Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zegangani's: Real Allies
83 Comments
rilquermascarenhas 7 Jun @ 2:14pm 
Does this affect existing saves? Or do I need to start a new game?
evilthecat 14 Jan @ 11:29pm 
Is Portugal unaffected by this? I'm in a game now, and Portugal (my ally) is attacking a city-state I'm suzerain of.
Zegangani  [author] 29 Oct, 2024 @ 11:27am 
Oh, I actually meant having Open Borders with City-States. But I see now that my wording there could be understood the other way. Sorry for that man. I will fix that Text.

In non-modded game you get Open Border with City-States through (and this is what I meant with that statement):
- early in the game before researching Early Empire Civic
- being Suzerain
- Gunboat Diplomacy Policy Card
- playing as Joao III (Portugal)

But honestly, since this mod doesn't work like vanilla, and actually prevents you from declaring War on Allies' City-States, I think allowing to cross the Borders of their City-States should be possible. I'll see if we can mod that on an individual basis for City-States.
豐參 輝群 29 Oct, 2024 @ 1:38am 
But you said "Alliance Partners will still be able to enter the Territory of that City-State if they have Open Borders with them." Any misunderstanding?
Zegangani  [author] 28 Oct, 2024 @ 10:07am 
That's not a Product of this Mod, the Base Game doesn't allow moving into any City-State with Suzerains other than you (Ally or not). You'd need to use the 'Gunboat Diplomacy' Policy Card that allows moving in any City-State, or maybe a mod that adds that ability earlier in the game.
豐參 輝群 27 Oct, 2024 @ 6:53am 
We played as team in multiplayer game, but I can't get in ally's city state.
Zegangani  [author] 11 Mar, 2024 @ 1:22pm 
No, you need to start a new Game for it to work.
Leo Trotzki 11 Mar, 2024 @ 5:58am 
Is the mod Save Game Compatible?
Gray Pockets 1 Mar, 2024 @ 5:25pm 
Awesome! Happy to empty/drop mine.
Zegangani  [author] 1 Mar, 2024 @ 3:41pm 
@Gray Pockets, never noticed such an error tbh, tho maybe bc I don't play that much lately. Anyway, Thanks for making a fix for that, will implement it into this mod in the next update of the mod.
Gray Pockets 29 Feb, 2024 @ 2:37pm 
I have created an extension mod: Zegangani's: Real Allies - Cooks
* When a capital city flips to a Free City due to Loyalty losses, this mod does not provide a null reference error

@Zegangani feel free to include this in your mod if its to your liking.
Zegangani  [author] 17 Feb, 2024 @ 7:25am 
You're welcome!
Yeah, I don't think it's possible to mod that out. I mean stopping AI to make such Plans if they cannot execute them.
ChrisMartin 17 Feb, 2024 @ 2:30am 
A funny side-effect of using this mod is that the combat logs states that "Major Civ A" (that is also your allied) is doing a military assault on "City-State B" (that you are suzerain of), but of course (since the mod is working) there is no assault in the game. No combat takes place, nor any changes in diplomatic relationship. But the civ is building and staging its army on boarder of City-State.
I love this mod, especially since I enjoy the change of game-pace the city states give. Buffer between major civs, bonuses, trade, etc. Thank you.
Zegangani  [author] 16 Feb, 2024 @ 6:12pm 
I've seen similar issues like yours but those were internal game bugs, not caused by mods.
IamLags 16 Feb, 2024 @ 2:08pm 
Ive gone to peace with a city state that was suzerin of a another player. Now they are no longer suzerin but i can't place any envoys in that city state.
Zegangani  [author] 23 Jan, 2024 @ 10:39am 
you automatically get open borders with your Allies, and already can move through their Canals bc of that. So I don't know what you mean.
Bloop--Bloop 22 Jan, 2024 @ 11:19pm 
It would be very nice for you to be able to use ally canals
ChrisMartin 13 Jul, 2023 @ 7:44am 
I agree with Zafirbel. The problem is that when AI attack a CityState that is important to you, you can't counter it. You can't denounce that AI, and attack it, to protect the CityState, when that Civ is a declared friend of yours.
patrioticparadox 13 Jul, 2023 @ 7:27am 
That might be a step too far. Some amount of backstabbery is good.
Zafirbel 1 Jul, 2023 @ 5:53am 
Great mod - a much needed feature! Would love to see a version which also stops declared friends attacking your city states.
Bluesky95 17 Jun, 2023 @ 7:44pm 
why isnt this in the game already? is there a reason they never added this
Zegangani  [author] 16 Jun, 2023 @ 8:10am 
Thanks @CypRyan!
CypRyan 15 Jun, 2023 @ 12:22am 
Nice one!!!
JuryOfYourFears 24 Feb, 2023 @ 2:52pm 
Good to know, thanks!
Zegangani  [author] 24 Feb, 2023 @ 9:46am 
The current Version only affects Alliances.
JuryOfYourFears 23 Feb, 2023 @ 2:30pm 
This is the exact thing I was looking for, awesome.

Just wondering if it affects friendship at all, or just alliances?
Nandybear 15 Feb, 2023 @ 9:15am 
I became allies after they declared war with a suzerain, however they're still attacking it. Is it possible to stop them attacking in this scenario ?
Jonny Danger 17 Dec, 2022 @ 10:49pm 
Thanks for the explanation! This particular game had a bunch of mods enabled, so it may have been due to a conflict
Zegangani  [author] 17 Dec, 2022 @ 7:17am 
it checks for the current suzerain. I have seen the "war is possible in xxx Turns" Issue somewhere (without this mod on), I don't remember what was causing it, but it isn't caused by this Mod, as it simply disables the ability to declare war, and doesn't give info on when you can attack or not (in otherwords, it's a hidden ability/effect).
Jonny Danger 16 Dec, 2022 @ 6:34pm 
Does the mod check who the current suzerain of a city state is, or just who currently has the most envoys? I have an odd situation.
I'm allied with Lady Six Sky and Gitarja and they both have 7 envoys in a CS, which means neither is the suzerain, but yet I can't declare war on the CS. It says that "war is possible in -325 turns." Is this the mod doing that, and if so, is that intended behavior?
Zegangani  [author] 15 Dec, 2022 @ 2:55pm 
I don't think so
Riekopo 15 Dec, 2022 @ 2:06pm 
Firaxis ever going to release the DLL?
ChrisMartin 14 Jun, 2022 @ 6:52am 
The errors you see in your logs, are due to conflicts with other mods.
I use this mod, and I don't have this error.
Gђσst 鬼 14 Jun, 2022 @ 5:39am 
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
[C]: in function 'func'
[C]: in function '(anonymous)'
Gђσst 鬼 14 Jun, 2022 @ 5:39am 
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
Lua callstack:
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
[C]: in function 'func'
[C]: in function '(anonymous)'
Gђσst 鬼 14 Jun, 2022 @ 5:34am 
This mod keeps crashing my games...
Zegangani  [author] 9 Apr, 2022 @ 6:24am 
I'm afraid that's also impossible with the current modding possibilities.
Shevvek 8 Apr, 2022 @ 5:44pm 
Would it be possible to make it so allied units don't block units on other layers? Like, I don't care if I can't move my infantry on the same tile as ally's infantry, but it's really annoying when random floods of allied military units block my workers in my own territory.
Zegangani  [author] 11 Mar, 2022 @ 9:03am 
that's impossible to mod without the DLL.
Maestro 10 Mar, 2022 @ 3:18pm 
I could you add so that allies can move through other canals and cities?

Also station allied planes on airfield sounds good
Names Are Hard 25 Jan, 2022 @ 12:02pm 
I spent way too long here searching for this after the first game i played in 2 years had me be longtime allies with Peter. We were allies basically the entire game and pretty much survived together from the start of the game until like 1600 AD....and then he waged war and took 2 of my city states...worse still he razed them. Its not like he even wanted to take the cities for himself. No. He chose to raze my only science city state to the ground.... "allies"...
Nandybear 16 Nov, 2021 @ 9:20pm 
Yeah if you fixed that I'd love you ha, it's so annoying! I ended up surrounded it in units, but one died due to another war, and he sneaked in and instantly took it, THEN WIPED THE MAP!

Worst thing is, the alliance ended and was restarted, I hoped that'd flick its switch. But ya simply ceasing war (is that something mods can do ?) or just stopping them attacking once you become an ally would be awesome.

There is maybe a worry about abuse though, people could just create an ally or become a suzerain to get out of a CS being destroyed..hmm. Tough decision!

It was Ayathussa too. Who destroys that. Bloody Alexander, the nutter.
Zegangani  [author] 16 Nov, 2021 @ 5:29am 
I guess you mean that once you ally with a Civ that was in War with one of your suzerained CSs, it doesn't make Peace with the latter? That's an Issue yeah, but it's not a limit of the Mod. The Mod simply prevents Allies to START a war against your Allied CSs, so it doesn't take into account Wars already started (it's long since I've made the Mod and was testing it, so can't remember if I stumbled over this Issue or not). If I find some Time I'll try to fix that.
Thanks for the Info!
Nandybear 16 Nov, 2021 @ 4:16am 
I've got a weird one. Not allies, but attack a CS I want. I make them allies but they don't stop attacking. Is this by design/a design limit of what the game can do or is it something that can be fixed ?

Cheers for your awesome mod
ChrisMartin 16 Jul, 2021 @ 11:19am 
Thank you for your insight. :) And I'm 100% agree. To fix the Civ-games broken AI, would be huge amount of work... And Firaxis is holding DLL files in Fort Knox, so no one can point out the flaws, by fixing the game... I recall that huge mods was created for other Civ-games, and that was a blast. With good help from the DLL's, for sure.
Zegangani  [author] 16 Jul, 2021 @ 9:49am 
I was actually talking in the sence of just preventing Civ B from Attacking your Ally, not the actual behavior of the AI in that situation.
Modding AI Civs so they weigh their Options/Possibilities would require an overhaul for the whole diplomacy, which isn't impossible, but an immense lot of work (the DLL could help a lot here), that I don't think any Modder is willing to do/think it's worth it, considering the current state of the Game.
But I wouldn't bet on Civ7 to be better in that regard, even if its Diplomacy is way better than Civ6's. It's still an AI Issue, which is/was always a Pain in all Civ Iterations (excluding Vox Populi an such AI Mods).
ChrisMartin 16 Jul, 2021 @ 9:28am 
In my "simple" mind it should be consequences for a civ with lower tier of commitment with other civs/Citystates, to jeopardize that commitment. In my example; Civ B should "consider" the risking of loosing my friendship, by attacking my allied Civ A. Because I could much more easily break with Civ B, to aid my allied Civ A, by declaring war on Civ B. Lets hope we get a better, and deeper, diplomacy in Civ7...
Zegangani  [author] 16 Jul, 2021 @ 7:04am 
No you didn't, I just wasn't sure if it's a Bug Report, a Suggestion for this Mod or just a statement about Alliance Wars of the Game.

Yes, it is fixable, and actually in the same way that this Mod works (preventing fiends from Attacking your Allies or vice-versa). But I think AI would suffer from this, since it wouldn't be able to declare Wars how they want (they have other (AI) friends and Allies too), hence, I'm not sure if it would be a good or a bad thing for the AI. And despite that, I'm not sure if many People would want that.

In Any case, all of that can be resolved with options in the set-up menu, but it would require a lot more time and effort (tests) than this Mod did.
ChrisMartin 15 Jul, 2021 @ 10:30pm 
Thank you for reply. I apologize; I did not intend to blame the mod. I was going mad over this insane behavior from the Game and AI's. I would (in 90% of the time) go to war with a "Friend" to help my Ally. And I shouldn't have to "pay" any Grievances for that.
Since it is a flaw in the game itself, would it be wise to fix it without access to source DLL's?
Sticky Wicket 15 Jul, 2021 @ 4:37pm 
100% agree the Diplomacy needs an overhaul.