Sid Meier's Civilization VI

Sid Meier's Civilization VI

Policy Pack: Environment
50 Comments
Nandybear 11 Aug, 2024 @ 11:59pm 
It's more useful if the rest of the players are on the same footing, everyone is running major armies and trying to manage climate change whilst also being at war. The issue is it's super rare for future era being anything except the time for mopping up
MeniliteZ 30 Jun, 2024 @ 6:04pm 
Oh, dang. Hydrogen Engines come way too late to use at Replaceable Parts and Combustion tech. (Infantry and Tanks)

I guess technology-wise that makes sense. But that's the main reason I installed this.:steamsad:
MeniliteZ 28 Jun, 2024 @ 11:30am 
Does Hydrogen Engines increase gold upkeep costs for units that don't normally require Coal or Oil?
Nandybear 28 Jun, 2024 @ 7:19am 
@JNR modern rail would be awesome, could have it auto switch to it in information age too

@shrggur add this line to any mod that uses SQL:

DELETE FROM Route_ResourceCosts WHERE RouteType = 'ROUTE_RAILROAD' AND ResourceType = 'RESOURCE_COAL';

That'll remove coal cost from building railroads. I personally went a diff route, I have the game auto build railroads (the game switches roads between eras but doesn't for railroads). So I can choose to build some myself and get the coal cost, or wait it out for the era change and the game will switch them for me. For that it's

UPDATE Routes_XP2 SET BuildOnlyWithUnit = 0 WHERE RouteType = 'ROUTE_RAILROAD';

At modern era it'll change roads to railroads
JNR  [author] 19 Jun, 2024 @ 12:04pm 
You know, now that you say it, an "Electrified Rail" road type that is like railroad but consumes Iron + Renewable Power (from my renewable power complexity mod) would in theory work.
shryggur 19 Jun, 2024 @ 10:36am 
I'd be HAPPY if there was a policy that changes building railroads from coal to... whatever, honestly. Just cancelling it would do too. Or making it through any other mod would do too, I'd install any at sight. My super green futuristic empires keep killing the planet with engines, apparently, that's absurd.
Nandybear 2 May, 2024 @ 2:06pm 
The Hydrogen issue covered in my comments below weren't fixed in new version mate.
PP_Environment_Gameplay.sql
Line 201: UnitAbilityType should be AbilityType
Nandybear 15 Mar, 2024 @ 5:44pm 
Hey tbh it was kinda fun lol. But yeah I'm gonna have to learn how to actually look at the databases or something to figure stuff out because my way of "work your way back to a modifier that's already in the game files then look at them all to see how THEY are structured" is time consuming as hell.

I dunno how you do it. You do such an insane amount of work to create all these unique experiences, it must be an absolute nightmare to get it all together and working. Much respect.
JNR  [author] 14 Mar, 2024 @ 11:20pm 
Thanks for letting me know, that's the kind of stuff no error log will report, unfortunately.
Nandybear 14 Mar, 2024 @ 11:20pm 
Oh also there's no description LOC_ABILITY_JNR_HYDROGEN_RESOURCE_FREE_DESCRIPTION
Nandybear 14 Mar, 2024 @ 11:18pm 
It took me literally hours I really have to learn to mod properly because this searching through the game files bit by bit is dumb as hell.

Anywho, PP_Environment_Gameplay.sql > >

('JNR_HYDROGENENGINES_ABILITY_ATTACH', 'UnitAbilityType', 'ABILITY_JNR_HYDROGEN_RESOURCE_FREE'),

Should be

('JNR_HYDROGENENGINES_ABILITY_ATTACH', 'AbilityType', 'ABILITY_JNR_HYDROGEN_RESOURCE_FREE'),

Also I'm in a late game match with 100 cities so my turn times are forever lol.
Nandybear 14 Mar, 2024 @ 9:25pm 
Hydrogen Engines doesn't work, maybe the way it's attached ? It works in the sense of - if you make it active, it applies (but units need to be upgraded or bought new, as it attaches as a promotion type thing). But it doesn't work as a policy.
a8exander 18 Aug, 2023 @ 6:17am 
The controlled burn card does not work. I still get TONS of damage from forest fires.
Kadaj 14 Apr, 2023 @ 7:52am 
I'd like to echo 'Overrun them!'s comment that the 'Hydrogen Engines' policy doesn't appear to be working.
I'm currently using nuclear power in my power plant and the only draw I have is still on oil from units, with the policy equipped.
Otherwise enjoying the content, thanks for the work!
Eudoxia 8 Apr, 2023 @ 10:42pm 
@JNR did you ever see my suggestions on your Climate Balance Collection comments page? I think they'd really improve your climate mods.
Scroller 8 Apr, 2023 @ 5:16am 
@JNR - Glad to hear that. This seems like another must-add. So I will.
:steamthumbsup:
JNR  [author] 7 Apr, 2023 @ 4:46pm 
yes of course it's compatible
Scroller 7 Apr, 2023 @ 6:16am 
I like the look of this but is it compatible with your Project 6T?
It Me 22 Dec, 2022 @ 10:41am 
Tbf I use a lot of mods, so there could be a conflict, but for me controlled burns didn't prevent damage to the city, improvements or districts in the forest. At the moment it seems like a relatively pointless card.
Eudoxia 30 Nov, 2022 @ 7:43am 
(Actually thinking about it Greenhouse Farms would be better as a tile improvement... and Vertical Farms as something you can build in the City itself, since the whole idea is to have a skyscraper for a farm.)
Eudoxia 30 Nov, 2022 @ 7:39am 
Also as a converse to the Vessel one might I suggest nuclear-powered shipping?
Eudoxia 30 Nov, 2022 @ 7:38am 
You should add Vertical Farming/Greenhouse Farming as a counter-option for Organic Farming (Vertical and Greenhouse farming is lower emissions and lower land use than Organic, at least when powered by Renewable or Nuclear energy.)

A GMO's policy would also be cool.
Overrun them! 30 Nov, 2022 @ 4:58am 
Hydrogen Engines doesn't work for me. i have 3 units which require oil to mantain and they still use this resource even with the policy active
JNR  [author] 27 Nov, 2022 @ 7:21am 
That was the original design, +2 Power for every Neighborhood, Aqueduct, and Dam. +1 Power per specialty district was another policy. Found it a bit redundant and ended up merging them.
marcus.hicks 26 Nov, 2022 @ 11:58pm 
Just a thought. For Feed-in Tariffs, wouldn't it make sense to have it be +1 Power per Neighbourhood District?
JNR  [author] 22 Nov, 2022 @ 2:14pm 
I'll have a look.
ConnieOfTheWolves 22 Nov, 2022 @ 2:08pm 
Just checked again, mbanza's seem to be pillaged by fires as well
ConnieOfTheWolves 22 Nov, 2022 @ 12:33pm 
It seems that improvements on resources can still be pillaged by fires, although it does seem to prevent total destruction of improvements. Is that intended behavior?
JNR  [author] 22 Nov, 2022 @ 10:10am 
damage to improvements in forests and rainforests (you can still build lumber mills, but also some resources are spawned there and might still be good to improve), and with some other mods you can also end up with districts in forests.
ConnieOfTheWolves 22 Nov, 2022 @ 8:25am 
What damage is the controlled burns supposed to prevent?
MeniliteZ 21 Nov, 2022 @ 9:55am 
I see now.
The switching hills mines over to lumber mills especially is an excellent point I hadn't thought of!
JNR  [author] 21 Nov, 2022 @ 9:28am 
the idea with Green Building is more qualitative I assume. It's meant to represent that Lumber Mills become more central to your economy, which could mean changes in management, logistics, and other societal resources. "Production" is a very abstract thing including resources *and* labor on a very basic level after all but also stands for much more. In the end, it means "a Green Building economy is more productive if you have lots of forestry." It's also meant to encourage reforestation instead of chopping forest on hills for mines.
H.Humpel 20 Nov, 2022 @ 8:37am 
Hi JNR,
your mod has been translated by Junky 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.
MeniliteZ 19 Nov, 2022 @ 8:21am 
Oh yeah, each turn is many years. At least at first. I think after 2000 they start counting half-years, but I don't know how many people haven't won by then.
MeniliteZ 19 Nov, 2022 @ 8:08am 
@Catharsis I know of it, but I don't think it can give a constant production boost. Trees take time to grow!
Mister Ramen 18 Nov, 2022 @ 6:12pm 
@MeniliteZ you might be interested in the concept of sustainable forestry.
MeniliteZ 18 Nov, 2022 @ 10:20am 
I love this idea! But one thing struck me as I read the info:
Green Building's +production for lumber mills
You want to cut down MORE trees to help the environment?
I'm confused here.
JNR  [author] 16 Nov, 2022 @ 6:14pm 
ok should be fixed now.
cyronimose 16 Nov, 2022 @ 12:33pm 
energiewende is broken for me. available immediately and instead of its stated effect gives all tiles +3 science
众疑误矣 14 Nov, 2022 @ 5:14am 
Organic Farming
> +2 Gold and +2 Culture on Farms. BUT: -1 Food on Farms.
Green Building
> +1 Production on Lumber Mills. If on a Breathtaking or Charming tile,+1 Science and Production additionally.BUT: -1 Production on Mines and Quarries.
Carbon Certificates
> +6 Diplomatic Favor per turn. BUT: -2 Diplomatic Favor per tur per Coal and Oil Power Plant.
Vessel Speed Reduction
Economic
Lifetime carbon emissions reduced by 1 per turn for every coastal cities.+1 Production and Culture on Fish improvements(fish,whale,etc.).BUT: -6 Gold (international) or -3 Production (domestic) to intercontinental Trade Routes.
wherewithal 13 Nov, 2022 @ 5:38pm 
I really love how well this mod translates real world concepts into game mechanics. That's my favorite part of stuff in Civ, modded or base game. And I'm really glad to have some more late game policies that can feel powerful while also having a drawback.

I will also be glad to make use of Smog Filters!
JNR  [author] 13 Nov, 2022 @ 5:29pm 
Hydrogen Engines is meant to be speculative future technology.

Energiewende has to be that strong because the game is almost over by that point. Policies can easily give you hundreds of science by then, that's what it's competing with.

Fishing Quotas is about reducing the volume of fish caught for environmental reasons.

Same with Organic Farming, overall yield is reduced -> less but more pricey Food, hence loss of Food and gain of Gold.

Controlled Burns: It works the same as Egypt's flooding immunity, I think it applies only to structures, not units.
Puddings 13 Nov, 2022 @ 5:16pm 
Didn't use this mod and don't plan to, but here's my feedback:

Hydrogen Engines > I don't believe that policies should touch resource requirements for units as that's unrealistic. Don't know what an alternative could be for this.

Energiewende > I think you should change this to +2 science as science is veryyyyyyyyyyyyyyyy abundant in this civ6

Fishing Quotas > This seems like it should be a gold or food bonus not DP

Organic Farming > I don't get why this is a gold and cultural bonus it should be a food bonus

Controlled Burns > No unit should be immune from fire that's not realistic
Sailor Cat 13 Nov, 2022 @ 4:22pm 
Wow. This is environ-mental. :chocola2:
Doc_Furtado 13 Nov, 2022 @ 10:46am 
Thank you @JNR, a honor receive your answer, lets play
JNR  [author] 13 Nov, 2022 @ 9:08am 
would help if you all actually gave balance feedback instead of just saying that balance should change, lol.

@Doc_Furtado: yes, the AI can use them just like any other policy. They aren't good at planning around them though - just like any other policy.
Doc_Furtado 13 Nov, 2022 @ 5:14am 
Can AI benneficiate with this mod too?
众疑误矣 13 Nov, 2022 @ 3:25am 
nice
is there a balance plan for the future?
kirito solo 12 Nov, 2022 @ 8:19pm 
Great mod i really liked but needs more balance
Lucius, the Heavenly Dragon 12 Nov, 2022 @ 3:25pm 
I love Policy mods because they break up the "meta" for what you should always have no matter what else you unlock, and I can see several of these helping with that.

Amazing work as always JNR.