Sid Meier's Civilization VI

Sid Meier's Civilization VI

Monopoly++: Resource Requirement Setup
31 Comments
Leugi  [author] 21 Nov, 2024 @ 7:38pm 
@raijzu: Yeah it removes the monopoly bonus because for many people it is outright op. It is also worth noting that part of the reason of this is that adjusting how strong the bonuses is sadly impossible.

@kakutani: In a similar vein to the previous answer; the adjustments of this mod are limited to switching the amount of resource control needed for the bonuses to trigger by percentage since the Tourism and Gold bonus themselves are hardcoded. As for the xml file that is just the generic modart file for this mod (all mods have one tho admitedly this one doesnt really add any asset or anything so it's just leftover)
Kakutani's Fixed Point 20 Nov, 2024 @ 10:37pm 
One of the files is called MonopoliesTourismFix.xml but it does not seem to reduce the tourism modifiers. Does this mod actually fix monopoly tourism? Or does it just allow you to make it harder to get monopolies?
Raijzu 22 Nov, 2023 @ 2:12pm 
I'm a bit confused as to what happens with the "No resource monopolies" option since this game mode has multiple layers of bonuses.
Is it just removing the flat tourism and gold bonuses for controlling the resources?
Is it removing the industries bonuses (faith, production, etc..)?

Haven't played in a while so maybe my questions don't make sense.. sorry.
Imbored 23 Oct, 2023 @ 5:34pm 
i have the same issue as Mjbanders. i think even my tycoons are glitched as they cannon start regular industries. I am playing as Arnold Terminator, but i played with modded leaders before and this mod worked perfectly
TaylorItaly 16 May, 2022 @ 5:04am 
@mjbanders ; This is not a mod by itself , it is only an option is the advanced start-game menue.
mjbanders 5 May, 2022 @ 7:34pm 
this mod isnt working for me. I have the mod enabled but it just doesnt show up in the tech tree
H.Humpel 5 Jan, 2022 @ 4:27pm 
Hi Leugi,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Doshidar 21 Oct, 2021 @ 12:04am 
This is causing my production interface not to work. Clicking any of the buying with gold, faith or production buttons on the town shows no interface to choose what to produce.
Gold 5 Sep, 2021 @ 7:28am 
Awesome! Just wondering how did you find this hidden GlobalParameters. Can you see the dll? It may be helpful for my future modding.
Sprimbim 26 May, 2021 @ 8:05pm 
CQUI causes conflicts, just putting it here. On some of the other parts of this mod collections others have said the same.
Wladislaw Ivan Staimoslowski 8 May, 2021 @ 4:16am 
Well, then again, turns out the option actually does appear if you properly enable the mod...
Wladislaw Ivan Staimoslowski 8 May, 2021 @ 2:13am 
Great mod!
Apparently, the Monopoly option disappears when you use special map types like "Earth Huge" that disable other map generation settings.
Appa 7 May, 2021 @ 4:14pm 
Hey Leugi, I think updating this mod's name might have borked my save games. If so, the proud people of desert Brazil will be very very angry with you and they will write you a letter telling you how angry they are. If not, I'll just finally try out that Aztec rework.
Leugi  [author] 7 May, 2021 @ 5:35am 
@Thaumaterge: Sadly there's no way to differentiate it. To deal with that you'd probably need a mod that changes resource distribution on water tiles and maybe adds a couple resources to balance it out.
Thaumaterge 6 May, 2021 @ 8:31pm 
Would it be possible to separately adjust the land and sea resources? It's a lot easier to get land luxuries, so 60% is achievable, but you're lucky to get 40% for naval ones.
Kosro Tiger 3 Apr, 2021 @ 3:02am 
Here's an idea for a mod that could be interesting

You could do a "Walls Styles mod", a mod adding differents styles for the ancient, medieval and renaissance walls for the civs.

Exemple:
Greece could have ancient walls in greek style, instead of having pure stone walls
China could have renaissance walls in chinese style instead of italian-style walls
Zyxpsilon 28 Feb, 2021 @ 9:36am 
Request + Idea for another mod...

1) Is it possible to add to your 20-40-60-80-100% regular list? Maybe with.. 10,30,50,70,90. I figured that something like 70 or 90 might fine-tune the Cultural triggers more precisely.

2) Barbarian Clans transform into CS **much** too fast to make them reliable or rational as a worthy concept. By turn 75/100 there's a very good chance every map sizes/types will be flooded with MANY tough City-States & then soon followed, by total absence (for a long time) of any more new Camps!
Your principle of value "ranges" above might do the trick by adjusting their default "50 Turns to Switch" basic condition/limit by offering us new extra gaps as setting options like 25(Lowest) and 75+100+125+150+175+200+250(Highest), etc.

Please.. as a new mod that could probably solve a major design flaw in their mode?!
Zyxpsilon 27 Feb, 2021 @ 11:09pm 
Okay.. coolish stuff. Gonna give it a try -- eventually.
That is.. once i get over (if ever:) the new Barbarian Clans poisonous ruleset gimmicks that floods every maps & configuration settings with far too many CS, for my taste. Or until they revise that mode or modder(s) gather up the interest to offer us a more rational alternative with that concept.

Tourism is sadly screwed too & if Infixo hasn't found ways to touch the essential Data yet.. i doubt someone would hack enough functions to solve most issues either.
Oh well.. :cross-fringers:
Leugi  [author] 27 Feb, 2021 @ 5:46pm 
@Zypslion: That's p0kiel's Extended Eras mod, which provides some nicer pacing to all game speeds:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2123444827
Leugi  [author] 27 Feb, 2021 @ 5:45pm 
@Dizzy Ioeuy: Well lowering the tourism bonus itself was indeed my original plan but sadly Firaxis provided us no way for modders to configure that. So the one you see is actually the only parameter we can configure related to monopolies and tourism.
Zyxpsilon 27 Feb, 2021 @ 5:12pm 
Yes.. the more control over Tourism systems the more we can safely adjust what matters most when the implicit Victory threshold accidentally screws up our plans.

PS; @Leugi, What's that purple "Standard Extended" for Game Speed option on your snapshot?
Dizzy Ioeuy 27 Feb, 2021 @ 1:36pm 
Curious why not add the ability to change the tourism bonus too in this mod? That way we could still have 60% but cit it in half?
Zyxpsilon 26 Feb, 2021 @ 12:29pm 
Ooooppppsss.. just ignore my comment below. It seems like certain **minimal** conditions weren't yet met to expose such facts into the Report panel.
Zyxpsilon 25 Feb, 2021 @ 11:03pm 
@Leugi.. is it possible that your mod breaks the Resource (active or already grabbed by anyone) counters & stops showing the status string (Monopoly and/or percentages) on the "Report Panel" ??

Maybe the newest Barbarian Clans update is affecting this process.
Tetemonster 25 Feb, 2021 @ 2:51am 
Very useful to balance this feature ,I just won cultural victory instead of domination wish I aimed for because of my big empire with 750% bonus.
Faysal 23 Feb, 2021 @ 10:32am 
Demolotion Daddy, what modifier are you using?
MFX_Media 20 Feb, 2021 @ 9:19am 
Much needed! Love the mode, but I got 1000% modifier in a game.. had barely any tourism, delayed my start by 25 turns, won by monopolies.
Tuindwergie 19 Feb, 2021 @ 12:16am 
What do you find to be the best setting for the monopoly threshold?
brometheus 18 Feb, 2021 @ 1:00pm 
great, can't wait to try this once the DLCs go on sale
Sailor Cat 18 Feb, 2021 @ 7:31am 
:ojseagull:
plaguepenguin 18 Feb, 2021 @ 6:56am 
Thanks. This definitely fills a real need to nerf that tourism effect of product monopolies. A more complete remedy would involve making the tourism benefit less hefty against less developed civs, while giving more developed civs ways to counter it by crafting substitutes for the product lines you have a monopoly of. For example, a civ could get around a silk or cotton monopoly by developing nylon, or around a sugar monopoly by developing beet sugar. The substitute would not entirely compensate, because, really, who would prefer beet sugar to cane sugar? At any rate, a more complete solution is probably past the ability of a mod to achieve, but thanks for doing something a mod can do.