Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Better World Congress
67 Comments
shadowwarrior132 28 Jun, 2024 @ 7:14am 
Is there a mod with third option that says abstain?
Nerevatar  [author] 8 Apr, 2024 @ 1:56pm 
Added links for the translation (cool, thanks!) and the updated version by Gray Pockets in the Overview section.
Gray Pockets 13 Mar, 2024 @ 12:13pm 
I have created an extension mod: Nere's Better World Congress - Cooks
* Start the World Congress in the Industrial Era (hopefully after you've met everyone)
* Reduce the ease of a Diplomatic Victory
* Modified the Deforestation Treaty
* Modified the Military Advisory Resolution
* Modified the Urban Development Resolution
* Bugfix for Trade Treaty (Base game correction)
* Correct the civilopedia and resolution texts appropriately

@Nerevatar feel free to include any of this in your mod if its to your liking.
Gray Pockets 3 Jan, 2024 @ 11:48pm 
@pauloel7 @Nerevatar
I have tested a fix for this bug.
Insert this into line 39 of Rework_Trade_Treaty.xml

<Modifiers> <!-- CUSTOM Fix for the backwards trade policy -->
<Update>
<Where ModifierId="INCREASES_TRADE_TO_GOLD"/>
<Set>
<ModifierType>MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_TO_OTHERS</ModifierType>
<!-- Was MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_FROM_OTHERS -->
</Set>
</Update>
</Modifiers> <!-- CUSTOM -->
H.Humpel 23 Nov, 2023 @ 12:56pm 
Hi Nerevatar,
your mod has been translated by ASM590319 into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
pauloel7 26 Oct, 2023 @ 10:10am 
Hello.Have you noticed something odd and funny with the Trade Policy A? It does not grant the bonus +4 (or 8 with this mod) to the sender of the trade route, as the text claims. Instead, it sends it to the receiver. That's because it's XP2 Modifier='INCREASES_TRADE_TO_GOLD' has ModifierType='MODIFIER_PLAYER_CITIES_ADJUST_TRADE_ROUTE_YIELD_FROM_OTHERS', and it is assigned to the Resolution chosen player. It should be reworked or rewriten, I suppose. Thought this Firaxis screw up was long overlooked already and might make into your next update. Cheers.
Nerevatar  [author] 14 May, 2023 @ 5:38am 
@Gordon Narvi: I think that is hardcoded, but that's going off of 2 year old memories :)

@Acrivec:
I haven't updated the mod since 2021. It worked when I developed it originally, but stuff seems to have changed since then. I don't play Civ games anymore and don't plan to again, so I won't be able to fix any bugs, further balance changes or adaptions to the new DLCs.

Anyone else feel free to fork the mod to maintain/develop it further. Credit for original work would be appreciated.
Acrivec 31 Mar, 2023 @ 10:05am 
This mod prevents creating the game for me. It used to work with all my mods a year ago (in june), but since then it seems the compatilbility has changed. Possibly BBG compat
Potatoes and Tomatoes 20 Mar, 2023 @ 4:13am 
Military advisor is too op!
[Gordon] Narvi 24 Mar, 2022 @ 6:37pm 
Soooo, just to make sure. There is no way to rescale the cost of favor for voting right?
I've been searching for every corner of the damn softcode, seems to be hardcoded.
I like to play games with loads of civs but diplomatic victories are close to impossible, there is no point to cause no impact on the CO2, have good relationships with everyone and spend 2000 Diplomatic Favors on victory points so everyone just vote 2 or 3 times on "You lose 2 diplomatic points" and out vote you.
That shouldn't ever be the case.

Anyone have a solution for this?

I'm thinking of enhancing the points for good deeds and nerfing even more the bad ones, but this is just lazy.
Nerevatar  [author] 16 Mar, 2022 @ 12:45am 
@Lord of Dog: Sorry, not possible. Only Firaxis can do this.
Nerevatar  [author] 16 Mar, 2022 @ 12:44am 
@Kemalismus: The bugs you mention here is actually vanilla and not from this mod. And only Firaxis can fix those unfortunately.

As for balancing, food and production is actually worth less then science/culture, so if anything it should be the other way around than what you suggest. However, it is not possible to mod a difference in this respect. The only thing that is possible to mod, is that all yields are increased by the same amount.
Nerevatar  [author] 16 Mar, 2022 @ 12:41am 
@Ethnographer: Each proposal have separate files so it should be easy for people to modify the mod. That proposal is not that balance with VERY large empires (but what is?) and it is not possible to scale by game speed unfortunately. If this is an issue for you then it is probably best to simply remove my changes to that proposal.
Nerevatar  [author] 16 Mar, 2022 @ 12:41am 
Sorry to dissappoint everyone, but I pretty much left the Civilization franchise and I honestly don't expect to be back. If serious bugs are found in my mods I will probably make time to fix them out of respect for the community, but otherwise no new features or anything like that.
Ethnographer 30 Jan, 2022 @ 2:25pm 
I've been trying to figure out why my last few games have been 'bugged': at some point, I start gaining civic and techs every 1 turn, despite not having nearly enough science/culture production. I finally realized it's because of the deforestation treaty: I tend to build wide (*really* wide) empires, and this congress decision gives me an absolute MASSIVE boost to tech/civics. Could you point me to where in the mod files I could adjust that 75/per down to a lower number? Or is it possible to set a cap based on game speed?
wilfredhartelle 25 Jan, 2022 @ 8:06am 
the military advisory bonus applies to barbarian units as well
wilfredhartelle 26 Nov, 2021 @ 7:07am 
actually... nope, there is a huge problem, say agrarian city state etc is selected once ended then when that kind of prosal passes again, albeit with another type of city state, for some reason mogadishu and sriksetra still seem to have extra food, like strikstra has 20 "bonus" trade route food from "other sources" while mogadishu has 10
wilfredhartelle 25 Nov, 2021 @ 10:16am 
the +10 to all yields thing in my opinion is too op, especially for main yields like food and production, i think it should be like +7 for gold, +4/5 for science/culture and +3 for food and +4 for production at most, there are even some occurances where you can get +20 food ( sriksetra for instance )
Bottom of the Well 27 Jul, 2021 @ 11:33pm 
Any chance to make something that allows us to propose resolutions as we see fit and not wait 30 turns for a random one to appear?
Traveler 23 Jul, 2021 @ 12:11am 
Is there a simple .XML file I can edit to change strength of zombies? I've looked at every file where they might be located and I can't find them. THX
bahamutkung 15 May, 2021 @ 3:08am 
One big problem for me, promise and War of Retribution is impossible in early game. So everyone suffer from forward settlement and declare surprise war left and right.
Junky 12 May, 2021 @ 2:59am 
Is it a good idea for you to make some additional Mode-related congress decisions?
For example a game with zombie mode gives an additional resolution where with decision A: strength against zombies would be increased to a specific combat class. or decision B: traps of a specific type will be much more stronger and effective
Nerevatar  [author] 5 May, 2021 @ 12:13pm 
Hm okay, I think the main problem is the game speed then. There is no way to scale the value to game speed, so each point of science and culture is worth more on faster speeds.

Will consider lowering the value slightly, but it probably wont help the extreme case of getting that resolution twice in the early ages. Unfortunately.

And I'm happy you are enjoying it ;-)
bippythebeardless 26 Apr, 2021 @ 4:49pm 
A fast game speed. Not a problemas the chance of it happening again is very remote.
P.S. Really enjoying your mod.
Nerevatar  [author] 23 Apr, 2021 @ 11:40pm 
Hm that is a bit more cities then I usually have around that era. Might consider scaling it down a bit.

What game speed were you using? Standard?
bippythebeardless 23 Apr, 2021 @ 5:19pm 
I was playing prince level had about 15 cities. Maybe 35 to 40 forests. Getting the same deforestation treaty early and twice is what set me up for a fall. Just very unlucky on the first try.
Nerevatar  [author] 23 Apr, 2021 @ 10:27am 
@bippy In my test games I never got multiple techs or civics. What speed did you play on? How many cities did you have? Those numbers definitely seems off.
Pawelius 21 Apr, 2021 @ 11:47am 
World Congress in Civ 6 is a total mistake. Why i cant make a proposal to embargo anyone anymore? This was a great one, so what they did? They changed WC to randomly selected ideas. Totally bullshit.
bippythebeardless 19 Apr, 2021 @ 4:00pm 
Great ideas and much better than the default. But this one caused me some trouble...
"Deforestation Treaty
Option B: All players receive 2 Naturalist units and 75 Science and Culture for each Forest, Marsh and Rainforest in their cities. Also prohibits chopping or clearing Features of the chosen type."
This just spoiled a game for me by generating too much Science and Culture points.In a normal et up without seemingly too many trees, the first occurrence generated bout 10 tech and 6 culture, the second occurrence generating about 6 tech and 4 culture. Together they sent the tech way ahead of the date and era. Was I just very unlucky, or should you perhaps consider reducing the 75 down to 50 or 25?
Nerevatar  [author] 1 Apr, 2021 @ 12:55pm 
Huh that's weird. Never tried multiplayer so something might be different there? I don't know. I would like to hear from at least one other person before changing it. RNG is RNG, so it would be nice to know if this was just a rare occurence and normally it feels good, or if this is truly too much.

I'll release the change quickly if I get some more feedback on that Resolution.
RomanHoliday 1 Apr, 2021 @ 12:07pm 
Hi Nerevatar, 2 AI empires flipped in a multiplayer game I was playing with my friends. I feel like it needs like a slight turn down to reduce the total loyalty on the player chosen from -12 to maybe -9. Yes I have tried editing the config files but for some reason with any edit to the files (which are very nicely layed out I have to say) even if my friends have a exact same config files for the mod, it crashes their game 3-4 turns into a new game
Nerevatar  [author] 1 Apr, 2021 @ 11:01am 
@RomanHoliday: Thank you for the feedback. That does sound a bit too much. I am interested in knowing if this was a one-time occurence or if it happened in multiple games? I can also help you tweak the resolution (or excluding it) if you don't mind editing the mod yourself. Just let me know here.

Also, I am interested in hearing the opinion/experience of others in regards to Migration Treaty. If there seems to be a consensus I will tweak the resolution.
RomanHoliday 31 Mar, 2021 @ 9:31am 
Fantastic Mod but some resolutions are a bit too impactful. I think the total of -12 loyalty from Migration Treaty Option A is a bit too much. I've seen whole AI Empires flip to me
Calibrated 30 Mar, 2021 @ 1:54pm 
Awesome work ethic man.
Nerevatar  [author] 30 Mar, 2021 @ 12:48pm 
New version is up with the below fix. There is also a few other changes that I have tested locally and felt was ready for release. See the Change Notes to the right of the picture for more details.
Nerevatar  [author] 30 Mar, 2021 @ 12:40pm 
@Calibrated: Nope, I just tuned down the favor from walls. It is normally +2 favor pr wall, but this mod changes it to +1 instead. It is still a very powerful tool for favor generation.

@BiggusDickus: This mod doesn't change the way the AI votes, so that is just vanilla behaviour. I wish Firaxis went back and tuned the AI better.

And thank you for reporting about warrior monks! Definitely not intended. The effect is hardcoded on which units it targets, so I can't exclude warrior monks unfortunately. I have toned down the the combat strength bonus from +50 to +30. That should make a big difference.
BiggusDickus 30 Mar, 2021 @ 2:25am 
I like this mod, definitely makes the world congress more interesting and impactful, but it seems a bit unbalanced. First of, the AI only gives a single vote on many resolutions. This makes it rather easy to swing the vote. I've won plenty of times, casting only two votes for myself. Diplomatic victories were never this easy.

Another thing I discovered (not sure if intentional), the world religion resolution also applies to warrior monks. Having a combat unit suddenly get a +50 boost is ridiculous. They could beat any unit with practically no damage (including full health heroes), and take walled cities without any support. I'll admit, I stacked together a few other combat boosts as well. A few promotions, the crusade belief, himiko, and enemy intel. At one point I had a warrior monk with 146 combat strength, in the industrial era. Sure, it was fun to destroy my opponents with a tide of superhuman martial artists, but it definitely felt cheaty.

Either way, fun mod. Great job.
Calibrated 29 Mar, 2021 @ 11:19pm 
Sorry if its been asked. so you removed monarchy from the game? you said it was too powerful.
Nerevatar  [author] 25 Mar, 2021 @ 1:03pm 
Espionage Pact: Same general logic. Even if you didn't get to ban a specific mission, the mission you wanted to ban (but lost) is still weaker. If you want to ban Disrupt Rocketry, and won the B side but lost the specific target, at least your rockets are now a bit more safe.

Again this also means it will be harder to steal great works which you might want to run yourself, so you will need to decide: Is it more important to me either stop or weaken Disrupt Rocketry (option B), or to steal more great works (option A)?

This is the same for the other resolutions. You got a tough choice and you need to pick what is most important to you.
Nerevatar  [author] 25 Mar, 2021 @ 12:59pm 
Border Control Treaty: All players, except the guy who gets no border growth. Reason: Imagine you wanted to block growth of Player X, and another civ wanted to block growth of Player Y. Together you and that player managed to win the A vs B part of the resolution. The other played had more favor so they win and Y get no growth. In vanilla you don't get any reward for helping the other player win and X can grow normally. But with the mod player X actually receive some penalty.

This of course also affects yourself, so that should definitely be part of the consideration. Not perfect for this resolution, but there is no way in the code to select only the A-team or B-team. It is either target or everyone.
Gorehowk 25 Mar, 2021 @ 5:10am 
Well, this mod seems really interesting, but I do want to ask some questions before I install it, regarding some of the changes:

Border Control Treaty
Option B: Border growth of all other players are reduced by 50%.
If option B is voted through, who does this affect? All players in the game? Just the ones that voted for option B in some way? Or those that voted option A and lost, while leaving those who voted B with normal border growth?

Espionage Pact
Option B: All other offensive Operations function at 2 levels lower.
Just like with Border Control, how exactly does voting for B but not getting your desired mission banned benefit you, as opposed to voting A and losing the vote completely?

'Patronage', 'Sovereignty' and 'Urban Development Treaty', Option B
Same question as Espionage.

Great People, Suzerain bonuses and buildings are things you may vote negatively on just to delay other people, while still pursuing them yourself for different win conditions.
Nerevatar  [author] 24 Mar, 2021 @ 12:50pm 
Full disclourse : I will most likely be removing that resolution to be honest. It is just too boring / low impact that it would be more interesting to get some of the other resolutions instead during the late game. If you are in no rush to play this mod and/or fixing the files yourself is too troublesome for you, then you could just wait for the next release.

I am currently playing the updated version of this mod locally, and when I am happy with the tweaks a new version will be released.
Nerevatar  [author] 24 Mar, 2021 @ 12:47pm 
I just looked up what BBG is, and I assume it is this one? https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2312050357/2993171056514846292/

If so, then yes that is incompatible with this one. Specifically, this change: "Public relations resolution deleted." which conflicts with the changes I do to that resolution.

To fix the crash you would either have to:
1) Undo that part in BBG. I don't know where or find the part to remove. This would result in the resolution being in-game with my changes.
or 2) delete this line "<File>Rework_Public_Relations.xml</File>" from the file "Nere's better congress.modinfo" of my mod. This would result in the resolution being removed.
Rigorda 24 Mar, 2021 @ 8:27am 
I tried to launch a game with this mod and BBG, and it crashed right away.

Is this a known issue ?
Zyxpsilon 23 Mar, 2021 @ 10:38pm 
Yeah.. go figure -- it's the HTTPS:/ tagging faulty stringer. ;)
Tigranes 23 Mar, 2021 @ 8:30pm 
Nerevatar  [author] 23 Mar, 2021 @ 1:19pm 
So in summary: Yes it's probably possible, but it wont be exactly what you or other people where hoping for to be honest, since it would feel very inconsistent - just like Military Aid Request emergency. I have personally seen that emergency only once despite havnig met the conditions in many games.
Nerevatar  [author] 23 Mar, 2021 @ 1:19pm 
@The Big Gay: Thank you :-) And to your question: That is actually a really interesting question. My gut feeling was "No", but after having poked around a bit, it might actually be possible to do something like that. It is probably a bit limited, but I believe it would be possible to add an emergency which applies a debuff to the target, which could be like embargo a civ, like -20% GPT, or most other negative effects currently in the game.

But it would work like a Military Aid Request, meaning the trigger could only be taking a city in a war where the civ have already generated many Grievances. But you have no control over when or if it is actually triggered even if the above condition is met, since there is some sort of hidden logic in the game core (DLL) which makes sure emergencies are not ALWAYS triggered when their conditions are met.
The Big Gay 22 Mar, 2021 @ 2:59pm 
wow this is so awesome : ) i've been using your inland flooding for a while now. Is there any way to have certain resolutions triggered the same way as emergencies? so in response to an emergency you could emargo a civ instead of DoWing them for example?
Nerevatar  [author] 21 Mar, 2021 @ 12:17pm 
Hi @Krunn, thanks for your kind words. I really appreciate them. A goal of this mod (any of my mods, really) is to ensure that the changes does not conflict with the AI. Since we have limited access to change the AI, I believe all mods should strive to only implement changes that does not require the AI to change drastically. So the changes to resolution reflects what the AI would expect, like if an AI wants to build power plants it probably also have buildings to power, so those two effects are bundled. It's interesting for the human, and the AI can "act as usual" without being at a disadvantage.

All that said, yes the AI could definitely be smarter. That is my main wish for civ6, but something I'm unable to fix through mods.