Sid Meier's Civilization VI

Sid Meier's Civilization VI

Monopoly++: Tycoons and Investors
179 Comments
Domenicus 25 Jun @ 9:02am 
to anyone seeing this some of the bugs can be fixed by removing that typo
Domenicus 25 Jun @ 9:01am 
I think you have an extra bracket on line 341 in monopolyplus_units.sql
Kyqoz 20 Jun @ 9:01pm 
nvm the mods dead
Kyqoz 20 Jun @ 8:42pm 
happens every game the ai just buys them and does nothing with them
Kyqoz 20 Jun @ 8:42pm 
can you make it so the ai doesnt spam them, i'm conquering a country and their last city has like 10 tycoons and 5 investors just sitting there
盗圣梅西 13 Jun @ 9:23pm 
can not build gold industry or company,maybe it cant fit with Civtas resource mod?
DarkSky 1 Jun @ 3:23pm 
doesnt work anymore
josiah.shv 30 May @ 11:43am 
love this mod except for one reason, AI keeps spamming investors and tycoons for absolutely no reason whatsoever, so AI doesnt actually put gold into military/infrastructure etc...
DarkSky 29 May @ 6:06pm 
no industries, they used to be there and now they arent
dok 17 May @ 12:38am 
Cool mod, but problem with multiplayer(, I have a multiplayer game with a friend where all the oil i have for off-shore tankers is going to them instead of me.) And desynchronization
ZyrahRavenSteel 19 Mar @ 2:20pm 
This mod seems to be a bit broken in multiplayer due to the investors transnational corporation and offshore tankers all seem to go to the host on the lobby instead of the person who made them, I have a multiplayer game with a friend where all the oil i have for off-shore tankers is going to them instead of me.
Plati 17 Feb @ 6:07am 
For those who use Urban Complexity with Monopoly++, I've made this mod that allows the purchase of Tycoons with workshops, essentially meaning they are available an era earlier.
Reman 8 Feb @ 7:35pm 
This mod is kind of bad for two reasons:

First, it makes ski resorts essentially nonviable, as they can only be built by the ultra-expensive tycoon unit. Paying a thousand gold (or more!) for a single amenity is hard to justify in almost any case.

Second, the AI spams tycoons more than it should, and it usually has a dozen or so kicking around its land by the endgame. This costs the AI a ton of gold and adds a bunch of clutter to the map.

It'd be good if the mod creator could fix these issues. The first one would be easy enough, while I'm not sure if the second one is doable at all, outside of perhaps banning the AI from buying these units (which would probably be worthwhile, given how wasteful they are). Until then, I'd recommend people stay away from this mod.
冰博客拿铁 15 Jan @ 8:17pm 
@S-Mechno right, could you solve that problem? i love the two mods
S-Mechno 12 Jan @ 11:29pm 
@joshuamlux. I have the same problem. Do you have the JNR's Distrct Exp mod installed? I think problem is that the mod from JNR replaces vanilla workshop and tycoon cannot be purchased
joshuamlux 11 Jan @ 7:41pm 
I've got all monopoly mods installed, box checked in setup options, and yet i cannot build investors or tycoons. I got the technology, it does list tycoons and investors, so the mod is at least partially working. i've got both workshops and manufactories. heck, i'm now researching electricity. yet they are not purchasable or buildable. not sure if maybe its a mod conflict with another mod or what. suggestions?
Siliparion 3 Jan @ 1:41am 
@Podrax Only Tycoons can create Industries.
Podrax 1 Jan @ 6:38pm 
I have the same problem as Yommp, the builder's ability to create industries is just completely gone and therefore making this whole mod useless.
Kenraali #BringBackQP 7 Dec, 2024 @ 3:30am 
The text for not using the Monopoly mode is not working. Tycoons, Stations, Investors etc. only have their localization tags.
I fixed it by commenting line 38 of MonopolyPlus.modinfo: <Criteria>Monopolies_Mode</Criteria>, so the text file gets applied regardless.
Bear 20 Nov, 2024 @ 3:27am 
help me understand, I like the idea of ​​this mod, additional opportunities for monopolies and corporations, but I'm surprised that the earliest productions are moved so far into the future, when indeed, the first beginnings of production could have appeared earlier
Filipe 5 Oct, 2024 @ 11:50am 
Is this mod working?
jkassavetis 26 Sep, 2024 @ 5:50pm 
Does this mod work with custom resource mods?
Nim 2 Sep, 2024 @ 9:21am 
Auditor General doesn't do anything for me either.
Oniwabanshu 24 Aug, 2024 @ 7:14pm 
The AI just BURNS their money spamming these units and not using them. These need to be addressed as it gives the AI a crippling disadvantage late game.
Boogietr0n 17 Aug, 2024 @ 5:30am 
Tycoon requires manufactory, not a workshop
Purple Eyestabber 19 Jul, 2024 @ 8:56am 
Reyna's promotion doesn't do anything. Tycoons cost the same as in another city and there's no bonus yield for nearby corporations.
Davide_Italy_83 1 Jul, 2024 @ 11:57am 
Solution

INSERT INTO Unit_BuildingPrereqs
(Unit, PrereqBuilding)
SELECT 'UNIT_LEU_TYCOON', BuildingType
FROM Buildings WHERE BuildingType = 'BUILDING_JNR_DRAGON_KILN';
Ori Vandewalle 19 Jun, 2024 @ 4:18pm 
I think this is probably a mod conflict because I don't remember it happening before, but in my current game Tycoons can only build Industries... on tiles owned by the city where (and when) you bought the Investor. Or is that working as intended?
Hun King 8 May, 2024 @ 8:01am 
Reading the SQL files for this mod, I understood that there very many other tech prerequisites. The units appear very latter in the game. All these requirements are prefixed with "_AI_", so I don't know if the author wanted to restrict these to AI players and some other bug / mod compatibility issue prevents me from doing so.

Anyway, I cheated my way through the tech tree to test it and voilá, the units appear in the production list.

i also use Unit List Enforcement, and I suspect there may be an incompatibility (that mod changes building requirements).
Little Krieger 5 May, 2024 @ 10:44am 
anyone have this problem? im using monoply ++ and T6 eras and units, but the tycoon unit isnt showed to be bought
Kor Leonis 6 Apr, 2024 @ 8:46pm 
Anyone else having an issue using this mod in multiplayer? The 2nd player using an investor to claim a resource, creates the transnational company improvement, but the owner is the host, not the player who paid for the investor unit.
Radon 31 Mar, 2024 @ 3:21am 
can you please update it because the name things are buged
ctcatuga 25 Mar, 2024 @ 9:43pm 
@Zyxpsilon
Yea, I thought about that, but would really rather just have multiple industries in the same city so I don't have to resource share.
Zyxpsilon 19 Mar, 2024 @ 5:13am 
@ctcatuga
You could always use a nearby city to re-assign any of the extra luxury tiles and create new Tycoon(s) in that city, try it!
ctcatuga 18 Mar, 2024 @ 6:52pm 
I'm not sure if this exists in this mod or elsewhere, but this seems to be the best place to ask given the nature of the mod:

Is there an option in this mod or separate mod altogether that allows for a city to have 2 different luxury resource industry improvements? I have a city in one game that is surrounded by 2 sets of 3 different luxury resources (spawned naturally, I didn't cheat place them), but I can only build 1 industry improvement, and I would love to put one on all 3!
TinyDots 30 Jan, 2024 @ 7:30pm 
I had trouble getting tycoons to show up until I realised they require a manufactory not a workshop to be purchased
leokittenman 29 Jan, 2024 @ 1:06am 
The Ai is dumping all their money into investors, Could there be a unit cap for the ai? Thank you
craylan.thay 23 Jan, 2024 @ 7:20pm 
Yes I'm having the same problem with not getting the tycoon.
Yommp 23 Jan, 2024 @ 6:39am 
Unfortunately this is not working. Using this mod disables the builder's ability to create industries. Doesn't even show up as an option in the improvement table. Other civs can do it, and they can use the tycoons too... lucky
Babarigo 15 Dec, 2023 @ 3:31am 
I'm having several issues. The warehouse doesn't always give the extra trade route (it happened when I built it next to a city built on the top of a luxury), the yield to the trade route the city state with the warehouse doesn't change and the corporation doens't get the extra 5 gold.
Maybe it's a conflict although I doubt it since this is my only real gameplay mod, the other ones are UI mods.
NuDDen 27 Oct, 2023 @ 12:14am 
@1392259576 you can find the syntax error in the following file:
monopolyPlus_units.sql in line 341 ... U have to delete the "(" there ... than save!
Turtles345 26 Oct, 2023 @ 4:30pm 
Does this make Portugal's Feitorias kinda useless as a unique improvement?
Vidyflan 16 Aug, 2023 @ 12:10am 
in the MonopolyPlus_Units.sql have a syntax near "(", but i couldn't find the "(". it make me upset. there are any way to find it?
weraptor 5 Aug, 2023 @ 2:27pm 
Reyna truly does not give a discount.
RezeDevilUwU 24 Jul, 2023 @ 3:16am 
@ZuryMcFlapjack where do you find those files?
【 SanCHEz 】 20 Jul, 2023 @ 10:05am 
Reyna does not give a discount to tycoons and investors. In all other cities, the purchase price is the same as in her city.
Ryssä 20 Jul, 2023 @ 2:07am 
My gratitude to @ZuryMcFlapjack !
Ryssä 18 Jul, 2023 @ 3:52am 
not compatible with Unique Building: Dragon Kiln (China) is a sorrow
Rob 8 Jul, 2023 @ 12:47pm 
Thanks ZuryMcFlapjack for the info!
ZuryMcFlapjack 24 Jun, 2023 @ 7:37am 
PS....
If you want to restore the tycoon units Workshop prerequisite, all you have to do is go into monopolies_units.sql and UNCOMMENT OUT the lines that add the workshop prerequisite and it will work properly.

If you want the mod to work as the author intended where the Tycoon unit is liberated from it's building prerequisite while using JNR's industries expanded, open the JNR compatibility sql file and COMMENT OUT or delete the lines of code that add the manufactury as a building prerequisite and......

VOI LA! Mod fixed to your preference....