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[Mod] Civ 6 Improvements Patch

I'm trying your new version, I noticed you change back amenities bonus, that's good news
"Loading Dock" appear in Theater square for me, it should be in Harbor. I'm not sure to understand how "Transport link" works, when I set a new trade route from a city with this building, I don't see +2 :c5production:, or it works but doesn't appear in traderoutes window?
Also is it possible to prevent AI to build "Caravansary if they don't have any desert within 3 tiles range? and is it possible to limit the "Royal court" and "Consulate" number? in my current game I have so many cities it would make enormous influence yield, I would say something around 5 each?
I like your idea to add yield based on luxury or strategic resources, keep on the good work :goodjob:
 
I'm trying your new version, I noticed you change back amenities bonus, that's good news
"Loading Dock" appear in Theater square for me, it should be in Harbor. I'm not sure to understand how "Transport link" works, when I set a new trade route from a city with this building, I don't see +2 :c5production:, or it works but doesn't appear in traderoutes window?
Also is it possible to prevent AI to build "Caravansary if they don't have any desert within 3 tiles range? and is it possible to limit the "Royal court" and "Consulate" number? in my current game I have so many cities it would make enormous influence yield, I would say something around 5 each?
I like your idea to add yield based on luxury or strategic resources, keep on the good work :goodjob:

Good feedback. Fixed the Loading dock issue and updated the mod. Also agree with your royal court and consulate feedback, it is now limited to 3 buildings per player (only 3 so it doesn't unfairly benefit wide players too much).
 
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I't seems Maritime Industries still doesn't give the +1 production from fishing boats. :( I don't think i have a conflicting mod.
 
I just tested again with only your mod activated. And i it doesn't seem to be working. I checked thoroughly if it changed my modifier production value in my city, and what tiles i was working on and so forth.
 
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Awesome mod, thanks for the hard work.

It seems like the Colonization Policy is not giving the +2 builder charges as specified? I've kind of been questioning if many of the policies really do what they say now :(

I did look through the code, and from what I can understand when comparing it to PUBLICWORKS in the vanilla file, it's correct? I have tried it without any mods besides CQUI.
 
What's the reason for increased duration to trade routes? I understand it makes it so you don't have to click as often, but early in the game it makes it harder to create roads due to having to wait twice as long for them to finish.
 
What's the reason for increased duration to trade routes? I understand it makes it so you don't have to click as often, but early in the game it makes it harder to create roads due to having to wait twice as long for them to finish.

Good point. Not sure how difficult it would be to have it increase with each era instead.
 
What's the reason for increased duration to trade routes? I understand it makes it so you don't have to click as often, but early in the game it makes it harder to create roads due to having to wait twice as long for them to finish.

It's the lesser of two evils. Also, it's not that hard to build road networks over time, you typically have full road networks within a few trades, not even including other civs to you. Also if you focus trade you will get roads very quickly (finally an advantage of going commercial hubs rather than industrial!).
 
Is there some overlap between this mod and the new game patch? I saw some rebalancing and such... but not sure if there are any conflicts between what is done here (in terms of the purpose the changes serve) and what was corrected in the patch.
 
Is there some overlap between this mod and the new game patch? I saw some rebalancing and such... but not sure if there are any conflicts between what is done here (in terms of the purpose the changes serve) and what was corrected in the patch.

I reviewed the patch notes and the answer is no, there are no conflicts between the official patch and this mod. In fact a few of the changes in the patch reflected changes I had already made with this mod, such as lowering %production to cavalry policy. The patch appeared to not change a whole lot gameplay wise. This is likely because they wanted to fix all the bigger game-breaking issues first, like AI, UI issues and bugs. Hopefully the next patch improves the gameplay.
 
I had to go back and rewrite this entry, sorry.

My problem is that I love this patch but with the new game update, I can no longer see the policies as modded. I'm using DirextX12 if that makes a difference.

UPDATE: Problem seems to have resolved itself. Also seems I was still running V.11 of the mod, which might have been the problem, not sure.

Oh yeah, almost forgot: my vote is to bring back the two builds builder buff.

Thanks again for a great mod.
 
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I reviewed the patch notes and the answer is no, there are no conflicts between the official patch and this mod. In fact a few of the changes in the patch reflected changes I had already made with this mod, such as lowering %production to cavalry policy. The patch appeared to not change a whole lot gameplay wise. This is likely because they wanted to fix all the bigger game-breaking issues first, like AI, UI issues and bugs. Hopefully the next patch improves the gameplay.

thanks for being so quick with the reply. :) And thanks for the mod.
 
First off, Great mod!!! I love it.

2 issues I am having: 1) Colonization isn't giving the +2 charges to workers (or at least not when I played monty). 2) Loading a save file from in game seems to either turn off the mod or reactivate the new policy text. When I loaded the policies were the old ones, not the new.
 
First off, Great mod!!! I love it.

2 issues I am having: 1) Colonization isn't giving the +2 charges to workers (or at least not when I played monty). 2) Loading a save file from in game seems to either turn off the mod or reactivate the new policy text. When I loaded the policies were the old ones, not the new.

1) Fixed the bug in latest version (12.2)

2) Bug with the game, texts go funny when you reload in the same session. Does this with all mods. Relaunch civ6 to fix.
 
Great work on this mod, i love it.

Good to se you fixed the builder charge policy, i do think its overpowered but maybe thats just me.
I did also have a problem with the policy that gives food and production on pastures,plantations and camps. The yields work for pastures but not plantations, it does not show on the map or in the cities. I did not try the camps.

keep up the good work!
 
Great work on this mod, i love it.

Good to se you fixed the builder charge policy, i do think its overpowered but maybe thats just me.
I did also have a problem with the policy that gives food and production on pastures,plantations and camps. The yields work for pastures but not plantations, it does not show on the map or in the cities. I did not try the camps.

keep up the good work!

Fixed hopefully - 12.3.
 
Does this work well with the update?

Also, some people are complaining the patch doesn't work well. Should I wait a while before patching?
 
With the nerf of selling units for gold, have a doubled upgrade cost feels too much, especially for endgame units, for example upgrade battleship army to cruiser cost 2300gold, it's "a bit" much I think
 
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