Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Goverment (Tier 4)
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7.313 MB
Mar 16, 2019 @ 8:07am
Jun 29, 2022 @ 11:51am
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District Expansion: Goverment (Tier 4)

In 3 collections by JNR
JNR's Urban Complexity
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114 items
Description
This mod adds Tier 4 buildings to the Government Plaza. These provide legacy policy cards for the future era governments but also have powerful bonuses on their own. Further bonuses added to the district itself.

Alternative download from Civ Fanatics.[forums.civfanatics.com]

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Features
  • Building a Government Plaza or Diplomatic Quarter (if available) triggers a Culture Bomb.
  • 3 new buildings added: Joint Operations Command, Cultural Mission League, and World Congress Agency (see below for details).
  • Legacy Policies for tier 4 governments.
  • Can move Capital to city with Government Plaza (only within home continent).

Building Details
Joint Operations Command
Focusing on the military, this building centralizes your command staff to enable them to conduct powerful combined arms operations all around the globe. Aerial refueling will increase the range of your airplanes and your troops can be replenished more quickly, no matter where they are deployed.
  • Extra Policy Card slot: Military
  • Awards +1 Governor Title.
  • +3 Movement and +2 Range for all aircraft units.
  • +5 HP healing for all land units.
  • +15 Combat Strength for Spec Ops when defending while adjacent to friendly Mechanized Infantry.
  • +150% Flanking Bonus for Spec Ops when attacking while adjacent to friendly Helicopter(s).
  • +3 Loyalty in cities with a Drone unit inside or adjacent to it.

Cultural Mission League
Focusing on culture and religion, this building gives your government full control of who thinks what. Give your administrators the ability to doublethink to spread the only real truth at home and abroad. Which is that you're the best, of course. All your proselytizing personnel becomes reorganized as part of your secret services and can use their resources to move around unnoticed, getting to their destination faster and with less obstruction.
  • Extra Policy Card slot: Economic
  • Awards +1 Governor Title.
  • Spies perform 2 levels higher in foreign cities following your religion.
  • Rock Bands start with the Religious Rock promotion.
  • All religious units are camouflaged and ignore zone of control.
  • Provides +2 Loyalty per turn to all your cities.

World Congress Agency
Focusing on diplomacy, this building helps to grind through the late opposition when you're close to victory already. Those haters can't stop you forever.
  • Extra Policy Card slot: Diplomatic
  • Awards +1 Governor Title.
  • Established Governors with at least 4 Promotions provide +4 Favor.
  • When you win a resolution granting you Diplomatic Victory points in the World Congress, get 25% of your spent Diplomatic Favor back.
  • Awards 1 Diplomatic Victory point.

Compatibility and Recommendations
Requires Gathering Storm. Other DLC supported but not required.

This mod is excplicitly compatible with JFD's Rule with Faith, P0kiehl's Civilizations Expanded, and CIVITAS' City States Expanded (CSE).

No known incompatibilities. This mod is redundant with my Culture Bomb for Government Plazas mod, however. The features of that mod are completely integrated in this one, but I will leave the old mod up for compatibility reasons and for anyone who wants the culture bomb feature as a standalone mod. However, this here is the mod I will focus support on for now.


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Popular Discussions View All (1)
39
Dec 9, 2023 @ 10:29pm
Beta Feedback
JNR
130 Comments
sp5it Sep 19 @ 3:53am 
same problem as Endelight. I only ran Civilization Expanded with this mod and the game is unable to start.
Cuntism Aug 11 @ 7:53pm 
I use Civ Expanded and this np.
JNR  [author] Aug 11 @ 4:57pm 
Don't use them together then, I guess.
Endelight Aug 9 @ 4:49pm 
For some reason this mod is causing the game to not start. Just did some troubleshooting and it seems like this happens when this mod and Civilization Expanded are both active - any ideas?
JNR  [author] Jun 25 @ 4:12am 
Sounds like another mod is interfering, yes. So the odd thing about moving your capital is that the code has to be done backwards. You'd expect "move capital" to be an effect assigned to project completion, but in reality, you assign the project to the effect in this specific case (no other effect is like that). Meaning you can only ever assign one project to trigger the capital move. Because of this, it can easily happen that mods overwrite each other in that regard. The only thing that can be diversified is that you can assign a different project for each civ/leader. But per civ, only one project can do it.
Moros Jun 25 @ 4:07am 
Unfortunate that there's likely to be no fix for the legacy policies issue.

Anyway. The issue I had was as follows: While playing Aztecs, I built my Government Plaza in another city on the same continent that was better situation to serve as a capital. I started the project and finished it. But, my Palace building didn't move from my original capital. It thankfully also didn't just get destroyed, so there's that. There was also no visual indicator of it being my new capital.
JNR  [author] Jun 25 @ 3:19am 
The solution would be to go through the government tiers one by one every turn while the buildings finish, don't think there's another solution.

What issue are you havinvg with Move Capital? Remember it only works on your home continent. Also, a civ can only ever have one project that enables it, so Phoenicia doesn't get the option to move the capital to the government plaza, they have their own mechanic. Any other mod also allowing you to move your capital in some way will conflict, too.
Moros Jun 25 @ 12:39am 
Do you know of a mod that fixes the Legacy card system for when you build the Government Plaza's first building after switching to a Tier 3 government (such as Monarchy)? Normally what happens is that you're then locked out of the Tier 2 government's legacy card.

Also: do you have any idea what sort of mod would conflict and prevent the Move Capital project from working? I have no idea where to even begin to start debugging that conflict.
Petrus Aurelius Jun 18 @ 12:18pm 
Must have. Makes the Gov district useful for all victory types in the endgame.
OorNaattaan Jun 12 @ 6:33pm 
[Cross-posting from the Beta feedback thread in case more people see it here]

Better Balanced Game v5.6 changes the +4 Housing provided by Audience Chamber to +3, and I think this mod somehow conflicts with that. The moment I completed the Cultural Mission League, all my cities with Governors lost the +3 Housing. Any thoughts here?