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I guess technology-wise that makes sense. But that's the main reason I installed this.
@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
PP_Environment_Gameplay.sql
Line 201: UnitAbilityType should be AbilityType
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.
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.
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!
A GMO's policy would also be cool.
The switching hills mines over to lumber mills especially is an excellent point I hadn't thought of!
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.
Green Building's +production for lumber mills
You want to cut down MORE trees to help the environment?
I'm confused here.
> +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.
I will also be glad to make use of Smog Filters!
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.
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
@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.
is there a balance plan for the future?
Amazing work as always JNR.