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* 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.
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 -->
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.
@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.
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.
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.
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
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 ;-)
P.S. Really enjoying your mod.
What game speed were you using? Standard?
"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?
I'll release the change quickly if I get some more feedback on that Resolution.
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.
@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.
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.
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.
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.
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.
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.
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.
Is this a known issue ?
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.
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.