Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ancient Era Diplomatic Policies
23 Comments
nostalgic_console_peasant 8 Jun @ 8:06am 
Policy cards that impact era score is a cool idea. Would be awesome to see more.
Hamburger 5 Jul, 2024 @ 8:34am 
hey mod makers can you please add the "rise and fall" or "gathering storm" tag(s) if the mod requires it!! (or maybe include base game if it works without DLC)
Obb 28 Jun, 2024 @ 2:18am 
Well, after a day of trial and error, looking at base game files and other mods adding policies, I succeeded ! I'm probably not done tweaking for balance yet, but at least I found the best argument for what I was looking for. And it works ! =3
Obb 27 Jun, 2024 @ 1:33pm 
Nicely made, and it’s cool nudge indeed !

I’m playing with the seasons mod, sometimes my cities are wreaked at start because rude winter lol So I’d like to add my own card, one that would add food to cities.

I made my own customized lines copying the existing ones in all relevant files, but it doesn’t work… I can see the card and take it, but it seems to do nothing.

My first doubt would be about the «ModifierType» argument, in gameplay.xml ; does it need to be an already existing game value ? And if it does, what would it be ?
kinnikinnik  [author] 21 Oct, 2023 @ 6:28am 
@smckibben47 Thanks for the feedback! Of course it's just an .xml file, so you're always welcome to change the values for your own game!
As for my thoughts, I think the vanilla diplomatic policies are really strong too, probably since most governments have fewer diplomatic slots. You're probably right about Warlord though, I usually don't play competitively so levying city states armies always seemed really expensive against AI, but I see how that could be too much. I might change this if I update again. Folklore I think sounds better than it is since there are actually very few Historic Moments that give you +3. Originally it was +1 which was far too weak. (+2 is still weaker than Tajmahal's +1 bonus.) Safe Passage is also only on land which is another major limitation. For Passports, I do like your idea about paying per unit, but I think that's beyond my modding capabilities. 😅
knotty_n_gneiss 22 Sep, 2023 @ 2:43pm 
IMO, Passports, Warlord, Safe Passage, and Folklore are all OP. Folklore should be +1, not +2. Safe Passage, there already exists a mod that makes trade routes immune to plundering for 2 gold (though, I do like your addition of "during peacetime," to be fair). Warlord *never* expires??? It should be reduced by 15% MAX and become obsolete some time in the Classical Era. Passports should just be replaced entirely, or barring that, add a -1 gold/envoy penalty. (For this last one, "passports" make very little sense as an "Ancient Era" device. If you want something related to both City States and Early Empire, that fits for the Ancient Era, you could also do something like "Tributary Passage," paying 2 gold/unit/turn when starting or entering a City State's territory (with whom all are now at Open Borders).
imiami 18 Aug, 2023 @ 11:13pm 
Thank you, everything worked
kinnikinnik  [author] 18 Aug, 2023 @ 7:39pm 
@The_Peoples_Vengeance @imiami The mod ID was the issue. I've reuploaded the update with the old mod ID. It worked with an old save. Let me know if you still have any issues!!
kinnikinnik  [author] 18 Aug, 2023 @ 6:56pm 
@imiami sorry!! I noticed the mod ID got changed somehow which might be the problem, but I've reverted this back to the original version anyway.
kinnikinnik  [author] 18 Aug, 2023 @ 6:54pm 
@The_Peoples_Vengeance sorry!! I've reverted this to the old version! I will upload the updated version as a new mod!
imiami 18 Aug, 2023 @ 2:00pm 
The update does not allow to load saves created before it. A cursory file comparison revealed only 2 changes (one new not very interesting policy and reduced fine for traders invulnerability). It was worth it? Is there a chance that backwards compatibility will be ensured? Or cancel the subscription and transfer the old version to the mods folder?
Vengeance 1791 18 Aug, 2023 @ 10:42am 
hey man, love this mod. The update broke a hotseat save of mine ive been working on for months, is there any way you can post the previous version of the mod?
Doc_Furtado 18 Aug, 2023 @ 10:25am 
Tk U
kinnikinnik  [author] 18 Aug, 2023 @ 9:59am 
Updated 2023!
kinnikinnik  [author] 18 Aug, 2023 @ 9:58am 
@Doc_Furtado Yes they do.
JunesWrath 13 Jul, 2023 @ 7:36am 
If I get the gist of these cards they are more for longer games. I personally got civ 6 when it launched on switch and just recently got pc for mods. i have actually never played faster than marathon and as such these cards would be fairly decent uses in those games.
Doc_Furtado 18 Jun, 2022 @ 6:10am 
AI gets the bonus of the cards too?
DeadWeatherDrums 21 Apr, 2022 @ 1:50pm 
Check out rai.reun's Civ 6 Diplomatic Cards mod for an example of how to rock this idea, hard, like a hurricane. Not so much in quantity of cards but in effectiveness of the cards and general execution of the mod's idea.

All that said, thank you very much for your mod. I'm just dingdong leaving you my 2 cents when I should be leaving you 5 bucks for trying.
DeadWeatherDrums 21 Apr, 2022 @ 1:20pm 
It's a nice idea but correct me if I'm wrong: Most no one gets Diplomatic Slots in the Ancient World and most of these go obsolete before they are useable. I could be wrong but that seems to be the problem with the tepid response. Pity, there's good ideas here. I'd make them stick around a lot longer and maybe even buff em up a touch, like double them...ish.
kinnikinnik  [author] 1 Mar, 2022 @ 10:32am 
Updated the description! :)
Icicleman 26 Feb, 2022 @ 9:41pm 
Do any of the other cards become obsolete?
kinnikinnik  [author] 24 Feb, 2022 @ 11:01am 
It becomes obsolete with charismatic leader.
Blechwalze 23 Feb, 2022 @ 11:17pm 
Multilingualism i think this useless becorse Charismatic Leader brings Two Poins