Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Diplomacy
44 Comments
nostalgic_console_peasant 20 Mar @ 5:40pm 
Love your mods, any plans for tier 3 and 4 diplomatic quarter buildings?
Petrus Aurelius 27 Feb @ 12:53pm 
Great ideas in this mod, particularly the Foreign Exchange giving you trade routes for city-states, makes playing the diplomatic and espionage game profitable.
Mavoc 26 Feb @ 1:59am 
Consulate and Chancery both say +4 Gold for specialists, but the other 4 diplo buildings seem to be missing the specialist yield bonuses.
JNR  [author] 8 Jan @ 6:51am 
You can put them on a trade route still and trigger getting some great people points every time they pass through a city. But you can also park them in a city center and get those points *every* turn, but at the expense of trade route yields. Your choice.
OxTailSafu 8 Jan @ 12:28am 
Absolutely love your mods JNR! Just a quick question.

Regarding the Chamber of Commerce, how exactly does that work? I'm not sure I follow what exactly you mean by stating "when in the center." Am I supposed to keep the trader in the commerce hub without putting them in a trade route?
eggyprecious 25 Dec, 2024 @ 11:40pm 
@Clarke's Third Mage your wording is more complicated tbh
Clarke's Third Mage 30 Aug, 2024 @ 9:21pm 
Fair enough I guess.
JNR  [author] 24 Aug, 2024 @ 3:17pm 
That's just Firaxis' wording, I just moved the effect to a different building.
Clarke's Third Mage 24 Aug, 2024 @ 1:20pm 
City State units gain +4 Combat Strength if you are the City State''s Suzerain (including Leveraged Units).

This is very convoluted phrasing. How about: "+4 Combat Strength to units belonging to City States that you are Suzerain of (including units you have Leveraged from them)."

(Yes that's a dangling participle; I prefer it that way.)
Nandybear 21 Aug, 2024 @ 9:32am 
The file also had some syntax issues. MINOR_CIV_CSE_TRADE_TRAIT etc. should be MINOR_CIV_TRADE_TRAIT for culture, science, religion, all the base ones - it seems Civitas didn't add CSE to the base ones. And there was some other syntax stuff too. Probably easier if I just upload the file

https://pastebin.com/tCdWL15Q

All I did was keep reading the errors until the errors stopped lol I hope I didn't mess anything up!
Nandybear 21 Aug, 2024 @ 8:16am 
There's a weird error in this, not sure in which way to fix it. OK so random file first:
Data\ModSupport\UC_DIP_CSE_Ethiopia_Tier4.sql it doesn't exist in modinfo. But I think it's because there's an error in the modinfo: it says

<UpdateDatabase id="GameplayModSupport_CSE_Ethiopia" criteria="CS_CSE_Ethiopia">
<Properties>
<LoadOrder>1293</LoadOrder>
</Properties>
<File>Data/ModSupport/UC_DIP_Text_CS_CSE_Ethiopia.sql</File>
</UpdateDatabase>

where I assume that file should be.

However under files, that file is called <File>Data/ModSupport/UC_DIP_Text_CS_CSE_Ethiopia.sql</File>

So should I rename the file UC_DIP_Text_CS_CSE_Ethiopia.sql and put it in the place as above ?
Nandybear 13 Jul, 2024 @ 12:40am 
@NuDDen yeah think of it just like a number on its own. It technically has no "tie" to a specific alliance, all it does is give someone a stat, and a level, and their allianc - whatever it may be - will use that number for its bonuses
claudemac24hrs 10 Jul, 2024 @ 5:51am 
Thank goodness. No more dirty mod that has faux Mount Vernon, Aegina, and Minsk city-states.
LETS GO KANGAROOS 7 Jul, 2024 @ 8:47pm 
I play with cse and when hovering over which building to construct, it only shows the extra yields from vanilla buildings. Is the bonus being applied and just not showing up?
NuDDen 7 Jul, 2024 @ 2:17am 
Are ur Alliances from "Alliances Expanded" included?
JNR  [author] 6 Jul, 2024 @ 9:01pm 
There are no alliance points for citystates. Maybe I should change it to "to all your active alliances", but even then it might be confusing.

How alliance points work is that between any two full civs (i.e. not including citystates), there's an Alliance Points score. That score is the same both ways, it's a characteristic of their relationship, not of the civs themselves. Whenever that relationship turns into an alliance, this score determines the alliance's level.

Alliance Points between two civs increase whenever they have an active alliance, the amount being based on a variety of factors. Alliance Points are independent from alliance type, you can have a military alliance all game long, level up the relationship to a level 3 alliance, and if you then change to a cultural alliance, that one will also be level 3 right away.

The points you use to earn envoys to send to citystates are called "influence".
Puddings 6 Jul, 2024 @ 3:46pm 
"Alliance Points with all allies" That means AI players and suzerains of city states right?
zjingyang505 4 Jul, 2024 @ 10:26pm 
I see,thank you very much.
JNR  [author] 4 Jul, 2024 @ 1:13pm 
In principle yes, but you might be running into the asset limit bug.
zjingyang505 4 Jul, 2024 @ 11:08am 
I need some help.I can't play Urban Complexity series with City Lights mod.The game crashes after finishing a round.Are Urban Complexity series compatible with city light?
youbuffoon 4 Jul, 2024 @ 12:23am 
the jjk brainrot got to me and i read domain expansion :steamsad:
NuDDen 1 Jul, 2024 @ 6:05am 
I think support for ur "Alliances Expanded" Mod is very much needed ;)
程鱼宴 1 Jul, 2024 @ 12:35am 
GOOD:steamthumbsup:
JNR  [author] 30 Jun, 2024 @ 1:53pm 
If you're not using any city styles mods, try repairing your game files.
TLhikan 28 Jun, 2024 @ 4:02am 
When JNR posts a district mod, you subscribe before reading the description. I don't make the rules.
Solarius Scorch 28 Jun, 2024 @ 2:18am 
I am so hyped! :)
Shevvek 26 Jun, 2024 @ 8:18am 
Wooo new JNR district mod!
JNR  [author] 25 Jun, 2024 @ 7:23pm 
Oh wait, I think someone else once made a Diplomatic Quarter Expansion and used similar presentation and phrasing in the description, not directly faking it being one of my mods but getting fairly close.
JNR  [author] 25 Jun, 2024 @ 7:22pm 
Only a Government Plaza Expansion, which I guess overlaps because this mod here also changed the gov plaza. And I once had plans to merge them and have stuff like moving the tier 4 gov plaza buildings to the diplo quarter as tier 3 (might still do this in the future). Either way, I talked a lot about plans related to both mods before, maybe it's familiar from there.
flavio.garcia.2013 25 Jun, 2024 @ 6:48pm 
Getting some odd deja vu from this
View The Phenom 25 Jun, 2024 @ 6:03pm 
Is this a new version of your old mod? I swear that there was a Diplomatic Quarter mod in this series before.
Doc_Furtado 25 Jun, 2024 @ 2:21pm 
Great, i will try, thanks
JNR  [author] 25 Jun, 2024 @ 1:07pm 
None, the new buildings look just like the Consulate/Chancery.
Doc_Furtado 25 Jun, 2024 @ 12:34pm 
How much assets this mod increase in the game?
Moros 25 Jun, 2024 @ 4:18am 
I absolutely can see how making Foreign Exchange be 1:1 instead of per type would be very strong. There are very few ways to get additional trade route slots aside from one per city by building a trade district. It would notably and substantially buff smaller civilizations.

Great to hear about the Examination Hall. I do really like how you've added new Government Plaza buildings which work for different builds just like how your Diplomatic Quarter buildings do. I can see myself building the two districts a lot more now.
Moros 25 Jun, 2024 @ 4:18am 
I'm personally not entirely sure how effective Chamber of Commerce would be, especially when Great People costs really get up there. But, it's ANY City Center, so it would be active a lot more often than one would think, and would effectively scale to the size of one's civ due to having more cities and more slots.

I'm aware that Security Service does what it had already did. Unfortunately, it was kind of crap. It's notably better now that it's doubled. I rarely built Diplomatic Quarters due to not really getting much mileage out of the benefits, so it's possible that thanks to the effective spy level reductions it'll make spy killings more common, and thus actually not so rare.
JNR  [author] 25 Jun, 2024 @ 3:49am 
re Chamber of Commerce: yes, you can just park a trader in the city center if you're okay with losing the route yields. If that incentivizes not sending out trade routes too much, I can also change how close the trader needs to be to a city (if it's enough to be adjacent, that triples the bonus for moving traders, making them more competitive with those staying at home).

re Security Service: It's what the Diplo Quarter buildings did originally, I already doubled the Science yield.

re: Foreign Exchange: stacking bonus of trade route capacity is already very strong. This is actually the one I'm most concerned about becoming OP, it's up to +6 trade routes without modded types already. And yes, it's meant to be balanced by there being an opportunity cost to spreading over multiple types. My goal wasn't to make the most optimal approach in a given field even more powerful but to open up more paths.

re: Examination Hall: you will already get access to the projects from all previous eras.
Moros 25 Jun, 2024 @ 12:35am 
If possible, I'd highly, highly request that Public Service Exam from Examination Hall be for every Era that's been reached. . Normally, the Examination Hall would only be accessible by the Medieval Era (third of nine possible), BUT one could be screwed out of a potential title if one wanted to go Merchant Republic or Theocracy, which are both Renaissance. This would grant greater flexibility for when the player actually builds it, and would additionally only result in two more total governor titles overall from Ancient and Classical.
Moros 25 Jun, 2024 @ 12:35am 
For Foreign Exchange, is there any specific reason it's every type and not 'just' every city state one is suzerain of? For that reason it also seems like it would be a bit underpowered, given how often it is to be suzerain of more than one city state of the same type due to political reasons.

Chamber of Commerce seems really interesting. Is the idea that it works when a Trader ISN'T actively out on a trade route, and/or is happening to be in a city during its back-and-forth? I have no idea how useful that is yet without having played with it, but it's certainly a unique idea.
Moros 25 Jun, 2024 @ 12:35am 
Nice to see you get to Diplomatic Quarter.

Chancery's new effect (1 Envoy for each completed Emergency and First Place in Scored Competitions) seems kind of weak. What about an Envoy for participating in an Emergency, and another for winning it? And giving an Envoy inverse to placement in Scored Competitions (1 for 3rd, 2 for 2nd, 3 for 1st)?

For Security Service, it likely wouldn't scale well as the game went on, but what about scaling with Eras? [value] x Era count. In vanilla, the second tier building, Chancery, requires the Renaissance civic Diplomatic Service, and by that point in the game a very rare burst of 100 Science isn't much unless there's a ton of spying going on.
Aiwa-rikiaR 24 Jun, 2024 @ 9:59pm 
"Chamber of Commerce: When in a city center, Traders grant +1 of each district's base Great Person points in that city."
So does that work if I keep a trader waiting in a city center without establishing a trade route or is that a bonus whenever a trader goes through a city center on the path of its trade route?
DieEvenHarder 24 Jun, 2024 @ 8:48pm 
yay
Lucius, the Heavenly Dragon 24 Jun, 2024 @ 6:35pm 
WE LOVE DISTRICT EXPANSIONS!!!
Lucius, the Heavenly Dragon 24 Jun, 2024 @ 6:35pm 
Woooooooooooo!