Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Dedications Rework
   
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391.195 KB
Dec 17, 2021 @ 1:31pm
Jul 24, 2023 @ 3:58am
17 Change Notes ( view )

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Dedications Rework

Description
This mod reworks all the dedications, giving all (except Future) eras four unique dedications. The icons and AI favored dedications are also updated.

Check pictures for more information.

I'm open to feedback, I would really like to hear if some of the dedications are op. Also it would be nice if you tell me if you find any bugs.

This mod shouldn't affect saved games.
Popular Discussions View All (1)
1
Nov 13, 2022 @ 6:50am
Which dedications are your favorites? Which dedications are OP in your opinion?
j_kovic
73 Comments
wayyanzhi Mar 29 @ 8:23am 
Okay, thank you. I also found an issue: the effect of If Money Doesn't Talk, It Swears states that International Trade Routes get +2 Gold for every Bonus resource within 3 tiles of the city and in the city's territory. However, the ModifierType used is MODIFIER_PLAYER_CITY_TRADE_ROUTE_YIELD_PER_LOCAL_BONUS_RESOURCE_FOR_INTERNATIONAL, which is incorrect as it only applies to a single city. It should be CITIES instead.
j_kovic  [author] Mar 23 @ 11:56am 
I really can't figure out what's wrong, but you probably get the answer from CIV VI modding helpline Discord in minutes. There you can also send pictures.
wayyanzhi Mar 22 @ 12:32am 
I tried for a long time but still couldn't figure it out. The strange issue is that as long as it's a file I wrote myself, it won't take effect. I tried saving this code in a downloaded mod file from someone else, and it worked, but in my own file, it just doesn't work, even if I set the same LoadOrder.
j_kovic  [author] Feb 13 @ 8:01am 
@wayyanzhi
<CommemorationTypes>
<Update>
<Where CommemorationType="RENE_EXPO"/>
<Set MinimumGameEra="ERA_CLASSICAL"/>
</Update>
</CommemorationTypes>

This way is the right way to do it. I thought about this and I guess this is a LoadOrder problem. Try to change your mods LoadOrder higher than this mods. If I remember right, this mods LoadOrder is 1000 or 10000.
wayyanzhi Feb 12 @ 9:05am 
Yes, none of the effects worked. My current method is to directly modify the original file, which works perfectly, but it doesn't work if I try to write separate code to make the changes.
j_kovic  [author] Feb 12 @ 8:10am 
@wayyanzhi It should work with that, I'm not sure what's going wrong here. Are you sure you settled your cities on different continent?
wayyanzhi Feb 12 @ 6:25am 
Maybe there's an issue with my code since I’m not very experienced in this area. The first version I tried was:
<CommemorationTypes>
<Row CommemorationType="RENE_EXPO" MinimumGameEra="ERA_CLASSICAL" />
</CommemorationTypes>
This made it selectable but didn’t have any effect at all.
The second version was:
<CommemorationTypes>
<Update>
<Where CommemorationType="RENE_EXPO"/>
<Set MinimumGameEra="ERA_CLASSICAL"/>
</Update>
</CommemorationTypes>
This one made it unselectable.

Also, I’ve completed the Chinese translation and will release it soon.
j_kovic  [author] Feb 12 @ 5:55am 
@wayyanzhi Sorry that answering your question took so long. Chancing MinimumGameEra of hic sunt dracones to the classical era should work, as modifiers should stay the same. Does any effect work or is it something specific that doesn't work? I noticed that dark age naval raider production is set only for Renaissance era units. That should be expanded if you want it to work in Classical too.
wayyanzhi Jan 3 @ 4:10am 
Hello, I am making a Chinese version of this mod, the only change to the program is to change the MinimumGameEra of hic sunt dracones to the classical era. However, even though I could select it in the Classical Era, its effects did not take effect. Do you know why this is happening?
Obb Jul 14, 2024 @ 8:29am 
I see ! I I misunderstood you talked about actual policies, yes indeed that expend the suspect list ^^

The load order would fix it without compromising the mod’s content ? That would be nice ! Then I’ll simply try like that ! Thanks much !

It’s such a pain to test the modlist with civ6/steam… One hour+ I’m on it but I'm no further ahead ! lol I suspect that multiple mod collide, making it even laborious. I’ll maybe make another try later focusing especially on mods containing policies.