Sid Meier's Civilization VI

Sid Meier's Civilization VI

AREX (2.8.7) - [Discontinued]
Knasp  [developer] 27 Jun, 2019 @ 10:04am
Bug reports & Mod compatibility issues
Please share any issues you encounter here:
Last edited by Knasp; 20 Aug, 2019 @ 12:05am
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Showing 1-15 of 35 comments
I'm playing Mansa Musa, have met 3 different civilizations, and do not have a boost to the foreign trade civic, contrary to that civic's description.

Edit: With Mansa Musa at least, this is definitely reproducible.
Last edited by Duck-billed platypus; 27 Jul, 2019 @ 12:53pm
Knasp  [developer] 28 Jul, 2019 @ 1:24am 
Edit: Yes, I noticed it now when I started a new game. It will be corrected in the next update!

Thanks!
Last edited by Knasp; 28 Jul, 2019 @ 12:18pm
Rand 31 Jul, 2019 @ 8:35pm 
I just re-installed Civ VI and have both expansions plus Australia + Aztec DLC. I unsubscribed from all the prior mods I had, and subscribed to all in your 14 mod recommended list. So starting a game with only those 14 mods enabled (still a few in my list that were manually downloaded) I can't start a game as I get the error "One or more mods failed to load content".

I know that it's not necessarily your mod that's the problem, and I'll try the disable one at a time thing tomorrow, but just wanted to bring this up since that is your recommended "compatible" list.
Rand 31 Jul, 2019 @ 9:56pm 
So yeah it seems the CHMZ Enhanced mod doesn't play nice with that group
Knasp  [developer] 1 Aug, 2019 @ 9:26am 
That's too bad because it's a nice cosmetic mod, but thank you for reporting this. I'll add a note about it in the description!
Last edited by Knasp; 1 Aug, 2019 @ 9:34am
The inspiration for Cartography doesn't work (at least not when buying the admiral with faith).
Knasp  [developer] 12 Aug, 2019 @ 1:35pm 
Originally posted by Duck-billed platypus:
The inspiration for Cartography doesn't work (at least not when buying the admiral with faith).
Thanks. It will be corrected!
Knasp  [developer] 1 Sep, 2019 @ 2:05pm 
Currently the mod only works when RealStrategy is also enabled. I will fix this in the next update.
Knasp  [developer] 14 Sep, 2019 @ 4:38am 
Currently the naval attrition causes naval units not be able to heal on coast tiles. So right now you need a coastal city-center, which is not intended. I'll look into some kind of fix soon.
VayanSk 14 Sep, 2019 @ 6:01am 
Hello, I am playing a game with this mod and a few others from your compatible collection. I got about 10 land units, total maintenance for all of them is 8gold(-1 per unit for military policy). But when I enter enemy territory, costs scale up astronomically, each Warrior cost me 14 gold instead of 1(I think) and each hoplite cost me 15 gold instead of 1 or 2. Is this working as intended? Because that's just crazy.
Knasp  [developer] 14 Sep, 2019 @ 6:14am 
Originally posted by VayanSk:
Hello, I am playing a game with this mod and a few others from your compatible collection. I got about 10 land units, total maintenance for all of them is 8gold(-1 per unit for military policy). But when I enter enemy territory, costs scale up astronomically, each Warrior cost me 14 gold instead of 1(I think) and each hoplite cost me 15 gold instead of 1 or 2. Is this working as intended? Because that's just crazy.
Hmmm. I'm not certain but their Gold maintenance should double, but the discount doesn't double. So if a unit costs 2 maintenance per turn and you have Conscription policy, that would mean a cost of 1 gold per turn. But if you enter enemy territory your unit would cost 2 x 2 = 4 Gold per turn, and then the discount from Conscription of -1, so the cost should be 3 in total. It's hard to say if it's working as intended but you could easily test by moving one unit outside the enemy territory (keeping all the others in the same place). If it is indeed a difference of 10-14 Gold then it's not working as intended. I'll look into it when I have the time.
Last edited by Knasp; 14 Sep, 2019 @ 6:24am
VayanSk 14 Sep, 2019 @ 6:34am 
Well I retested with and without conscription and conscription works fine(-1 in all situations). But melee units have crazy added costs,
Recon i.e. scout has not added costs but to my surprise Peltasts which are ranged units have no added costs as well. Im using Steel and Thunder units, Jam's Difficulty Mod.. Well I didn't find any Steel and Thunder units in your files where you change or add units stats or whatever you do, I guess these mods are not really compatible and perhaps should not be listed in collection. Pls correct me if I'm wrong.

A also tried disabling all mods but this one and tried a few quick rush-games and maintnance costs are too high. They also seems to scale up over time. For example I attack a city state or first civ I find with warrior, maintenance goes up from 1 to 3 or 4 gold. I build a second warrior, first one in enemy territory already cost me 5 gold. A few turns later when I have like 4 or 5 of them and 2 wars I realize that crossing border now increase maintnance costs by 5 gold, i.e. 6 total per unit and so on.. When I was playing with aforementioned Greece by turn 110 it was 15 gold per unit... It think it just somehow keeps scaling up.

Excludning this issue I like the mod though.
Last edited by VayanSk; 14 Sep, 2019 @ 9:19am
Knasp  [developer] 12 Nov, 2019 @ 12:15am 
Originally posted by VayanSk:
Well I retested with and without conscription and conscription works fine(-1 in all situations). But melee units have crazy added costs,
Recon i.e. scout has not added costs but to my surprise Peltasts which are ranged units have no added costs as well. Im using Steel and Thunder units, Jam's Difficulty Mod.. Well I didn't find any Steel and Thunder units in your files where you change or add units stats or whatever you do, I guess these mods are not really compatible and perhaps should not be listed in collection. Pls correct me if I'm wrong.

A also tried disabling all mods but this one and tried a few quick rush-games and maintnance costs are too high. They also seems to scale up over time. For example I attack a city state or first civ I find with warrior, maintenance goes up from 1 to 3 or 4 gold. I build a second warrior, first one in enemy territory already cost me 5 gold. A few turns later when I have like 4 or 5 of them and 2 wars I realize that crossing border now increase maintnance costs by 5 gold, i.e. 6 total per unit and so on.. When I was playing with aforementioned Greece by turn 110 it was 15 gold per unit... It think it just somehow keeps scaling up.

Excludning this issue I like the mod though.
Sorry for not responding earlier but I unfortunately didn't get or maybe I missed notification regarding replies (and have been taking a break anyhow).

I suppose I will have to do some testing to find out if it is actually working as intended. You are correct in suspecting that new units introduced by Steel & Thunder etc might not be affected.

In general having an army on enemy soil should cost a lot. I'm expecting Civs to have to save up a sum of Gold before going in the offense and especially if sieges are involved.

That said, I do see that current Gold income seems to be a problem. In the next update I'm planning to increase or add Gold yields to all pillaging, so that you can finance your occupation partly. Also planning on increasing Gold yields overall which should hopefully make short wars easier to start.
Last edited by Knasp; 12 Nov, 2019 @ 12:17am
Knasp  [developer] 24 Nov, 2019 @ 11:53pm 
I finally figured out what was wrong and why it wasn't working as intended. In retrospect it should've been obvious, but I didn't see it during testing since I only tested in the early eras. Basically, the increased maintenance code adds +1 to the cost for all units with maintenance costs.

So in the next update I've done away with this code and I'm instead going to increase the base maintenance costs for units, but scaling it up with Eras.
Instead of affecting gold maintenance when entering enemy territory, I'm going to try with attrition damage, similar to the current system for naval and embarked units (which will be supplanted).
Gantros 12 Jan, 2020 @ 4:53pm 
I'm not sure if it's the sukiract and civtas resource mods or not, but no matter what I do, I keep getting almost nothing but pearls appearing when sailing is researched. Also Sharks don't seem to appear
Last edited by Gantros; 12 Jan, 2020 @ 4:54pm
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