Sid Meier's Civilization VI

Sid Meier's Civilization VI

MoreTier1Policies
18 Comments
Ripz 1 Feb, 2022 @ 9:19pm 
thisd be great with the early governments mod!
VanillaThunder  [author] 23 Jan, 2022 @ 11:32am 
Hi @H. Humpel,
thanks for your contribution!
Hope you are happy about the description.
H.Humpel 21 Jan, 2022 @ 3:04pm 
Hi VanillaThunder,
your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
STuRoK 20 Oct, 2021 @ 10:03am 
love the helpful comments in the xml :P
發芽馬鈴薯 14 Oct, 2021 @ 2:09am 
An idea for the capital +2 gold coins

Change
Palace +1 gold, each population in the capital provides +0.5 gold coin
or
+1 gold for each improved facility in the capital
or
+1.5 gold for every downtown building in the capital
Ramon 10 Apr, 2021 @ 4:10pm 
@VanillaThunder

I would just remove the card that grants +2 gold to the capital. This card does not make sense in the military category and the card that reduces maintenance costs nullifies the effect of this card making it useless during the ages.

I would add an economic card that grants +1 food for each city. Equivalent to the card that grants +1 production.

Good mod in general.
76561198042483964 10 May, 2019 @ 6:53pm 
@Rootimus@VanillaThunder
As Rootimus noted, the only player defense against auto updates is to move it to the Mods directory and unsub. That of course creates its own problems when the author updates the mod.

Ishipp's Really Advanced Setup Lite mod has implemented a solution for mods like this one where players frequently change the values in the XML data but not SQL or Lua files. His base mod has a high load order and contains everything needed to work standalone. A separate mod - Really Advanced Setup Lite Data - with a one step increase in load order that writes the player data back into any update of the original XML data. A player makes all his data value changes there, not in the base mod. Thus the player can still get RASL Base updates automatically without losing his XML changes. Its not perfect of course but it does address the most common complaint with the way Steam manages the 289070 directory.

Pet peeve of mine with Steam, though I'd share. WWICY.
Rootimus 9 May, 2019 @ 10:50am 
@ChicagoPhil:

1) Copy the mod into the mods directory in the My Documents directory tree (assuming you're running Windows).

2) Upvote the mod and unsubscribe

3) Remove the entire <ObsoletePolicies> section from MoreTier1Policies_Gameplay.xml

3a) Alternatively, you can change the policies in that section if you want to get rid of them later in the game.

You *can* edit the subscribed copy of the mod in the 289070/1731670144 directory (you'll find that in the bowels of the steam directory), but that way your changes will be over-written if the author updates the mod.
ChicagoPhil 7 May, 2019 @ 4:28am 
Can you keep these active throughout the game? Hated seeing them disappear :)
Plerion 5 May, 2019 @ 10:37am 
@infixo - I was waiting for you input; thanks. So this is a vanilla issue then? I am not buffing the player if I use this mod, relative to vanilla at least?
infixo 5 May, 2019 @ 10:25am 
For early policies, +1 yield is scored as 42 base, no matter the yield. However, +1 yield from all cities is scored 5x more, no matter number the cities. That is why AI almost always chooses +1 production from all cities. This may change if huge modifiers will be applied (e.g. from traits, etc.) but that rarely happens. So, all new policies that grant 1 or 2 yields to the capital might be chosen theoretically, but in reality they won't be.
Zwonk 5 May, 2019 @ 4:36am 
so fucking sexy. hot hot hot <3
Plerion 5 May, 2019 @ 1:54am 
Thanks for the response. I hope you can somehow ensure they have some weight for the AI in the future, specially the more cards you add :)
VanillaThunder  [author] 5 May, 2019 @ 1:44am 
I didnt touch AI behavior. I assume AI will not use them. Not 100% sure though, since I have no idea how the AI is implemented.
Plerion 5 May, 2019 @ 1:27am 
Maybe a dumb question, but does the AI also consider to use them, or do they have zero weight?
VanillaThunder  [author] 4 May, 2019 @ 11:27am 
See change list:

- Domestic Fire
+1 Science in the Capital
- Cave Art
+1 Culture in the Capital

Thanks for the hint i will update description soon and also add more policies.
Bunzato 4 May, 2019 @ 10:45am 
I would like to see these cards without having to boot up my games :P
ChicagoPhil 4 May, 2019 @ 4:56am 
Thanks. I dont play with barbarians, so this will be a good change from the same two over and over.