Sid Meier's Civilization VI

Sid Meier's Civilization VI

Policy Pack: Corporations
17 Comments
冰博客拿铁 15 Jan @ 8:07am 
Then I had to give up that save that I'd been playing with all afternoon because I wanted to use capitalists in particular
冰博客拿铁 15 Jan @ 8:03am 
Hi, I used all your mods. I found that your mod can cause the mod group of Leugi you recommended to not be used normally. The problem I have found so far is that the capitalist unit still cannot be purchased after the workshop is set up because of the change of the science tree
JNR  [author] 15 Jul, 2024 @ 8:13pm 
imho if you make so many products that it becomes OP, you already took the scenic route to victory anyway. And I think it's about in range of existing policies. With policies, artifacts grant 8 tourism each and music even 12 tourism. I put products in the middle with 10. And the yield bonus just applies to base yields, not their special bonus.
Yumi 15 Jul, 2024 @ 7:23pm 
10 times tourism and 3 times tripple yield from products are insanely OP.
Buzuni 17 Feb, 2024 @ 7:41am 
After subscribing I cant build industry improvements anymore :steamsad:
H.Humpel 20 Nov, 2022 @ 8:36am 
Hi JNR,
your mod has been translated 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.
Kyrie 21 Oct, 2022 @ 2:20am 
jnr man some of your things should just straight up be in the basegame.
JNR  [author] 7 Sep, 2022 @ 3:46am 
ideas like that are why I love just adding stuff to the sandbox even when I can't see a coherent strategy behind it yet. Someone will come up with a creative way to use it!
Shevvek 6 Sep, 2022 @ 7:29pm 
I'm a simple man, I see a new JNR mod, I install it. This looks dope. I love the idea of doing an industrial based tourism victory with souvenir factories.
JNR  [author] 6 Sep, 2022 @ 2:55am 
Since recon units are meant to leave your territory and stay away for a while, I think a less frequent update rhythm is fine, so I did not see an urgent need to add any units to those. If I did, I would add them to the Infantry pack.
Archiven 4 Sep, 2022 @ 9:50pm 
Great mod but Unrelated question, when is the Unit Expansion: Recon Units? I been look for new Recon class units in the workshop and the only new Recon unit is the Steel and Thunder Expansion but I really like your version of units add on.
Affine 4 Sep, 2022 @ 9:32am 
great mod!
perfectwing 4 Sep, 2022 @ 1:37am 
I guess that makes sense. That's a kinda cool way to make it a later policy, by requiring an otherwise optional policy in addition.
JNR  [author] 3 Sep, 2022 @ 10:33pm 
I found it the best choice for any of the now three fascist policies unlocking at something other than totalitarianism. So I chose Third Alternative to unlock at Class Struggle because historically, the concept was about picking up a lot of worker movement language and symbolism and twist it to support fascism. You still need Totalitarianism unlocked and Fascism chosen, after all. It's just that now you *also* need Class Struggle.
perfectwing 3 Sep, 2022 @ 12:44pm 
Third Alternative being moved to Class Struggle doesn't make much sense to me, as it's based on a way Fascism was advertised, as a Third Position: neither Capitalism nor Communism.
MadLad 2 Sep, 2022 @ 3:28am 
sounds interesting, gonna try it now
Lucius, the Heavenly Dragon 1 Sep, 2022 @ 5:18am 
Eyyy. Nice