Sid Meier's Civilization VI

Sid Meier's Civilization VI

C&P: Exchange of Ideas
14 comentarios
honi_canable 19 MAR a las 23:14 
The policy “Structural Adjustment” also seems to reduce the loyalty of the cities of one's own civilization. In the description, “foreign city” means a city owned by someone other than yourself, right?
(machine translation)
j_kovic 19 ENE a las 8:35 
Modernization policy doesn't work, it only offers +1 sci and +1 cul per tech/civic. You unfortunately can't stack that modifier. I tested just tested it with your mod.
leonpoi 23 SEP 2024 a las 21:45 
ooohh - this is a good point "i think the paper mills and tailor shops policies should only apply to cities of different civs."

I had not checked, so that means it's giving the bonus in friendly too?
ChrisMartin 28 AGO 2024 a las 2:49 
I see the "Votive Offerings" (from C&P: Religious Pressure from Trade) card give the religious burst to the city it passes, and that is good. Will "Tailor Shops" (and alike) card also give the burst to domestic cites trader passes? What about cities in other Civ's?
Or will the burst go back to the city that sent the trader?
Chi 15 AGO 2024 a las 18:42 
i think the paper mills and tailor shops policies should only apply to cities of different civs. this way, trade with other civilizations are more incentivized compared to domestic routes. this would give european civs a possible edge in science compared to lone civs in americas (when playing ynamp or any TSL maps)..
also, i'm not sure if it's possible, for modernization and perplus, if it's possible, make it so that the extra science/culture from trade be "every technologies or civics they have researched already". this way, you can both be at the same era, but still benefit each other in terms of "trading technologies/civics"
Leugi  [autor] 14 AGO 2024 a las 20:35 
Hey everyone. I have added a settings option to disable Peter's rework if you guys so desire. This will help a lot if you prefer another modder's rework or if you prefer the original bonus. (This doesn't affect ongoing games ofc)
Leugi  [autor] 8 AGO 2024 a las 11:43 
@View the Phenom: The Peter Rework is on its own subfolder within the mod's folder so you can remove it and the rest should still work fine enough.

It is likely however that in practice it doesnt remove the ability from Civ Expanded but rather merges both (but the text only shows the one from this mod)
View The Phenom 7 AGO 2024 a las 14:31 
@M Thanks for the confirmation. I'll pass on it, then.
M 7 AGO 2024 a las 13:34 
@View The Phenom, I checked it and this mod overrides Peter of Russia's ability from Civ Expanded.
View The Phenom 6 AGO 2024 a las 11:36 
Would this mod clash with others that alter Peter of Russia's ability?
Dr.Abominate 6 AGO 2024 a las 10:30 
Wonderful pack of mods
I assume it is working with monopoly+mods without any issues.
Although I have a question how many assets whole pack is adding to the game
A Wandering Mage 6 AGO 2024 a las 9:07 
is the AI able to use these policies? particularly the catch up ones?
Ron 6 AGO 2024 a las 3:53 
Modders deserve a lot of credit!!!
Plati 4 AGO 2024 a las 22:47 
Truly awesome, love it! :love_seagull: