Sid Meier's Civilization VI

Sid Meier's Civilization VI

Policy Pack: Maritime
17 Comments
H.Humpel 23 Oct, 2024 @ 9:33am 
Hi JNR,
your mod has been translated by SprachZauberer 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.
JNR  [author] 23 Jun, 2024 @ 3:06pm 
You can take the civ templates and ignore everything about making a leader. But the basics for how a mod is composed of files for gameplay, text, and icons still applies here. Take the template as basis for how to make the meta files and all that, and then this mod (or ideally a simpler one) for what actually goes into the files.
EveryEmpireFalls 22 Jun, 2024 @ 10:45pm 
Yeah I figured that policy cards were among the easiest to add/modify. However, I still cannot find any tutorials or even official documentation on how to create a policy mod. I've found a fair bit of tuts on how to create/edit a civilization and leader, but nothing on policy cards. I'll try importing your or someone else's policy mod and take it from there.
JNR  [author] 19 Jun, 2024 @ 3:07am 
Easiest would be to take this mod as a template, I suppose. Or just look for modding tutorials in general, policies are among the easiest mods (needs no custom art, for example). There are mods adding just a single policy, those might be even easier templates.
EveryEmpireFalls 18 Jun, 2024 @ 5:44pm 
Howdy JNR, I lvoe your policy packs! I think this one is my favorite so far.

Question for you though: how do you make these? I have been looking for information on how to make add a policy mod but have found absolutely nothing on various forums and searches. I would appreciate any help you can offer!
Nandybear 7 Mar, 2024 @ 1:53pm 
PP_Maritime_Text.sql 'LOC_POLICY_JNR_CANAL_ZONE_DESCRIPTION' "grand" > "grant"
Megatrans 6 Jan, 2024 @ 5:54pm 
was about to post the same issue ty for fixing
JNR  [author] 5 Jan, 2024 @ 12:00pm 
working on a fix, will test some other stuff, then upload it
Amondin 5 Jan, 2024 @ 11:41am 
I can confirm the previous comment
bostonbongrips 5 Jan, 2024 @ 9:36am 
OK, nevermind I don't think it is a conflict. It looks like the policy card is actually applying +1food and +1prod on all tiles adjacent to city center. Which is +6 per city.
bostonbongrips 5 Jan, 2024 @ 9:25am 
Hi JNR, thanks as always for your kick-ass mods. Getting an odd conflict with Extended Policy Cards mod. The "Natural Harbors" policy is showing inaccurate new yields. Is showing +12 food and prod when I don't have any coast or lake tiles next to city centers.
JNR  [author] 4 Jan, 2024 @ 9:16am 
my bad everyone, Steam decided to delay notifying me of the comments by like half a day :/

I accidentally forgot to delete some changes I made to make the screenshot that shows all policies at once. Will fix it immediately.
weraptor 4 Jan, 2024 @ 2:09am 
I don't have the era government mod and still have the same issue
Alex the Great 3 Jan, 2024 @ 9:33am 
Can also confirm this and all the governements appear all on top of each other. Im guessing theres a compatibility issue with your era government mod (the one that adds the 3 new governments).
77Wanderer 3 Jan, 2024 @ 9:08am 
Confirming the issue Dr. Abominate mentioned previously. All governments have four economic slots with the highest tiers exclusively having wild card slots.
Dr.Abominate 3 Jan, 2024 @ 8:21am 
Once installed, 4 economic policy slots appeared after unlocking tier 1 of government. Other governments had them too, even though they shouldn't have. Is it possible that this is due to the correlation of some policies with the last levels of government? I don't have any other mods that change government levels other than your T6 series
Strudeler of the Tart Society 3 Jan, 2024 @ 6:41am 
Fantastic. The whole series needs more maritime love.