Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Monopoly++: Resource Requirement Setup
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
32.930 KB
17 Feb, 2021 @ 7:17pm
6 May, 2021 @ 5:04pm
3 Change Notes ( view )
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Monopoly++: Resource Requirement Setup

In 1 collection by Leugi
Monopoly++
4 items
Description
Part of the Monopoly++ Collection. Adds a setup option to adjust the required percentage of a given resource to start a Monopoly with the Alternate Economy Mode.


This mod adds a simple option to change the percentage of resources required to have a Monopoly. The options are 20%, 40%, 60, 80% and 100% for whatever you need! Thanks to D.'s discovery I also have a setup to disable the Monopoly bonus entirely!

The default option is 60% and that's how the game usually works. Setting it to 80% or 100% makes it a lot harder to get monopolies, which can feel more balanced given the crazy Tourism bonuses they provide.
Special thanks to p0kiel as well as to the Civilization VI Helpline!
If you want to provide feedback for this project, check its future progress, or even promote your own civ projects, you can do so at this discord channel!
[discord.gg]
31 Comments
Leugi  [author] 21 Nov, 2024 @ 7:38pm 
@raijzu: Yeah it removes the monopoly bonus because for many people it is outright op. It is also worth noting that part of the reason of this is that adjusting how strong the bonuses is sadly impossible.

@kakutani: In a similar vein to the previous answer; the adjustments of this mod are limited to switching the amount of resource control needed for the bonuses to trigger by percentage since the Tourism and Gold bonus themselves are hardcoded. As for the xml file that is just the generic modart file for this mod (all mods have one tho admitedly this one doesnt really add any asset or anything so it's just leftover)
Kakutani's Fixed Point 20 Nov, 2024 @ 10:37pm 
One of the files is called MonopoliesTourismFix.xml but it does not seem to reduce the tourism modifiers. Does this mod actually fix monopoly tourism? Or does it just allow you to make it harder to get monopolies?
Raijzu 22 Nov, 2023 @ 2:12pm 
I'm a bit confused as to what happens with the "No resource monopolies" option since this game mode has multiple layers of bonuses.
Is it just removing the flat tourism and gold bonuses for controlling the resources?
Is it removing the industries bonuses (faith, production, etc..)?

Haven't played in a while so maybe my questions don't make sense.. sorry.
Imbored 23 Oct, 2023 @ 5:34pm 
i have the same issue as Mjbanders. i think even my tycoons are glitched as they cannon start regular industries. I am playing as Arnold Terminator, but i played with modded leaders before and this mod worked perfectly
TaylorItaly 16 May, 2022 @ 5:04am 
@mjbanders ; This is not a mod by itself , it is only an option is the advanced start-game menue.
mjbanders 5 May, 2022 @ 7:34pm 
this mod isnt working for me. I have the mod enabled but it just doesnt show up in the tech tree
H.Humpel 5 Jan, 2022 @ 4:27pm 
Hi Leugi,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Doshidar 21 Oct, 2021 @ 12:04am 
This is causing my production interface not to work. Clicking any of the buying with gold, faith or production buttons on the town shows no interface to choose what to produce.
Gold 5 Sep, 2021 @ 7:28am 
Awesome! Just wondering how did you find this hidden GlobalParameters. Can you see the dll? It may be helpful for my future modding.
Sprimbim 26 May, 2021 @ 8:05pm 
CQUI causes conflicts, just putting it here. On some of the other parts of this mod collections others have said the same.