Sid Meier's Civilization VI

Sid Meier's Civilization VI

Dedications Rework
73 Comments
wayyanzhi 29 Mar @ 8:23am 
Okay, thank you. I also found an issue: the effect of If Money Doesn't Talk, It Swears states that International Trade Routes get +2 Gold for every Bonus resource within 3 tiles of the city and in the city's territory. However, the ModifierType used is MODIFIER_PLAYER_CITY_TRADE_ROUTE_YIELD_PER_LOCAL_BONUS_RESOURCE_FOR_INTERNATIONAL, which is incorrect as it only applies to a single city. It should be CITIES instead.
j_kovic  [author] 23 Mar @ 11:56am 
I really can't figure out what's wrong, but you probably get the answer from CIV VI modding helpline Discord in minutes. There you can also send pictures.
wayyanzhi 22 Mar @ 12:32am 
I tried for a long time but still couldn't figure it out. The strange issue is that as long as it's a file I wrote myself, it won't take effect. I tried saving this code in a downloaded mod file from someone else, and it worked, but in my own file, it just doesn't work, even if I set the same LoadOrder.
j_kovic  [author] 13 Feb @ 8:01am 
@wayyanzhi
<CommemorationTypes>
<Update>
<Where CommemorationType="RENE_EXPO"/>
<Set MinimumGameEra="ERA_CLASSICAL"/>
</Update>
</CommemorationTypes>

This way is the right way to do it. I thought about this and I guess this is a LoadOrder problem. Try to change your mods LoadOrder higher than this mods. If I remember right, this mods LoadOrder is 1000 or 10000.
wayyanzhi 12 Feb @ 9:05am 
Yes, none of the effects worked. My current method is to directly modify the original file, which works perfectly, but it doesn't work if I try to write separate code to make the changes.
j_kovic  [author] 12 Feb @ 8:10am 
@wayyanzhi It should work with that, I'm not sure what's going wrong here. Are you sure you settled your cities on different continent?
wayyanzhi 12 Feb @ 6:25am 
Maybe there's an issue with my code since I’m not very experienced in this area. The first version I tried was:
<CommemorationTypes>
<Row CommemorationType="RENE_EXPO" MinimumGameEra="ERA_CLASSICAL" />
</CommemorationTypes>
This made it selectable but didn’t have any effect at all.
The second version was:
<CommemorationTypes>
<Update>
<Where CommemorationType="RENE_EXPO"/>
<Set MinimumGameEra="ERA_CLASSICAL"/>
</Update>
</CommemorationTypes>
This one made it unselectable.

Also, I’ve completed the Chinese translation and will release it soon.
j_kovic  [author] 12 Feb @ 5:55am 
@wayyanzhi Sorry that answering your question took so long. Chancing MinimumGameEra of hic sunt dracones to the classical era should work, as modifiers should stay the same. Does any effect work or is it something specific that doesn't work? I noticed that dark age naval raider production is set only for Renaissance era units. That should be expanded if you want it to work in Classical too.
wayyanzhi 3 Jan @ 4:10am 
Hello, I am making a Chinese version of this mod, the only change to the program is to change the MinimumGameEra of hic sunt dracones to the classical era. However, even though I could select it in the Classical Era, its effects did not take effect. Do you know why this is happening?
Obb 14 Jul, 2024 @ 8:29am 
I see ! I I misunderstood you talked about actual policies, yes indeed that expend the suspect list ^^

The load order would fix it without compromising the mod’s content ? That would be nice ! Then I’ll simply try like that ! Thanks much !

It’s such a pain to test the modlist with civ6/steam… One hour+ I’m on it but I'm no further ahead ! lol I suspect that multiple mod collide, making it even laborious. I’ll maybe make another try later focusing especially on mods containing policies.
j_kovic  [author] 14 Jul, 2024 @ 5:31am 
It can be some that modifies Policies too, as that gave the error message. It can be AI mod that wants to make AI pick that policy et cetera. Increasing the load order should be fix that doesn't break anything else.
Obb 14 Jul, 2024 @ 5:05am 
As you say ^^ Logs full of issues, the gift from spaghetti modlists…

Increasing the load order works indeed !
But if it requires overwriting half of your changes… (Not sure how to check, besides making a whole game ? Looking at the cyclopedia, I see 12 dedications, they seem to be from the mod, but I did not compare them all tho.)

I’ll try to find the culprit, it has to be one that modify the dedications, I can't imagine having many suspects...
j_kovic  [author] 14 Jul, 2024 @ 4:09am 
There is lot going in there, but I guess the problem is that some mod is trying to modify some dark age policies that I deleted in the mod. There is two possible solutions how to fix this:

Files of this mod is found in folder C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2685190916

- Try changing the loadorder in line 31 of this mod in file "Dedications Rework". Change it to something like 100000 and try to run it then.

- If that doesn't work, go to file "valiaikainen" and delete line 49-81. These lines deletes Dark age policies, so if you delete these lines, Dark age policies will show in your game again.
Obb 13 Jul, 2024 @ 1:00pm 
I was about to say I never have the reflex to look inside log files, but I did and it made me remember that it’s because I never know what to look at anyway lol

Here’s the database content : https://pastebin.com/6K7e6yEb

I also tried another dedication mod since (Bear’s) ; which also crashes at start ! Maybe it’s just pure coincidence and the bug isn’t related, but maybe that's a proof one of the mods I use indeed make dedication mods unusable !
j_kovic  [author] 13 Jul, 2024 @ 12:27pm 
@Obb

I don't know any incompatibilities but I wouldn't be surprised if there was. Probably easiest way to check it if you see Database log file in C:\Users\"youruser"\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs and send the ERROR messages to me.
Obb 13 Jul, 2024 @ 5:28am 
Is there known incompatibilities with other mods ?
I can’t launch a game with this one enabled, before I take the hassle to try to pinpoint the issue, I supposed I could ask ! I’m really interested in this mod ! Seems very nicely thought. ( Like as Ruben said for example, I totally agree with that.)
Lt. Ruben 13 Nov, 2023 @ 11:09am 
i completely disagree with "bad at game" (nomen est omen? XD).
Anything that actually makes international trade routes worth it is a win in my book.
Domestic routes are just way too strong in civ 6, while also being far saver, which is stupid. International trade routes, being far riskier, should have way better yields anyways.
j_kovic  [author] 3 Nov, 2023 @ 11:53am 
Hi i bad at game,

if you really want the OPness of Monumentality back, just delete all text from Medieval_faith file. And thanks for your opinion, maybe Bear's dedications are better for your taste. I like my international trade routes :)
i bad at game 2 Nov, 2023 @ 3:52pm 
I was looking for a mod that brings all dedications in line with the power of classical era Monumentality, this mod removes it :steamfacepalm:. Sad but Ill try it out. Some of them seem very cool and some fall a little short.

Everything in this game that includes the words "international trade routes" is just garbage, dont even bother trying to make it a thing.
Dr.Abominate 23 Sep, 2023 @ 1:04pm 
How is the progress going?
Dr.Abominate 24 Jul, 2023 @ 11:40am 
I'm looking forward to the new update :D
j_kovic  [author] 24 Jul, 2023 @ 4:02am 
@patrioticparadox

You can use mod files if you wish to do Late Classical dedications, I updated the mod to have "base" files for those. If you wish to publish separate mod for those dedications, be my guest :) And if there is any problems I can try to help.
patrioticparadox 20 Jul, 2023 @ 11:42am 
Wanna put it on a Git, j_kovic?
j_kovic  [author] 20 Jul, 2023 @ 11:28am 
there is probably no progress, this mod works with grand eras but I don't have time to do post-classical era dedications.
Dr.Abominate 20 Jul, 2023 @ 8:42am 
How is progress on Grand Eras going?
patrioticparadox 13 Jul, 2023 @ 5:03am 
@Potatoes, that Grand Eras version would be great if you'd share what edits you did
patrioticparadox 29 Mar, 2023 @ 9:49am 
This is fantastic! Thanks k_kovic!
Dedications seemed almost pointless before this.
j_kovic  [author] 28 Mar, 2023 @ 4:57am 
Probably a load order problem, but can be something else too. Check Logs-> Database in Civilization folder to see what's the problem is.
j_kovic  [author] 22 Mar, 2023 @ 12:44pm 
It's ok for you to post it
Potatoes and Tomatoes 19 Mar, 2023 @ 2:15am 
Yea i though so, i am going to try it out when i have time and let you know if it worked, thanks dude!

Also, do you think its possible if i can copy the files for a spesific era and do the same thing while just adding "ERA_6T_POST_CLASSICAL"?
for the post classical era of Grand eras mod?
IE adding new dedications
j_kovic  [author] 18 Mar, 2023 @ 11:02am 
Potatoes:

Change files MedievalWar and ReneExpo.

Change lines 16 and 17 in the beginning of the file


MinimumGameEra="ERA_MEDIEVAL"
MaximumGameEra="ERA_MEDIEVAL"

and

MinimumGameEra="ERA_RENAISSANCE"
MaximumGameEra="ERA_RENAISSANCE"

as you suggested. That should work.
Potatoes and Tomatoes 17 Mar, 2023 @ 11:38am 
Hey, i am trying to switch the dedication "suc hunt dracones" with the "rise of new powers" so they better fit my mod collection, what do i need to do exactly? should i edit the files such that where it says "medeivel" goes to "reinsannce" and vica versa to switch those dedications?
Potatoes and Tomatoes 28 Feb, 2023 @ 12:11pm 
No stress, if i knew how to do it, i wouldve!
j_kovic  [author] 28 Feb, 2023 @ 6:36am 
I don't play Grand eras and don't have time due IRL so I won't do it. Anybody who wants to do it can.
Potatoes and Tomatoes 28 Feb, 2023 @ 1:17am 
could you maybe update it with the grand era mod? so the post classical era also gets its dedications.
i have been using this with the grand eras mod and i have some notes:

1) the update of post classical!
2) hic sunt dracones is too late. if it appeared one era before it would be great!
3) the dedication to "unlock" printing and etc is with grand eras really too pwoerful and out of place. that needs some rework, maybe hcange the the techs thatu nock?
If you can make a version that fits this, it would be so good!
j_kovic  [author] 15 Feb, 2023 @ 7:53am 
@NuDDen

I made Automaton Warfare Future eras only dedication. This mod has Dedications up to Information era.
NuDDen 13 Feb, 2023 @ 4:21am 
Did you delete Automaton Warfare?
Potatoes and Tomatoes 13 Feb, 2023 @ 3:38am 
Oh Okay! :)
j_kovic  [author] 13 Feb, 2023 @ 2:10am 
What do you mean @Potatoes and Tomatoes?

As far as I know, JNR extended some of the dedications to cover post-classical era in his mod.
Potatoes and Tomatoes 10 Feb, 2023 @ 1:52pm 
what up post classical era for Grand era mod?
j_kovic  [author] 17 Sep, 2022 @ 8:22am 
@LETSGOKANGAROOS

Changing those would be quite a work, as I should go through the files of JNR's expansion and add everything to requirements of the dedications. I don't have time for that right now, but if anybody wants to add the support, they can do it.
LETS GO KANGAROOS 15 Sep, 2022 @ 8:49pm 
For JNR's district expansions, they add a couple buildings to each tier, like how barracks and stables are mutually exclusive in vanilla. For example a suggested change would be like switching bonuses that apply to libraries will instead apply to all "tier 1 campus buildings".
j_kovic  [author] 6 Aug, 2022 @ 11:16am 
JNR actually made that support a while ago, he extended some dedications I made to post-classical.
MarshmallowBear 5 Aug, 2022 @ 7:29am 
@j_kovic - Grand Eras generally speaking, since it adds a full new era (Post-Classical).
j_kovic  [author] 5 Aug, 2022 @ 12:30am 
If there is not many buildings I can probably do it but it will take time. Can you think of any other instances where dedications needs JNR-support?
MarshmallowBear 4 Aug, 2022 @ 2:00pm 
j_kovic

JNR's basically adds new buildings for each district, so certain bonuses become weaker.

For example, Sky, Stars and Space gives bonuses to cities with Research Labs and Power Plants,

but JNR's for example adds a second Level 3 Campus building, so it's not supported if both mods are active (Since the bonus will always apply to just a Research Lab).
j_kovic  [author] 4 Aug, 2022 @ 3:56am 
@MarshmallowBear

What kind of compatibility is needed?

I don't play with JNR's District so I don't know how much work compatibility would mean. If it's not a big work I'll try.
MarshmallowBear 27 Jul, 2022 @ 5:29am 
Any chance for compatibility with some of the more common mods (namely JNR's District expansions, since it modifies building types)
j_kovic  [author] 16 Jul, 2022 @ 2:44am 
Hi Steve, you are right. I updated the mod and actually found another bug also. Thanks for the report!
steve893 9 Jul, 2022 @ 2:16pm 
Hi, really enjoying the mod - thanks for putting this together. In my recent game I found what seems to be a problem with Classical era Bacchanalian Festivals (dark age). After selecting it I see the -20% growth and -5 loyalty, but there appears to be no increase to unit production rate. I tested this with no other mods enabled, all official DLC and barbarian clans, secret societies and corp & monopolies modes on and was able to reproduce the same behaviour.