Sid Meier's Civilization VI

Sid Meier's Civilization VI

II - Constant Cost [GS]
6 Comments
Davios.X 30 Jun @ 10:31pm 
The negative science is too harsh. I cannot research.
-lizitiss-  [author] 30 Jun, 2021 @ 6:49pm 
i uploaded an update that has that amended. I think i copy-pasted an old description when I redid this one lol
NaZachetate 30 Jun, 2021 @ 5:15pm 
It works as it says here, but the text in game in the Mods section of Additional Content leaves out that it affects districts
drdanwn 4 May, 2021 @ 6:14pm 
I used a hex editor to retrieve the old ID from the save file and changed mod info to match. Works fine now. So, as long as you don't update the mod things are peachy, lol. Thanks for your help and the MOD (cost increases seem rather harsh in the regular game)
-lizitiss-  [author] 4 May, 2021 @ 11:30am 
Mod seems to be running fine on my end, with both my local version and the uploaded version

The issue with it appearing red on the load page, I believe that was due to me having lost the original project file after a hard drive failure and having to reconstruct the mod from the workshop version (Thus creating a second ID for the mod, making the game see them as two separate entities rather than the same one). You might be able to fix it by editing the Mod ID within the save file, except I have no idea how to decompress them and wouldn't know where to start.

The Strange Movement shouldn't be attributed to this mod, unless there is some weird conflict I'm not aware of. I haven't had any issues like that on testing or in multiplayer with friends while in use
drdanwn 4 May, 2021 @ 12:16am 
After the May 1, 2021 update saved files using the mod no longer will load . Mod is shown in red on load page. If it helps. the game loaded and ran on May 2, which is presumably when the mod was updated locally -- though there was strange behavior such as units appearing in the wrong place and lag on movement of some units. As of May 3 no joy :(