Sid Meier's Civilization VI

Sid Meier's Civilization VI

EpsTweak for Government Plaza Buildings
20 Comments
Eps  [author] 23 May, 2023 @ 1:50am 
I gives +3 Influence per turn instead of Diplomatic Favor.
joeoeti 22 May, 2023 @ 12:45pm 
with this mod I mean?
joeoeti 22 May, 2023 @ 12:45pm 
does the Foreign ministry still give +3 Diplo Favor in GS?
Eps  [author] 13 May, 2023 @ 4:37am 
Foreign Ministry has been changed. It now gives you extra gold from trade routes to city-states, and a reduced, 25% levying discount.
Jonny B God 8 Apr, 2023 @ 11:55am 
Played a game with Gitarja, who get 1 influence point pr city..then apadena,,, needless to say, got 20 suzerains,,, foreign ministry with 5% goldx20, totally went really OP,, Gitarja already gold rich... Would suggest like 2-3% instead. Most games, human player gets too much gold.
Cyber Deus 27 Jan, 2023 @ 5:10pm 
I think it would be better if Grand Master's Chapel has some benefit for religious unit, like religious combat strength buff or a discount upon purchasing. Providing extra pressure for your own religion is also useful. Considering its name, it should be designed to help you achieve religion victory.
Zau 11 Dec, 2022 @ 8:12am 
I agree with that, but it just feels too strong to use it versus the AI. Still, thank you for the mod as I had fun raking in gold and culture as Pericles.
Eps  [author] 11 Dec, 2022 @ 7:44am 
It's designed with counterplay in mind. If you see a person hogging city-states, you start killing those city-states.
Zau 11 Dec, 2022 @ 7:30am 
The changes to foreign ministry feels too strong for a mid game building in single player, especially when comparing it to getting a free spy. Maybe lower it to 4% or maybe even 3%?
Eps  [author] 20 Apr, 2022 @ 1:36am 
The changes to Magnus are in the separate governor mod. This only changes the plaza buildings.
jht_89 19 Apr, 2022 @ 7:47pm 
One other thing, Am I right in saying that this mod doesn't currently make any changes to Magnus, or have I just missed the lines of code that change his ability?
jht_89 7 Apr, 2022 @ 3:54pm 
Ah, perfect :)
Eps  [author] 7 Apr, 2022 @ 1:36am 
I think that any building with its district set to "Holy Site" will be affected? Cause that's how it's coded.
jht_89 7 Apr, 2022 @ 12:47am 
Would I be right in assuming that the faith purchasing of buildings from the Grand Masters Chapel only applies to vanilla buildings in those districts, and not buildings added to those districts from other mods (such as the relevant UC mods)?
Tigranes 15 Jul, 2020 @ 7:31pm 
Never mind, it worked. Just needed Tier 4 government.
Tigranes 12 Jul, 2020 @ 6:42pm 
Could you please try to run both mods together and see how they interact together?
Eps  [author] 12 Jul, 2020 @ 12:25pm 
I don't know why it would? This only changes the effects of existing buildings. It doesn't remove any, or add new ones.
Tigranes 11 Jul, 2020 @ 1:58pm 
But is it possible to merge it with UC-Government Plaza expansion? Somehow this mod gets rid of the other's 4th tier buildings.
Tigranes 9 Jul, 2020 @ 3:06pm 
I love the ideas in this tweaks. In works well for the scenarios where you cannot train Settlers at all.
danalea73 29 Jun, 2020 @ 5:40pm 
Having the "Settlers trained in this city do not consume a Population." tied to a building makes it WAY less useful. I tend to move Magnus around to the edges of my empire to make settling new cities much faster. Having it tied to a building that generally ends up being in the middle of my empire makes all settlers require dozens of turns of traveling. I did not continue reading the description after this one.