Sid Meier's Civilization VI

Sid Meier's Civilization VI

Dynamic Diplomacy (Friendship Bonuses Version)
Indigo  [developer] 25 Feb, 2017 @ 3:42am
Feedback and Suggestions
Please let me know if you have any suggestions and how your experience goes with the mod in this thread. Thanks!
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Showing 1-12 of 12 comments
PowDow 25 Feb, 2017 @ 5:00pm 
im worried how this will effect the balance
Indigo  [developer] 26 Feb, 2017 @ 1:37pm 
Thanks for your feedback, I posted a reply in the main thread, but as an additional thought I'll be considering either restructuring the bonuses (to setup a friendship/alliance bonus system, standardize the friendship bonuses and move the more powerful effects to alliance bonuses and ensure those are more balanced), or separating out the friendship bonuses from the main mod so people can choose whether or not to keep them. I might create a couple of different friendship bonus systems for people to choose from. Hope you're enjoying the mod otherwise :)
Last edited by Indigo; 26 Feb, 2017 @ 1:37pm
Rüdiger 31 May, 2017 @ 4:10am 
Great approach here with this mod. There is a lot of things in the vanilla diplomacy that bothered me.


However if I had to change/rework something in this mod I would remove the cap of +gift relationship. It is just not immersive at some point. The cap leads to scenarios where you could recreate a complete former friends kingdom by gifting it to him , but the + relation you get is still lower than some possible - effects of some random agenda for example betraying others.

If I gift 5 cities to an long ally i expect them to kiss my ass, especially if I am far ahead in all progresses. But currently there is really no beneft compared to - gifting 1 rare luxus ressource / gifting 3-500 gold / gifting 1 city / gifting 10000 cities. All is +5.
But there should be a huge difference since if you demand these variants of an npc he will tell you exactly the difference in value.



Another thing that always bothered me in Vanilla is the unability to use all varies of diplomacy agreements/contracts in early eras. ( For EraStop mods or very slow play throughs)
Alliances and defensive treaty for example should be possible from the beginning.

There is no relation penalty in nuclear attacks. I also can easily ( thats a vanilla exploit i think ) bomb an allied friends capital and he coulndnt care less.
Last edited by Rüdiger; 31 May, 2017 @ 4:12am
Indigo  [developer] 12 Jun, 2017 @ 12:10pm 
@Grimm: Thank you for your feedback! I'll definitely take another look at the gifting issue. I agree with the concept of removing the cap, the problem is the potential for abuse that no cap might present. I'll have to check if there's some way to assign different values to gift-giving, so for example gifting cities is far more valuable than say 200 gold or a few luxes. Right now my understanding of the system is that it awards bonus diplomacy points based on the value of the trade as a whole, so it doesn't factor in the type of gift you're giving. With the friendship bonuses, my main concern was abuse of the system to easily get the bonus you want. Though that won't affect singleplayer as much as players can abuse the AI in many different ways if they choose to, it might affect multiplayer. I could release a mod add-on that could remove the cap.

I definitely agree with you on the diplomacy agreements and contracts, I'll work on including those into the main mod by Thursday. The examples you mentioned are realistic and would make the game more fun.

Sadly I think the nuclear exploit might be difficult to fix with the tools available to modders right now, but I'll take a look.

Thanks for your interest and feedback! :)
San-Kyu 8 Sep, 2017 @ 12:11am 
Been using your mod till the rennaisance thus far, at turn 300+, its so far great. Have to second removal of gift caps here, as its one of the primary ways an economy-focused civ can make its mark, besides buying troops and amenities. I can't seem to get any higher than +5 boosts when gifting amenities or +10gold/turn. Its seems to prevent war declarations on me but right now I'm using it to boost losing civs rather than befriending them.

I find that its a bit too difficult to ever be friends with any civ. Ironically its been Montezuma (out of 15 AI leaders) that has offered friendships to me on a regular basis. His agenda of hating civs that have more amenities than him isn't a problem when I gift him mine. All other civs (ex. Montezuma's friend levels were at 23 when he friended, Jadwiga, Cleopatra, and Amanitore had higher than that but refused friendship everytime).

There were several warmongering civs that I wanted to fight, but the warmongerer penalty worried me. I wanted to rely on the liberation casus belli but couldn't because the 3 (friendly but not friends) AI civs I mentioned previously wouldn't let me declare friendship. They're currently losing their defensive war against said warmongerer right now, and I'm forced to just formal war it.
Bene Gesserit 10 Dec, 2017 @ 3:14pm 
@ITcore. Here are the contents of the Database Log. I only had this mod running. Thank you again.


[1118901.469] [Localization]: Validating Foreign Key Constraints...
[1118901.470] [Localization]: Passed Validation.
[1118901.687] [Configuration]: Validating Foreign Key Constraints...
[1118901.687] [Configuration]: Passed Validation.
[1118910.324] [FullTextSearch]: Initializing FullTextSearch
[1118918.487] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[1118918.487] [Gameplay]: While executing - 'insert into Kinds('Kind') values (?);'
[1118918.487] [Gameplay]: In XMLSerializer while inserting row into table insert into Kinds('Kind') with values (KIND_RESOURCE, ).
[1118918.487] [Gameplay]: In XMLSerializer while updating table Kinds from file Resources copy.xml.
[1118918.490] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[1118918.491] [Gameplay]: Validating Foreign Key Constraints...
[1118918.506] [Gameplay]: Passed Validation.
[1118922.660] [Configuration]: Validating Foreign Key Constraints...
[1118922.660] [Configuration]: Passed Validation.
[1118949.325] [FullTextSearch]: FTS - Creating Context
[1118958.179] [FullTextSearch]: FTS - Creating Context
[1119007.998] [Configuration] ERROR: no such table: Governments
[1119010.696] [Configuration]: Validating Foreign Key Constraints...
[1119010.697] [Configuration]: Passed Validation.
[1119019.791] [Configuration]: Validating Foreign Key Constraints...
[1119019.791] [Configuration]: Passed Validation.
[1119036.845] [Configuration]: Validating Foreign Key Constraints...
[1119036.845] [Configuration]: Passed Validation.
[1119054.086] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1119054.086] [Gameplay] ERROR: FOREIGN KEY constraint failed
[1119054.086] [Gameplay]: Validating Foreign Key Constraints...
[1119054.097] [Gameplay] ERROR: Invalid Reference on RequirementSetRequirements.RequirementId - "REQUIRES_DISTRICT_IS_AQUEDUCT" does not exist in Requirements
[1119054.101] [Gameplay]: Failed Validation.
[1119054.120] [Gameplay]: Validating Foreign Key Constraints...
[1119054.136] [Gameplay]: Passed Validation.
[1119055.580] [FullTextSearch]: FTS - Creating Context
[1119055.735] [Configuration]: Validating Foreign Key Constraints...
[1119055.735] [Configuration]: Passed Validation.
[1119810.244] [FullTextSearch]: FTS - Creating Context
[1119810.544] [Configuration]: Validating Foreign Key Constraints...
[1119810.544] [Configuration]: Passed Validation.
[1119817.897] [Configuration]: Validating Foreign Key Constraints...
[1119817.898] [Configuration]: Passed Validation.
[1119829.372] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[1119829.373] [Gameplay]: While executing - 'insert into Kinds('Kind') values (?);'
[1119829.373] [Gameplay]: In XMLSerializer while inserting row into table insert into Kinds('Kind') with values (KIND_RESOURCE, ).
[1119829.373] [Gameplay]: In XMLSerializer while updating table Kinds from file Resources copy.xml.
[1119829.376] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[1119831.342] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1119831.342] [Localization]: While executing - 'insert into LocalizedText('Tag', 'Language', 'Text') values (?, ?, ?);'
[1119831.342] [Localization]: In XMLSerializer while inserting row into table insert into LocalizedText('Tag', 'Language', 'Text') with values (LOC_IDS_DEAL_CEDE, it_IT, Ci cede, ).
[1119831.342] [Localization]: In XMLSerializer while updating table LocalizedText from file ids_text_it.xml.
[1119831.342] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1119832.333] [Gameplay]: Validating Foreign Key Constraints...
[1119832.350] [Gameplay]: Passed Validation.
[1119840.753] [FullTextSearch]: FTS - Creating Context
[1119844.058] [FullTextSearch]: FTS - Creating Context
[1119850.091] [FullTextSearch]: FTS - Creating Context
Last edited by Bene Gesserit; 10 Dec, 2017 @ 3:34pm
pauloel7 4 Mar, 2018 @ 12:56pm 
How does it work with non base game civs, like Jurusalem or Skipper? Would this mod simply ignore them or have you added some of the new (steam community, not Firaxis) civs friedship bonuses so they would take effect here? If so, are these listed anywhere? Thanks!
mikhail 4 Feb, 2019 @ 7:05am 
@Iroh-Q Thanks so much for making and updating this mod! It greatly enhances my enjoyment of Civ VI; as a matter of fact, it (along with a few other great mods) got me to switch from Civ V Vox Populi to playing Civ VI.

Will you be updating it for Gathering Storm?
Indigo  [developer] 13 Feb, 2019 @ 10:30am 
Sorry about the delay all!

@ondolinde: please let us know if you're still running into a problem!

@pauloel7: at the moment the non-base civs don't get a bonus, I'll look into whether or not there could be a static one for them.

@mikhail: Thanks, it means a lot for me to hear that! :) I'll definitely be updating it for GS, it may take a day or two but I'll make sure to get it updated as soon as possible. Thanks again!
Indigo  [developer] 16 Feb, 2019 @ 3:32am 
Hi @mikhail, it's been updated for GS, though it still needs work to bring it in tune with all the changes. Feedback is always welcome, thanks again for your interest! :)
mikhail 16 Feb, 2019 @ 8:06am 
@Iroh-Q That's great, thanks for letting me know! I'll let you know if I have any potentially useful feedback.
紫溯 18 Aug, 2020 @ 9:51pm 
I found that the mod may make the alliance button missing, and I am trying to comment out the alliance-related statements in the SQL file.
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