Sid Meier's Civilization VI

Sid Meier's Civilization VI

RwF: Dark Age Policies
댓글 22
Cyber Deus 2022년 6월 26일 오전 1시 52분 
Unable to open the government panel after researching the code.
Madisonian 2021년 10월 29일 오전 12시 24분 
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🗽 2020년 6월 22일 오전 12시 28분 
cannot open goverment tab in this mod
DESANTA🗽 2020년 6월 20일 오전 10시 02분 
it maybe cannot be used with cheat panel
choijanggyu 2020년 5월 31일 오후 12시 37분 
I founded that this mod error with RwF:government overview mod!
Nizou 2020년 4월 8일 오전 8시 03분 
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 2020년 1월 10일 오전 8시 33분 
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 2019년 10월 1일 오전 10시 17분 
I have the same FIll Policy Slot bug. I've narrowed it down to this mod.
prufrockangst 2019년 9월 27일 오후 6시 45분 
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 2019년 9월 20일 오후 10시 13분 
@Synge I had the same problem. Lost glory points, but never in ten or more unit kills got a builder.
Nizou 2019년 9월 19일 오전 9시 58분 
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 2019년 8월 15일 오후 2시 32분 
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 2019년 8월 1일 오후 11시 35분 
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 2019년 7월 26일 오후 5시 44분 
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 2019년 7월 14일 오후 1시 02분 
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 2019년 7월 12일 오전 9시 35분 
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 2019년 7월 8일 오후 2시 58분 
Damn, the implications of these policies... oh such fun we will have!
Kronk 2019년 7월 8일 오전 11시 36분 
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 2019년 7월 8일 오전 11시 07분 
maybe it would be beneficial to make dark ages much more threating, to present a real reson against using these great policies
JFD  [작성자] 2019년 7월 8일 오전 10시 42분 
ease of coming up with the concepts mainly :p
Phlegmagicus 2019년 7월 8일 오전 10시 30분 
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 2019년 7월 8일 오전 9시 58분 
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)...