Sid Meier's Civilization VI

Sid Meier's Civilization VI

JFDLC: Rule with Faith
Zobtzler 27 Nov, 2018 @ 3:21am
Feedback
Just launched a new game with the mod enabled and the new technical policies seem cool, but they feel misplaced. Unless the Historistic speed mod is messing something up, these are my concerns:
  • Great Prophet Points are unlocked on Irrigation and not Astrology
  • Great General Points are unlocked on Wheel and not Bronze Working (where the encampment is unlocked
  • Great Merchant Points are unlocked on Iron Working and not Currency
  • Great Writer Points are unlocked on Mathematics and not Recorded History (Civics tree, while writing is something you learn, a great writer feels more like a Cultural unlock rather than a Scientific unlock)
  • Great Artis Points are unlocked on Machinery and not on ??? (I must say that I can't find a fitting Civic for this one, but the same reason from the one above)
  • Great Musician Points are unlocked on Industrialization and not on Opera And Balled (Also Civics)
  • ETC (these continue with +4 or +6 on other techs, so redistributing those who look like they should belong on another tech or even civic should IMO be moved)

Some bugs:
  • Cultural cards aren't displayed correctly in civic tree (too thin and pasted onto another card from the looks)
  • Scientific cards aren't displayed correctly in civic tree (too fat and too tal, and 1 pixel line of the "next card" is showing on the right hand side as well)

But don't get me wrong!!! This looks absolutely amazing :steamhappy: and I love that you've redone the entire tech tree, as well as giving us a small introduction in the start of the match. Feels like an official expansion/DLC from the visuals.

I'll probably have more to say later on, but for now I'll try it out first (haven't even settled yet)
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Showing 1-7 of 7 comments
Zobtzler 27 Nov, 2018 @ 4:38am 
Something I tested out:
Built a wonder without the +1 glory card: got 4 glory
Reloaded and addded the +1 glory card before the wonder is built: got 4 glory
Digihuman 27 Nov, 2018 @ 5:41am 
A criticism of mine is in regards to the loss of loyalty for changing which type of government you are in. The mechanic itself is fine, except that when you first settle a city you are automatically put into a Chiefdom, so changing to the appropriate "starting" type will cost you loyalty early on.
Zobtzler 27 Nov, 2018 @ 10:03am 
Tried to start a game in both classical and medieval eras and First Ministers couldn't be picked in the governments that supported them

the button registers I've clicked it, but the menu never shows up.

This was with only RwF enabled (and all firaxis content nabled)
Elliot 18 Feb, 2019 @ 3:41pm 
Units UI doesn't open nor keyboard shortcuts work for them. Loaded the mod without any others.
Some Guy 23 Feb, 2019 @ 7:39am 
Originally posted by Amatsune:
Units UI doesn't open nor keyboard shortcuts work for them. Loaded the mod without any others.
Good morning,

I'm having the same issue. I'm running the Rise and Fall expansion, but not Gathering Storm.
MakeLoveNotWar 23 Apr, 2019 @ 6:23pm 
Originally posted by Some Guy:
Originally posted by Amatsune:
Units UI doesn't open nor keyboard shortcuts work for them. Loaded the mod without any others.
Good morning,

I'm having the same issue. I'm running the Rise and Fall expansion, but not Gathering Storm.
I have the same exapt problem to I really wish that there was a way to fix it if someone told me pls
Heavy_Logic 16 Aug, 2019 @ 11:02pm 
Insta lose from switching govt. HORRIBLE MOD. 0/10
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Showing 1-7 of 7 comments
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