Sid Meier's Civilization VI

Sid Meier's Civilization VI

Alliances Expanded
218 Comments
The Gentleman 13 Apr @ 2:46am 
can't click on your new new alliances
ironboy32 29 Dec, 2024 @ 4:53am 
i think this broke, i can't click the other alliances like the naval alliance
raphael 13 Dec, 2024 @ 9:15am 
JNR is there a german translation for this mod?
JNR  [author] 9 Aug, 2024 @ 2:04am 
Didn't change anything, might be an incompatible UI mod. There's a compatibility patch for it.
Rick3tkh 9 Aug, 2024 @ 12:31am 
AUGUST 9 UPDATE: welp, this sucks. JNR, it BROKE. the new alliance types dont function at all now. not sure what changed, fam.
RatManAntics 22 Jul, 2024 @ 1:37am 
Question - are you still limited to 5 alliances? Because I love this, but wouldn't like to see the world in one big 9 player alliance haha,
dodgeit27 7 Jun, 2024 @ 11:58am 
you are a good modder thank you for your support to the community
winter 22 Apr, 2024 @ 12:05am 
Liang's last promotion, Amusement's district's adjacent bonus, doesn't really apply. I've turned off all mods and applied only this mod, but the results were the same.
Madisonian 6 Apr, 2024 @ 9:35am 
Maybe it's too late given your planned changes to the Trawler, but there's so few sea based improvements even with mods that I'd love to see Trawler available to everyone through a tech rather than only through a maritime alliance, with the alliance instead providing advantages to it.

Would at least recommend adding it to the description, Trawler is such a buried feature!
JNR  [author] 11 Mar, 2024 @ 8:18pm 
I also finally updated the description removing references to Fishery changes which are no longer there and linked the UI compatibility patch.
JNR  [author] 11 Mar, 2024 @ 8:17pm 
Ok trawler's getting nerfed. Moved to tier 3, no more yield transfer to capital, and requires a Great Admiral to build. Former tier 3 bonuses moved to tier 2 in return, but Production on districts getting reduced from 3 to 2. Will wait a bit with rollout because I messed up some files so that I ended up playing with a subscribed version myself. LOL (this means I have to finish my game before the upload but this also gives a chance to everyone else to do the same I guess)
Gray Pockets 7 Feb, 2024 @ 9:12am 
Hey JNR, with City-Lights Fishing Villages allowing you to build Fisheries, I wanted to change Liang's ability to something besides Aquaculture.

I saw the description of this mod and downloaded it...to find out you put Aquaculture back! (oh no!)

Any way you can upload your old change to Aquaculture? :D
JNR  [author] 28 Sep, 2023 @ 2:24am 
check comments, there's a compatibility mod
N4dask 26 Sep, 2023 @ 10:50pm 
cant make the new alliances :(, does this bug have a fix or the mod got abandoned
OldPayphone 2 Sep, 2023 @ 8:00am 
I have this mod as the only one enabled and I can't start a new game unless I disable this. I own all the DLC so I don't get why this mod won't work.
JNR  [author] 6 Aug, 2023 @ 6:28am 
there's a compatibility patch, should also be linked in the comments
Kobolo 5 Aug, 2023 @ 7:02pm 
Doesn't work with either quick deals or 6T. The culprit is probably quick deals based on the comments, which is a bummer.
MarsEco 22 Jul, 2023 @ 9:33pm 
Also, from the discussions and chat, is this mod bugged?
MarsEco 22 Jul, 2023 @ 9:32pm 
JNR, I am making a 6T pack with more mods, with your Modern Governments Pack & more, but I saw when this was last updated, might the preferences for the New Leaders/Personalities be updated for this MOD please?
Muchuu 21 Jun, 2023 @ 11:11pm 
My issue the mod is incurring, is a turn after making a new deal- all UI on the screen, will disappear. leaving me on, a soft crash,
Dr.Abominate 30 May, 2023 @ 12:29pm 
Is there any chance of an update making the AI more willing to make these alliances with each other?
In addition, I noticed that the AI is not very willing to pay extra for these alliance forms, in gold per turn or top-up total as it is in the case of original alliances.
I'm guessing the coding didn't allow it?
Shevvek 17 Apr, 2023 @ 7:36pm 
After quite a few games with this mod, I feel Trawlers need a nerf. It seems like on any map with water it's just always correct to get a maritime alliance as early as possible and spam trawlers with Pingala in the capital.

Suggestion: instead of just copying yields, maybe have it also penalize nearby tiles/steal yields from them similar to Leugi's preserve/garden rework or the Cannery from City Lights. The amount and type of yields stolen could scale with tech or harbor building tier in the owning city. This way, there would be a strategic tradeoff of capital yields vs. yields in the owning city. Also, just a comment, personally I find it the most satisfying and fun to place a trawler in a spot that gains culture and science yields. It's kind of boring to just spam infinite food and production.
Yglika 11 Apr, 2023 @ 9:34pm 
Thanks! I'll give it a try.
JNR  [author] 10 Apr, 2023 @ 11:58am 
see comments below for a compatibility patch with Quick Deals
Yglika 10 Apr, 2023 @ 11:42am 
Yes, it seems Quick Deals causes some conflict and the new alliances cannot be selected if Quick Deals mod is present. What is a pity as it is too convenient mod to sacrifice.
joeoeti 23 Mar, 2023 @ 6:20am 
Also seems to be not compatible with CQUI as after forming one of the new alliances you cant enter the diplomacy screen because the game bricks if you do
joeoeti 23 Mar, 2023 @ 5:24am 
Quick Deals indeed seem to be the incompatibility here as I had the same problem but removing QD fixes it
petimazug 12 Jan, 2023 @ 7:49pm 
@Cooleatack For me taking out just Quick Deals solved the issue.
Cooleatack 10 Jan, 2023 @ 3:33pm 
I'll try adding Diplomacy Compatibility Patch as someone a few comments down suggested
Cooleatack 10 Jan, 2023 @ 3:29pm 
The UI mods I use are:
Appeal Loyalty and Prestige Font Icons
Better Climate Screen
Bettel Deal Window (It's this one isn't it?)
Better Religion Window
Better Report Screen
Better Trade Screen
Envoy Quest List
Extended Policy Cards
More Lenses
Quick Deals
Real Great People
Real Stylish Great people
Real Era Tracker
Real Governing Inspector
Global Rankings
Simplified Gossip
Global Relations Panel
More info and Unit Stack
Policy Manager
Simple UI Adjustments
Pedialite

(I probably forgot to mention some that I thought weren't UI per se)
If you also have some tips regarding redundancy of some of these mods they would be appreciated. It's a wonder my game runs at all haha.
Cooleatack 10 Jan, 2023 @ 3:21pm 
I have a bunch of mods, so they might cause an incompatibility, but I cannot select the added alliances in the selection screen, whilst they are listed. The vanilla alliances work fine. Do you have any idea what might cause the incompatibilty/it not working?
guyfog 8 Jan, 2023 @ 9:49am 
The Naval Treaty sounds nice!
Oozzi 5 Jan, 2023 @ 6:28am 
Can you win with an alliance using this mod?
JNR  [author] 30 Oct, 2022 @ 4:48pm 
The yields are given to the capital. It's basically a Vampire Fort for the ocean.
SolarFlare1234 30 Oct, 2022 @ 3:32pm 
its there to look cool i guess
LEGION 30 Oct, 2022 @ 2:56pm 
What does the trawler do? It has insane yields but it cant be worked by a citizen.
JNR  [author] 30 Sep, 2022 @ 10:49am 
verify your game files
H.D.Casement 29 Sep, 2022 @ 10:52pm 
Unfortunately, but for some reason this mod disturbs the 3D models of the field improvements offered by the city-states: batey had a Moai model, traiding dome was not a traiding dome (it probably was also some tile improvement I just couldn't recognize it), and cahokia mounds didn't appear at all. This is the only mod I use.
alborzka 14 Sep, 2022 @ 5:37am 
Love the idea but after some playthroughs I can’t use it anymore. The AI never uses the new alliance types amongst themselves, so I always end up with a lot of points as well as the benefits of those alliances, while the AI doesn’t (unless they’re allied with me). Because of that it’s OP and unfair. Hope there’s a way to resolve this issue because it’s a great mod otherwise!
Nizou 5 Jul, 2022 @ 5:12pm 
How does the mod deal with Fishery changes brought by Oceans mod from Sukritact ?
Otherwise, great mod !
gmnowels 13 Jun, 2022 @ 4:00pm 
@=[NK]= , My hero. 👍😎
DeadWeatherDrums 22 May, 2022 @ 12:30am 
@JNR - forgot to thank you for your answer. It was clear and helpful, thank you.
Bryonix 21 May, 2022 @ 1:44pm 
hello its not compatible with quick deals
MarshmallowBear 12 May, 2022 @ 4:33pm 
Not my dumb ass wondering "why can't I build City Parks" while having most of your most enabled completly forgetting they are now an unlockable in the Alliances mod... sigh... I'm stoopid.
JNR  [author] 26 Apr, 2022 @ 3:56am 
The regular code of the game is not accessible at all. For the vast majority of games it isn't. Only a gameplay database (where most game objects are defined, but usually not how the game mechanics themselves work) is open for manipulation in Civ VI, next to a set list of scripting functions made available explicitly that you can use for lua scripts.
DeadWeatherDrums 25 Apr, 2022 @ 7:08pm 
@JNR -- Agh. Well that would explain it. Bummer. So does Firaxis make part of the code sacrosant and off limits? Is that normal in programming in general? (That would make sense for businesses and such but I figured Games companies would be like, "If you want to mod, go for it.") I don't know much about this stuff. I learned Basic a billion years ago when I wanted to randomly generate D&D characters on our Apple IIe, so my knowledge base is a bit.....wait for it.....basic.
JNR  [author] 25 Apr, 2022 @ 3:40pm 
@Shevvek: good point about AP accumulating independently of the type of alliance. Will consider a spread out unlock.
JNR  [author] 25 Apr, 2022 @ 3:39pm 
not all code is accessible. The parts that can be modded simply have nothing to "hook into" to do anything about a cap on the number of simultaneous alliances.