Sid Meier's Civilization VI

Sid Meier's Civilization VI

Great Philosophers
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Broken Lord 16 Dec, 2023 @ 5:57pm
A little something.
Hey, that's a great mod! I have translated it into Russian. But I'd like to point out that great philosopher points are not given by alternative buildings and districts: Acropolis, Marae, Madrasa and Queen's Bibliotheque. This also applies to buildings from other mods, such as JNR's District Expancion and Necropolis (Obelisk). To fix this, you need to open the great_Philosophers_Main_BA.xml, go to the <Building_GreatPersonPoints> section and add the following to it:

<Row BuildingType="BUILDING_MARAE" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>
<Row BuildingType="BUILDING_MADRASA" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>
<Row BuildingType="BUILDING_QUEENS_BIBLIOTHEQUE" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>

And for JNR's District expancion (don't add it if it's not installed or the game will crash!), add this as well:

<Row BuildingType="BUILDING_JNR_SCHOOL" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>
<Row BuildingType="BUILDING_JNR_ACADEMY" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>
<Row BuildingType="BUILDING_JNR_ASSEMBLY" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>
<Row BuildingType="BUILDING_JNR_ALTAR" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>

Same for Necropolis District:
<Row BuildingType="BUILDING_OBELISK" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>

Also for Acropolis in the <District_GreatPersonPoints> section add this:
<Row DistrictType="DISTRICT_ACROPOLIS" GreatPersonClassType="GREAT_PERSON_CLASS_GreatPhilosophers" PointsPerTurn="1"/>

But there are still Freedom of Thought policy, Martin Heidegger's, Francis Bacon's, and Duns Scotus's abilities, which do not work with alternative buildings from JNR's Dristrict Expansion mods.
Last edited by Broken Lord; 17 Dec, 2023 @ 4:37am
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Showing 1-6 of 6 comments
Bearus Aurelius  [developer] 16 Dec, 2023 @ 6:29pm 
Thanks for this! I will definitely get this updated.
Broken Lord 16 Dec, 2023 @ 6:35pm 
Originally posted by Bearus Aurelius:
Thanks for this! I will definitely get this updated.
You should keep in mind that these changes must be enabled if the corresponding dls and mods are enabled. Otherwise this mod will not work for people who do not have them enabled.
Bearus Aurelius  [developer] 16 Dec, 2023 @ 6:46pm 
Indeed. I likely wont be able to add support for JNR's mod just yet but that is definitely something I will consider going forward. Thanks again!
Last edited by Bearus Aurelius; 16 Dec, 2023 @ 6:46pm
Bearus Aurelius  [developer] 16 Dec, 2023 @ 7:50pm 
This should be corrected as of now. Thanks again for pointing this out! I will definitely look into adding support for JNR's mods in the future as well. I love the JNR mods.
Broken Lord 17 Dec, 2023 @ 6:19am 
Originally posted by Bearus Aurelius:
This should be corrected as of now. Thanks again for pointing this out! I will definitely look into adding support for JNR's mods in the future as well. I love the JNR mods.
Cool! I'll also add that I've noticed that Mozza and Duns Scotus have a model of warriors.
Bearus Aurelius  [developer] 17 Dec, 2023 @ 6:51am 
Originally posted by Low poly cat:
Originally posted by Bearus Aurelius:
This should be corrected as of now. Thanks again for pointing this out! I will definitely look into adding support for JNR's mods in the future as well. I love the JNR mods.
Cool! I'll also add that I've noticed that Mozza and Duns Scotus have a model of warriors.

Ah I know what happened there. This should be corrected now as well. Thanks again!
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