thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

I've started designing the policies, and here's a first draft.

I don't intend to change every policy, and I don't intend to remove certain policies which do have very situational utility, but I do hope to broaden the scope of options and give the player some interesting choices. I also want each policy to feel useful, even if only situationally.
[table=head]
POLICY|ERA|TYPE|VANILLA EFFECT|OMNIBUS EFFECT
Charismatic Leader|1_Ancient|Diplomatic|+2 Influence points per turn toward earning city-state Envoys.|
Diplomatic League|1_Ancient|Diplomatic|The first Envoy you send to each city-state counts as 2 Envoys.|
Caravansaries|1_Ancient|Economic|+2 Gold from all Trade Routes.|
Colonization|1_Ancient|Economic|+50% Production towards Settlers.|
Corvée|1_Ancient|Economic|+15% Production towards Ancient and Classical era Wonders.|
God King|1_Ancient|Economic|+1 Faith and +1 Gold in the Capital.|+3 Gold, +1 Faith, +1 Amenities in the Capital."
Ilkum|1_Ancient|Economic|+30% Production towards Builders.|
Land Surveyors|1_Ancient|Economic|Reduced the cost of purchasing tiles by 20%.|+10% growth in all cities. Reduce the cost of purchasing tiles by 20%.
Urban Planning|1_Ancient|Economic|+1 Production in all cities.|+1 Production and +1 Housing in all cities.
Agoge|1_Ancient|Military|+50% Production towards Ancient and Classical era melee and ranged units.|
Conscription|1_Ancient|Military|Unit maintenance reduced by 1 Gold per turn, per unit.|
Discipline|1_Ancient|Military|+5 Unit Combat Strength when fighting Barbarians.|
Maneuver|1_Ancient|Military|+50% Production towards Ancient and Classical era heavy and light cavalry units.|
Maritime Industries|1_Ancient|Military|+100% Production towards Ancient and Classical era naval units.|
Survey|1_Ancient|Military|Double experience for Recon units.|Double experience and +4 strength for Recon units.
Inspiration|1_Ancient|Wildcard|+2 Great Scientist points per turn.|Shrines produce +1 Science. +2 Great Scientist points per turn.
Revelation|1_Ancient|Wildcard|+2 Great Prophet points per turn.|Religious units receive +1 spread charges. +2 Great Prophet points per turn.
Strategos|1_Ancient|Wildcard|+2 Great General points per turn.|Military units receive +1 Experience per turn when garrisoned in a Fort. +2 Great General points per turn.
Insulae|2_Classical|Economic|+1 Housing in all cities with at least 2 specialty districts.|Cities with an Aqueduct receive +1 Housing and +1 Amenities.
Natural Philosophy|2_Classical|Economic|+100% Campus district adjacency bonuses.|+50% Campus district adjacency bonuses.
Scripture|2_Classical|Economic|+100% Holy Site district adjacency bonuses.|
Bastions|2_Classical|Military|+6 City Defense Strength. +5 City Ranged Strength.|+6 City Defense Strength. +5 City Ranged Strength. +100% Production toward defensive buildings.
Limes|2_Classical|Military|+100% Production toward defensive buildings.|+4 City Ranged Strength. +50% Production towards Encampment districts and buildings for that district.
Raid|2_Classical|Military|Yields from pillaging are doubled for pillaging improvements.|Melee and Anti-Cavalry units receive +1 Movement. Yields from pillaging improvements are doubled.
Veterancy|2_Classical|Military|+30% Production towards Encampment districts and buildings for that district.|Military units heal in Neutral and Hostile territory as if they were in Friendly territory.
Literary Tradition|2_Classical|Wildcard|+2 Great Writer points per turn.|Great Works of Writing produce +1 Culture. +2 Great Writer points per turn.
Merchant Confederation|3_Medieval|Diplomatic|+1 Gold from each of your Envoys at city-states.|
Aesthetics|3_Medieval|Economic|+100% Theater Square district adjacency bonuses.|+50% Theater Square adjacency bonuses.
Craftsmen|3_Medieval|Economic|+100% Industrial Zone district adjacency bonuses.|+50% Industrial Zone adjacency bonuses.
Gothic Architecture|3_Medieval|Economic|+15% Production towards Medieval and Renaissance era Wonders.|
Medina Quarter|3_Medieval|Economic|+2 Housing in all cities with at least 3 specialty districts.|+2 Housing in all cities with a least 2 specialty districts. +4 City Defense Strength.
Meritocracy|3_Medieval|Economic|Each city receives +1 Culture for each specialty district it constructs.|+4 Culture, +4 Science, +4 Production in the Capital.
Naval Infrastructure|3_Medieval|Economic|+100% Harbor district adjacency bonuses.|
Religious Orders|3_Medieval|Economic|All religious units +5 Religious Strength in Theological Combat.|
Serfdom|3_Medieval|Economic|Newly trained Builders gain 2 extra build actions.|
Simultaneum|3_Medieval|Economic|+100% Faith yield from Holy Site district buildings.|
Town Charters|3_Medieval|Economic|+100% Commercial Hub district adjacency bonuses.|+50% Commercial Hub adjacency bonuses.
Trade Confederation|3_Medieval|Economic|+1 Culture and +1 Science from international Trade Routes.|
Chivalry|3_Medieval|Military|+50% Production towards Medieval Renaissance and Industrial era heavy and light cavalry units.|
Feudal Contract|3_Medieval|Military|+50% Production towards Medieval and Renaissance era melee and ranged units.|
Professional Army|3_Medieval|Military|50% discount on unit upgrades.|
Retainers|3_Medieval|Military|+1 Amenities for cities with a garrisoned unit.|+1 Gold and +1 Amenities for cities with a garrisoned unit.
Sack|3_Medieval|Military|Yields from pillaging are doubled for pillaging districts.| delete
Wars of Religion|3_Medieval|Military|+4 Combat Strength when fighting Civilizations that follow other Religions.|
Navigation|3_Medieval|Wildcard|+2 Great Admiral points per turn.|Naval units receive +1 Movement. +2 Great Admiral points per turn.
Traveling Merchants|3_Medieval|Wildcard|+2 Great Merchant points per turn.|+2 Gold from Trade Routes. +2 Great Merchant points per turn.
Machiavellianism|4_Renaissance|Diplomatic|+50% Production towards Spies. Spy operations take 25% less time.|
Colonial Offices|4_Renaissance|Economic|+15% faster growth in cities not on your original Capital's continent.|
Free Market|4_Renaissance|Economic|+100% Gold yield from Commercial Hub district buildings.|+4 Gold from Commercial Hub buildings.
Liberalism|4_Renaissance|Economic|+1 Amenities in all cities with at least 2 specialty districts.|You provide +15% Tourism to Civilizations with whom you have a Trade Route.
Rationalism|4_Renaissance|Economic|+100% Science from Campus district buildings.|+3 Science from Campus buildings.
Triangular Trade|4_Renaissance|Economic|+4 Gold and +1 Faith from all Trade Routes.|
Logistics|4_Renaissance|Military|+1 Movement if starting turn in friendly territory.|
Native Conquest|4_Renaissance|Military|Combat victories over units from earlier Eras provide Gold equal to 50% of the Combat Strength of the defeated unit.|
Press Gangs|4_Renaissance|Military|+100% Production towards Renaissance and Industrial era naval units.|
Frescoes|4_Renaissance|Wildcard|+2 Great Artist points per turn.|Great Works of Art produce +1 Culture. +2 Great Artist points per turn.
Invention|4_Renaissance|Wildcard|+2 Great Engineer points per turn.|Workshops produce +2 Science. +2 Great Engineer points per turn.
Police State|5_Industrial|Diplomatic|Enemy Spies level reduced by 2 in your lands. However all cities suffer -1 Amenity.|
Raj|5_Industrial|Diplomatic|+2 Science, Culture, Faith, and Gold from each city-state you are Suzerain of.|
Colonial Taxes|5_Industrial|Economic|+25% Gold in cities not on your original Capital's continent.|
Expropriation|5_Industrial|Economic|Settler cost reduced by 50%. Plot purchase cost reduced by 20%.|Settler cost reduced by 60%. Plot purchase cost reduced by 30%.
Grand Opera|5_Industrial|Economic|+100% Culture yield from Theater Square district buildings.|+3 Culture from Theater Square buildings.
Market Economy|5_Industrial|Economic|Your international Trade Routes provide +1 Gold per Luxury and Strategic resource improved at the destination, plus +2 Culture and +2 Science.|
Public Transport|5_Industrial|Economic|Receive 50 Gold per Appeal of tile when replacing a Farm with a Neighborhood district.|
Public Works|5_Industrial|Economic|+30% Production towards Builders, and newly trained Builders gain 2 extra build actions.|
Skyscrapers|5_Industrial|Economic|+15% Production towards Industrial era and later Wonders.|
Grande Armée|5_Industrial|Military|+50% Production towards Industrial and Modern era melee and ranged units.|
Military Research|5_Industrial|Military|Military Academies and Seaports generate +1 Science|Military Academies and Seaports generate +5% city Science each.
National Identity|5_Industrial|Military|Units have 50% less Combat Strength reduction from being injured.|
Total War|5_Industrial|Military|Yields from pillaging are doubled.|Accumulate 25% less War Weariness than usual. Yields from pillaging are doubled.
Military Organization|5_Industrial|Wildcard|+4 Great General points per turn.|Military units receive +2 Experience per turn when garrisoned in a Fort. +4 Great General points per turn.
Symphonies|5_Industrial|Wildcard|+4 Great Musician points per turn.|Great Works of Music produce +1 Culture. +4 Great Musician points per turn.
Arsenal of Democracy|6_Modern|Diplomatic|Your Trade Routes to an Ally's city provide +2 Food and +2 Production for both cities.|
Gunboat Diplomacy|6_Modern|Diplomatic|Open Borders with all city-states, and +4 Influence points per turn toward earning Envoys.|
Nuclear Espionage|6_Modern|Diplomatic|Spies who steal a tech boost without being detected gain an extra boost.|
Collectivization|6_Modern|Economic|+4 Food from domestic Trade Routes.|
Economic Union|6_Modern|Economic|+100% Commercial Hub and Harbor district adjacency bonuses.|+50% Commercial Hub adjacency bonuses and +100% Harbor adjacency bonuses.
Five-Year Plan|6_Modern|Economic|+100% Campus and Industrial Zone district adjacency bonuses.|+50% Campus and Industrial Zone adjacency bonuses.
New Deal|6_Modern|Economic|+4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.|+4 Housing, +2 Amenities, -6 Gold to all cities with at least 3 specialty districts.
Resource Management|6_Modern|Economic|1 copy of a strategic resource allows you to produce and purchase units requiring it in any city.|
Third Alternative|6_Modern|Economic|"+4 Gold from each Research Lab, Military Academy, and Power Plant.|
Defense of the Motherland|6_Modern|Military|No war weariness from combat in your territory.|
International Waters|6_Modern|Military|"+100% Production towards Modern, Atomic, and Information era naval units, excluding Carriers."|
Lightning Warfare|6_Modern|Military|+50% Production towards Modern, Atomic, and Information era heavy and light cavalry units.|
Levée en Masse|6_Modern|Military|"Unit maintenance reduced by 2 Gold per turn, per unit."|
Martial Law|6_Modern|Military|Accumulate 25% less War Weariness than usual.|+1 Amenities for cities with a garrisoned unit. Accumulate 25% less War Weariness than usual.
Patriotic War|6_Modern|Military|+100% Production towards Modern, Atomic, and Information era support units.|
Propaganda|6_Modern|Military|Accumulate 25% less War Weariness than usual.|Accumulate 40% less War Weariness than usual.
Their Finest Hour|6_Modern|Military|+50% Production towards Modern and Atomic era air units.|
Laissez-Faire|6_Modern|Wildcard|+4 Great Merchant points per turn.|+4 Gold from Trade Routes. +4 Great Merchant Points per turn.
Nobel Prize|6_Modern|Wildcard|+4 Great Scientist points per turn.|Research Labs produce +10% city Science. +4 Great Scientist points per turn.
Containment|7_Atomic|Diplomatic|Each Envoy you send to a city-state counts as two, if its Suzerain has a different government than you.|delete
Cryptography|7_Atomic|Diplomatic|Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations.|
Heritage Tourism|7_Atomic|Economic|+100% Tourism from Great Works of Art and Artifacts.|
Satellite Broadcasts|7_Atomic|Economic|Triples Tourism from Great Works of Music.|
Sports Media|7_Atomic|Economic|+100% Theater Square district adjacency bonuses, and Stadiums generate +1 Amenities.|+50% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities.
Integrated Space Cell|7_Atomic|Military|+15% Production towards Space Race projects if a city has either a Military Academy or a Seaport.|
Military First|7_Atomic|Military|+50% Production towards Atomic and Information era melee and ranged units.|
Collective Activism|8_Information|Diplomatic|+10% Culture per city-state you are the Suzerain of.|
International Space Agency|8_Information|Diplomatic|+10% Science per city-state you are the Suzerain of.|
Ecommerce|8_Information|Economic|+5 Production and +10 Gold from international Trade Routes.|
Online Communities|8_Information|Economic|+50% Tourism to civilizations to which you have a Trade Route.|
Strategic Air Force|8_Information|Military|"+50% Production towards Information era air units, and toward all Carriers."|
[/table]
Thoughts?
 
These changes look good to me, overall!

Why are Sack and Containment getting deleted, though? Were they too strong, or...? I love the Sack card and am sad to see it go.
 
Two quick notes:

Revelation becomes obsolete as soon as you generated a Great Prophet, and can no longer be used. This renders the +1 spread charge irrelevant, unless you are going to change the obsolete effect.

And on Liberation, "You provide +15% Tourism to Civilizations with whom you have a Trade Route." Does that mean the other Civ gets 15% more tourism from me? Or I get 15% more tourism from them? If the latter, then the phrasing should be changed; if the former, I have a hard time thinking of any situation where I'd use it.
 
These changes look good to me, overall!

Why are Sack and Containment getting deleted, though? Were they too strong, or...? I love the Sack card and am sad to see it go.

I had originally intended to combine the capabilities of Sack and Raid, but now I'm thinking that would be too powerful. Sack stays in :)

Containment is unnecessarily complicated as it requires two prerequisites before you can even use it (1 - another player has to be Suzerain, 2 - the other player has to have a different government). I'm open to keeping it in, but I've always found it of strictly limited utility as it only does any good if you have exactly 2 or 3 envoys at a CS...otherwise there's no point to it. If people like to use it, though, or find some utility which eludes me, I can keep it in.

Two quick notes:

Revelation becomes obsolete as soon as you generated a Great Prophet, and can no longer be used. This renders the +1 spread charge irrelevant, unless you are going to change the obsolete effect.

And on Liberation, "You provide +15% Tourism to Civilizations with whom you have a Trade Route." Does that mean the other Civ gets 15% more tourism from me? Or I get 15% more tourism from them? If the latter, then the phrasing should be changed; if the former, I have a hard time thinking of any situation where I'd use it.

It may be better for me to keep Revelation as it is and add in a new belief...I hate the fact that Great Prophet points don't do anything after getting the Great Prophet.

When you have Liberalism you will exert an additional 15% tourism towards civilizations you have a trade route with. It's the same effect as Online Communities, just smaller ("+50% Tourism to civilizations to which you have a Trade Route.") I can attempt a rewording to make it clearer.
 
Your mod seems to disable the "no barbarians" and "no goodie huts" options. If so, why? I prefer to play with neither of these two options, because it makes the game more about chasing down random stuff instead of focusing on other Civs...
 
I have played a whole game at prince difficulty with your mod and AI+ on (and only those two mods) and do like most of the features. I got a domination victory but was disappointed to find out only one of the other civs had an army. So I wondered whether the AI didn't manage to earn enough money to pay for one or if it didn't build units at all.

I never could finish my next test game because it crashed at turn 200 or so even when i tried reloading the save and changing my moves. Obviously can't say if it the crash was related to the mods but I thought it was worth mentioning.
 
Your mod seems to disable the "no barbarians" and "no goodie huts" options. If so, why? I prefer to play with neither of these two options, because it makes the game more about chasing down random stuff instead of focusing on other Civs...
This was just an oversight. I'll add those options back in with the upcoming update. Sorry about that!
I have played a whole game at prince difficulty with your mod and AI+ on (and only those two mods) and do like most of the features. I got a domination victory but was disappointed to find out only one of the other civs had an army. So I wondered whether the AI didn't manage to earn enough money to pay for one or if it didn't build units at all.

I never could finish my next test game because it crashed at turn 200 or so even when i tried reloading the save and changing my moves. Obviously can't say if it the crash was related to the mods but I thought it was worth mentioning.
This mod, if anything, gives players and AI more gold, so it sounds like a base game issue...as does the crashing, unfortunately. I've seen several people complaining about the crashing bug. :(
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I've been hard at work on the Policies, and I think I'm pretty near final. Just a few more tweaks on these, and I will probably have to add just a few more in to flesh things out, but I'm pretty happy with where they are right now. Here's the full roster (minus the diplomatic policies as I haven't seen much of a reason to change those atm):
military 1.jpg
military 2.jpg


economic 1.jpg
economic 2.jpg

wildcards.jpg


Comments, suggestions, complaints?
 
I like the policy changes, I'll definitely give some feedback on which ones feel good/bad once I can play through with them.
 
I'm hoping to release Update 1.2 tomorrow! One or two issues to iron out before then but I'm off tomorrow so hopefully I can get them taken care of quickly.

Would you think about adding in religious cards, similar to JDF's religious faith mod??
Once his mod is more stable I would certainly be happy to add support for it to the Omnibus!
 
I started a game with complete ruleset but techtree looks vanilla.

Wait for the next version to drop. The Crazy Scot hasn't changed the trees officially yet, I don't think.
 
Updates by Ruleset.

Standard Ruleset:
- Reduced Theater resource culture bonus to 1 (was 2)
- Added an option to turn on Raging Barbarians in the new UserSettings.sql file located in the mod folder
- Over a dozen minor text fixes
- Minor text changes to the City Details panel to make Amenity and Housing sources clearer - compatible with all UI mods
Spoiler :
citydetails-jpg.460871


Enhanced Ruleset:
- Standard Ruleset updates
- Unique districts now require population to build
- No Goody Huts and No Barbarians advanced options re-enabled for the Enhanced and Complete Rulesets

Complete Ruleset:
- Standard and Enhanced Ruleset updates
- Complete Technology, Civic, and Policy overhaul
- Civic and Tech trees have been completely redesigned -- 16 new Technologies and 19 new Civics
Spoiler Tech Tree :
techtree-jpg.460873

Spoiler Civic Tree :
civictree-jpg.460872

To see the full image if it doesn't show up right-click on the image and select open in new tab

- 38 Policies have been updated and 7 new ones have been added
- 21 new buildings added to flesh out the new Tech and Civic trees
- Each district now has 4 building tiers
- Many of the new buildings are mutually exclusive options to give the player more strategic choices

New buildings:
Spoiler :
AGORA: +1 Culture and +1 Science.
APOTHECARY: +10% city growth. +1 from Forest tiles.
AQUAFARMS: +10% city growth. +1 from Sea tiles.
ARSENAL: Raises the strength of your outer defenses. +2 when building Units.
BASILICA: +2 Culture. +15% Faith in this city. Cannot be built in the same city as the Reliquary.
BRICKWORKS: +5 Production when constructing Buildings and Districts.
BRICKYARD: +3 Production when constructing Buildings and Districts.
CARAVANSARY: +3 Gold. +1 Gold from city Trade Routes per bonus resource owned by city. Cannot be built in the same city as the Guild Hall.
CONFECTIONARY: +2 Gold and +2 Culture. +1 Amenities.
FOUNDRY: +2 Production. +1 Gold from Mine and Quarry improvements. Cannot be built in the same city as the Gristmill.
GRISTMILL: +2 Production. Provides Food equal to the Industrial Zone's Production adjacency bonus. Cannot be built in the same city as the Foundry.
GROCER: +2 Food. +1 Food from Farm improvements.
GUILD HALL: +4 Gold. +1 Gold and +1 Production from Plantation improvements. Cannot be built in the same city as the Caravansary.
HOSPITAL: +20% city growth. +1 Amenities and Housing.
KILN: +2 Production when constructing Buildings and Districts.
MILITARY BASE: Raises the strength of your outer defenses. +4 when building Units.
OBSERVATORY: +2 Science. Provides the Campus with an additional standard adjacency bonus from Mountains. Cannot be built in the same city as the Printer.
OPERA HOUSE: +3 Culture. Bonus is extended to all cities within 6 tiles.
PRINTER: +2 Science and +1 Culture. +2 Science from Great Works of Writing in this city. Cannot be built in the same city as the Observatory.
RELIQUARY: +2 Faith. +2 Gold and +1 Culture from Relics in this city. Cannot be built in the same city as the Basilica. +1 Amenities.
SUPERMARKET: +4 Food. +1 Food from Farm improvements. +1 Housing.

New policies:
Spoiler :
ANCESTRAL HOMELAND: Infantry units receive +4 Combat Strength when in friendly territory.
DEVOTION: Religious units receive +1 spread charge.
FREEDOM FIGHTERS: Units receive +4 Combat Strength when in friendly territory.
IMAGINARIUMS: +3 Amenities from Research Labs.
PATRONAGE: Theater districts provide Production equal to their adjacency bonus.
POLITICAL SCIENCE: Campus and Theater districts provide +1 Influence Point per turn.
PROTOTYPING: Campus districts provide Production equal to their adjacency bonus.

Updated policies:
Spoiler :
GOD KING: +3 Gold, +1 Faith, +1 Amenities in the Capital.
LAND SURVEYORS: +10% Growth in all cities. Reduce the cost of purchasing tiles by 20%.
INSPIRATION: Shrines produce +1 Science. +2 Great Scientist points per turn.
STRATEGOS: Military units receive +20% experience in combat. +2 Great General points per turn.
SURVEY: Double experience and +4 Combat Strength for Recon units.
URBAN PLANNING: +1 Production and +1 Housing in all cities.
INSULAE: Cities with an Aqueduct receive +1 Housing and +1 Amenities.
LITERARY TRADITION: Great Works of Writing produce +1 Culture. +2 Great Writer points per turn.
BASTIONS: +6 City Defense Strength. +5 City Ranged Strength. +100% Production toward defensive buildings.
VETERANCY: Military units heal in neutral and hostile territory as if they were in friendly territory.
LIMES: +4 City Ranged Strength. +50% roduction towards Encampment districts and buildings.
RAID: Melee and Anti-Cavalry units receive +1 Movement. Yields from pillaging improvements are doubled.
NATURAL PHILOSOPHY: +50% Campus district adjacency bonuses.
NAVIGATION: Naval units receive +1 Movement. +2 Great Admiral points per turn.
RETAINERS: +1 [ICON Gold] Gold and +1 Amenities for cities with a garrisoned unit.
MERITOCRACY: +4 Culture, +4 Science, +4 Production in the Capital.
AESTHETICS: +50% Theater Square adjacency bonuses.
CRAFTSMEN: +50% Industrial Zone adjacency bonuses.
MEDINA QUARTER: +2 Housing in all cities with a least 2 specialty districts. +4 City Defense Strength.
TOWN CHARTERS: +50% Commercial Hub adjacency bonuses.
LOGISTICS: +1 Movement when starting turn in friendly territory.
TRAVELING MERCHANTS: +2 Gold from Trade Routes. +2 Great Merchant points per turn.
INVENTION: Workshops produce +2 Science. +2 Great Engineer points per turn.
FRESCOES: Great Works of Art produce +1 Culture. +2 Great Artist points per turn.
LIBERALISM: +15% Tourism to civilizations to which you have a Trade Route.
EXPROPRIATION: Settler cost reduced by 60%. Plot purchase cost reduced by 30%.
MILITARY ORGANIZATION: Military units receive +20% experience in combat. +4 Great General points per turn.
MILITARY RESEARCH: Military Academies and Seaports generate +5% City Science each.
SYMPHONIES: Great Works of Music produce +1 Culture. +4 Great Musician points per turn.
TOTAL WAR: Accumulate 25% less war weariness than usual. Yields from pillaging are doubled.
ECONOMIC UNION: +50% Commercial Hub adjacency bonuses and +100% Harbor adjacency bonuses.
FIVE YEAR PLAN: +50% Campus and Industrial Zone adjacency bonuses.
LAISSEZ FAIRE: +4 Gold from [ICON TradeRoute] Trade Routes. +4 Great Merchant Points per turn.
MARTIAL LAW: +1 Amenities for cities with a garrisoned unit. Accumulate 25% less War Weariness than usual.
NEW DEAL: +4 Housing, +2 Amenities, -6 Gold to all cities with at least 3 specialty districts.
NOBEL PRIZE: Research Labs produce +10% City Science. +4 Great Scientist points per turn.
PROPAGANDA: Accumulate 40% less war weariness than usual.
SPORTS MEDIA: +50% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities.
 
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To install the updated icons:
Copy the Icons_Buildings, Icons_Civics, and Icons_Tech files from the TCS Omnibus Mod/UI/Icons folder to C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\UI\Icons and overwrite the existing files.
 
with this as my only mod enabled i crash every time. don't crash without.
suggestions?
 
I have the same issue as Matt - is there any log file or similar I can attach that would help?
 
Seems to only be complete - on enhanced I could get a game going twenty turns without crashing, but with complete I never managed more than 10. In many instances it crashed before the game had even finished loading - I'm attaching the logs from one such case.
 

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