Sid Meier's Civilization VI

Sid Meier's Civilization VI

C&P: Exchange of Ideas
14 Comments
honi_canable 19 Mar @ 11:14pm 
The policy “Structural Adjustment” also seems to reduce the loyalty of the cities of one's own civilization. In the description, “foreign city” means a city owned by someone other than yourself, right?
(machine translation)
j_kovic 19 Jan @ 8:35am 
Modernization policy doesn't work, it only offers +1 sci and +1 cul per tech/civic. You unfortunately can't stack that modifier. I tested just tested it with your mod.
Simon Sullivan 23 Sep, 2024 @ 9:45pm 
ooohh - this is a good point "i think the paper mills and tailor shops policies should only apply to cities of different civs."

I had not checked, so that means it's giving the bonus in friendly too?
ChrisMartin 28 Aug, 2024 @ 2:49am 
I see the "Votive Offerings" (from C&P: Religious Pressure from Trade) card give the religious burst to the city it passes, and that is good. Will "Tailor Shops" (and alike) card also give the burst to domestic cites trader passes? What about cities in other Civ's?
Or will the burst go back to the city that sent the trader?
Chi 15 Aug, 2024 @ 6:42pm 
i think the paper mills and tailor shops policies should only apply to cities of different civs. this way, trade with other civilizations are more incentivized compared to domestic routes. this would give european civs a possible edge in science compared to lone civs in americas (when playing ynamp or any TSL maps)..
also, i'm not sure if it's possible, for modernization and perplus, if it's possible, make it so that the extra science/culture from trade be "every technologies or civics they have researched already". this way, you can both be at the same era, but still benefit each other in terms of "trading technologies/civics"
Leugi  [author] 14 Aug, 2024 @ 8:35pm 
Hey everyone. I have added a settings option to disable Peter's rework if you guys so desire. This will help a lot if you prefer another modder's rework or if you prefer the original bonus. (This doesn't affect ongoing games ofc)
Leugi  [author] 8 Aug, 2024 @ 11:43am 
@View the Phenom: The Peter Rework is on its own subfolder within the mod's folder so you can remove it and the rest should still work fine enough.

It is likely however that in practice it doesnt remove the ability from Civ Expanded but rather merges both (but the text only shows the one from this mod)
View The Phenom 7 Aug, 2024 @ 2:31pm 
@M Thanks for the confirmation. I'll pass on it, then.
M 7 Aug, 2024 @ 1:34pm 
@View The Phenom, I checked it and this mod overrides Peter of Russia's ability from Civ Expanded.
View The Phenom 6 Aug, 2024 @ 11:36am 
Would this mod clash with others that alter Peter of Russia's ability?
Dr.Abominate 6 Aug, 2024 @ 10:30am 
Wonderful pack of mods
I assume it is working with monopoly+mods without any issues.
Although I have a question how many assets whole pack is adding to the game
A Wandering Mage 6 Aug, 2024 @ 9:07am 
is the AI able to use these policies? particularly the catch up ones?
Ron 6 Aug, 2024 @ 3:53am 
Modders deserve a lot of credit!!!
Plati 4 Aug, 2024 @ 10:47pm 
Truly awesome, love it! :love_seagull: