Sid Meier's Civilization VI

Sid Meier's Civilization VI

C&P: Naval Trade Protection
10 Comments
Yung-Mahn 16 Dec, 2024 @ 6:17pm 
Great mod! love the series you've done to make trade more interesting. Just curious, why did you decide to remove the +1 sight that the lighthouse granted? I understand you made the sight increase global, but it seems very fitting for the lighthouse to also grant sight to your ships. I don't think it would be a problem for the lighthouse to also increase sight too, as despite the buff it's still just basically a market that costs 2.5x the production to make. Did it just make cruisers too OP against subs or something?
writtendown 7 Sep, 2024 @ 12:29am 
Also i was playing around with the globalparameters base range and refuel values on my own, and i tried 12 for land range/refuel and 16 for water and removed minturnreq for Eras. I just mention it as i saw you also already added the ability to increase water refuel for Great Lighthouse. So i think shorter routes and more later options for upgrades would work out well in overall. Thanks for your consideration :)
writtendown 7 Sep, 2024 @ 12:15am 
Love your work. I just have a request. Could you revert the change for traders +1 baserangesight?
It is not really required i presume :) It affects all traders also on land and i just like to keep vison lowK. :)
Nandybear 31 Aug, 2024 @ 2:41pm 
The card causes issues with aircraft carriers. The planes think they're in the same place as pre-move. Only fix I can think of is, can you end the turn of the planes too when you move the AC ? As next turn the planes are fine and back on carrier.

The carrier says it has the planes on it but if you centre them they're in the old location (and if you use them, they rebase to closest city/airfield).

I don't mod much so I can't think how to do it, feels like something you'd need LUA for maybe. Or just tell people "hey don't use the airplanes until the next turn" lol.
Leugi  [author] 24 Aug, 2024 @ 6:58am 
@Stroiko: Yeah that's because of Reyna's new ability. I added the option to disable it on the Setup screen much like the other reworks. If you disable it it shuold work with Bear's overhaul
NicoVPC83 22 Aug, 2024 @ 1:04pm 
(reposted from C&P: Domestic Trade Bonuses)

Hi Leugi. Thanks for keep doing mods :)

I was trying to add these to my usual pack, and I found an incompatibility with Bear's Governor Overhaul. It doesn't let you start the game.

This is my Database.log, the problems seems to be about a governor promotion: https://pastebin.com/S2XMha2T
magiccoupons(∩ ͡° ͜ʖ ͡°) 22 Aug, 2024 @ 12:52pm 
Awesome! Wondering if there's an equivalent for land trade routes but if not this is already a good mod gameplay and immersion wise
Nandybear 12 Aug, 2024 @ 6:04pm 
That is an insanely OP policy card (in a good way). I tend to have "production cities" and it can be a pain getting boats to where they need to be in times of war.
Larcrivereagle 10 Aug, 2024 @ 9:43pm 
Huh. A mod that makes having a navy to 'patrol the commons' a benefit? Very nice
qim 7 Aug, 2024 @ 12:30pm 
Exactly what i was searching for, thank you very much! :)