with the AI / Are they able to handle the extra functionality? Would you recommend any AI mods? Thank you for your time.
JNR  [author] 31 Jan, 2021 @ 7:38am 
yes
damien.keane 31 Jan, 2021 @ 3:00am 
is this ok with the latest January corporations mode?
lesmurf 5 Jan, 2021 @ 8:43am 
Hello, thank you for this mod/mod collection, it is exactly what our group needs, since we are playing with a slower research mod.

However, one question: In your 3x Slower Global Warming mod, you explicitly state in one comment: "JNR [author] 30 Apr, 2020 @ 4:53pm
[...] The mods do not stack, but the higher ones override lower ones. [...]

While here you state "These mods do stack with each other." Might I ask which one is correct?
Stavbearer 29 Dec, 2020 @ 3:01pm 
Does this include the wetlands mod?
draco963 17 Nov, 2020 @ 4:39am 
Well shucks.
Thanks for the quick reply! Amazing mod!
JNR  [author] 16 Nov, 2020 @ 6:27pm 
no, it's not possible.
draco963 16 Nov, 2020 @ 6:25pm 
Here's a twist: I just played a Canada Diplo victory, and kept playing after winning. I wanted to see what happens if one brings the CO2 back to zero.

Well, I got it down to -15,000 (something like 2.5°C colder than "normal") and nothing happened. No restoration of icecaps, no lowering of sea levels, nothing.

Would it be possible to program _that_ in?
Shiny Latios 4 Nov, 2020 @ 11:29am 
Would it be possible to rebalance how carbon emission penalties work in diplomatic favor? Currently the system assigns penalties based on the current turn's total output of CO2. Which is to say even if you are carbon neutral or carbon negative, if you don't keep up the climate mitigation city projects, you will still be penalized for carbon emissions despite having negative CO2 overall. It would make more sense to be a progressive system based on the totality of your emissions. So if you're carbon positive, you lose diplomatic favor at -X favor per turn for every Y units of CO2 you have put out in total, potentially something like -1 favor per 75 units of total emissions, or +1 favor for every 75 units you are negative.
Stylianos_V 8 Oct, 2020 @ 1:23pm 
Is at least some of it possible?
JNR  [author] 8 Oct, 2020 @ 12:52pm 
No, I don't think that's possible.
Stylianos_V 8 Oct, 2020 @ 12:29pm 
Like, the flooded and submerged tiles resurface again, the natural disasters' intensity go to the previous levels and maybe the the water near the polars refreeze. Basically the climate change phases to go to previous levels
ChrisMartin 8 Oct, 2020 @ 11:53am 
Can you elaborate what you have in mind, regarding "reverse climate change"?
Stylianos_V 8 Oct, 2020 @ 10:25am 
Would it be possible for you to make a mod that will reverse climate change after co2 levels fall?
=[NK]= Col. Jack O'Neil 22 Sep, 2020 @ 4:11am 
There's a mod for that lozano