Sid Meier's Civilization VI

Sid Meier's Civilization VI

RwF: Dark Age Policies
22 opmerkingen
Cyber Deus 26 jun 2022 om 1:52 
Unable to open the government panel after researching the code.
Madisonian 29 okt 2021 om 0:24 
I managed to alter the lua file to get the Government panel to open again. I posted a Discussion with what I did if anyone more knowledgeable about lua could verify that my changes are properly coded.
DESANTA🗽 22 jun 2020 om 0:28 
cannot open goverment tab in this mod
DESANTA🗽 20 jun 2020 om 10:02 
it maybe cannot be used with cheat panel
choijanggyu 31 mei 2020 om 12:37 
I founded that this mod error with RwF:government overview mod!
Nizou 8 apr 2020 om 8:03 
Also, why make these Policies always available whereas the Golden ones with your Mods are only choosable in their own Age (moreover in Tech tree) ? I hope your come back on Civ6 modding :)
Tonas 10 jan 2020 om 8:33 
Heyo! In the case this mod ever gets updated, here are some suggestions for additional/different policy debuffs:

Chattel Slavery: Captured builders only get 1 charge, generates a lot of grievances with the affected civilization.

Great Migration: Settlers consume two additional citizens.

Viking Raid: Military units gain XP at 50% of the normal pace.

Counter Reformation: Cities without a majority religion lose 5 loyalty. As an accompanying buff, less religious pressure from other religions.

Slave Trade: -0.4 gold per citizen on cities with a commercial district.

Labour Camps: -1 (or more) Loyalty penalty per mine, quarry and lumber mill on cities with an industrial district.

Child Soldiers: Land units are trained 50% faster. Population growth in all cities -50%.

End of History: -30% Culture. -40% Science. On the other hand, this policy could increase both citizen Loyalty pressure and population growth.

I have a rationale for each of these, but character limits and whatnot...
bw0202 1 okt 2019 om 10:17 
I have the same FIll Policy Slot bug. I've narrowed it down to this mod.
prufrockangst 27 sep 2019 om 18:45 
Seems this causes my game to have the "Fill Policy Slot" bug. After Code of Laws is completed, the window that pops up when you click the Fill Policy Slot button never pops up. I keep clicking and nothing happens. At least this is what's happening on my end.
Parker Posey's Mouth 20 sep 2019 om 22:13 
@Synge I had the same problem. Lost glory points, but never in ten or more unit kills got a builder.
Nizou 19 sep 2019 om 9:58 
I got this error in Lua.log but don't understand it :
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1796764862\Lua\JFD_DAPolicies_Functions.lua:156: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1796764862\Lua\JFD_DAPolicies_Functions.lua:156: in function 'JFD_DAPolicies_UnitKilledInCombat'
[C]: in function 'func'
[C]: in function '(anonymous)'
Synge 15 aug 2019 om 14:32 
I noticed that the chattel slavery policy didn't seem to work. It did reduce my glory points when I defeated a unit but I never received a builder. Is it a chance % if you get a builder?
circeus 1 aug 2019 om 23:35 
Slave Trade things:
1) During a Monumentality golden age, if you have Public Works active, Builders and settlers are free in those cities. While the math works out for builders...I'm pretty sure that shouldn't happen to settlers... Maybe 20-30%% is enough so that there is still some sort of nominal payment on settlers?
2) It seems to trigger off buying buildings with Faith (i.e. with the Jesuit Education belief), is that normal?
DahvPlays 26 jul 2019 om 17:44 
Playing as Norway just now, and the Great Migration gave me a Samurai and a Khevsur on two different cities. Now, as awesome as it is to have Norse Samurai, I don't think its intended?
Cuso 14 jul 2019 om 13:02 
Hi! I just played a game with Norway using the Viking Raid card and I *think* is a bit OP. It's the year 1300 and I'm far ahead on science and civics just for raiding mines, quarries and pastures, and the gold I get for pillaging Commercial Hubs or Docks I use to purchase districts (with the new Merchant Republic bonus) and units, so I've never had a dark age even when I pillaged two civs at the same time. Could it be changed to give -1 glory everytime you pillage a building and district, or maybe -2 o -3 when pillaging just the district? and MAYBE also double, not triple the pillaged yields? That way, you still get a lot of resources for pillaging but the threat of a Dark Age is ever so present, making so you can't buy so easy your way to a golden age.
Digestive Slurpfreak 12 jul 2019 om 9:35 
Couple questions: Are these era-locked at all? And did you fix that one weird bug with Great Migration that gives you a free melee unit in *every* city you've founded whenever you equip it? It was comically broken because of that exploit, lol :3
pajamathekid 8 jul 2019 om 14:58 
Damn, the implications of these policies... oh such fun we will have!
Kronk 8 jul 2019 om 11:36 
hey i can actually force a dark age for once:D (always sucks being one score into normal age) thanks for the good work
weraptor 8 jul 2019 om 11:07 
maybe it would be beneficial to make dark ages much more threating, to present a real reson against using these great policies
JFD  [auteur] 8 jul 2019 om 10:42 
ease of coming up with the concepts mainly :p
Phlegmagicus 8 jul 2019 om 10:30 
I really love this mod. The idea and realization is amazing.
Any special reasons why the dark age policies are in the civic tree and golden age in the tech?
Oleksandr 8 jul 2019 om 9:58 
You do some great work! Ever thought of making a Dacian (ancient Romanian) civ with Decebal (Trajan's enemy)? I only see a modern Romania up right now, but Dacia has a much better connection to Trajan's Rome (and my modding skills are lacking)...