Sid Meier's Civilization VI

Sid Meier's Civilization VI

Seeds of Growth Policy
28 Comments
Free Luigi Oct 22, 2024 @ 8:06am 
This mod needs updating to be classified as a gameplay mod. As it is, it is under the "cosmetic" category and doesn't get automatically downloaded and switched on in multiplayer games. It is causing desyncs.
H.Humpel Jan 2, 2022 @ 8:02am 
Hi Ian G,
your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Ramon Apr 10, 2021 @ 10:31am 
Working 100% with GS.
Mialu Nov 20, 2020 @ 2:01pm 
there is also a bug, when you start a new game it wont load up the card until you reload the game, seems to gonna be a problem for multiplayer
razbo99 Oct 23, 2020 @ 9:32am 
I had just been thinking I might make a mod to do something very similar to this, and voila, you already did! Great minds, and all... Thank you! One question: Will the AI use this policy?
Ian G  [author] May 31, 2020 @ 6:17am 
I updated the mod with the original Mod ID. Turns out it changed when I began editing the mod on my boot-camp Mac. I think I created a new mod because I didn't have the original visual studio file anymore. Thanks for the feedback!
infixo May 30, 2020 @ 5:17pm 
@laurana Thank you for the mod ID :)
Laurana Kanan May 30, 2020 @ 3:01pm 
@infixo - Idk, if the ID changed, but looking back in my archives I had this mod with 053a803e-d930-4fe6-9a61-2e569f374c84. If you still need the original mod, though, send me a PM.
infixo May 30, 2020 @ 9:06am 
Have you change the ModID? Because my old saves don't recognize the mod. If so, what was the original ModID or where can I get the previous version?
Ian G  [author] May 24, 2020 @ 12:16pm 
Updated to support new DLCs and changed the Housing bonus to Culture to fix the error with integers. 0.5 housing doesn't consistently work in the game files.
Kurnn Apr 16, 2019 @ 5:01am 
This mod worked until update yesterday. In MP and now its not working.
infixo Apr 8, 2019 @ 3:12am 
Oh, so that is why AI only scored the food. I thought that Housing is bugged or ignored. It is another case where non-integeres are floored to integers when performing valuations. Interesting.
Laurana Kanan Apr 8, 2019 @ 2:47am 
Value for housing has to be an integer when using this EffectType otherwise it won't register.
infixo Feb 19, 2019 @ 12:57pm 
Works with GS, if anybody asked. Just add compatibility tag to avoid messages.
pauloel7 Mar 9, 2018 @ 3:32am 
Ian, this policy fill just nicely the growth gap early on... nice idea.
Ian G  [author] Feb 25, 2018 @ 5:04pm 
May not work with the new Rise and Fall, I'll see...
JJ Feb 20, 2018 @ 12:34pm 
i dont know what happened this mod dosent work anymore
Kurnn Feb 2, 2018 @ 6:44am 
Lovely mod! And as you say, very balance and not OP! Thanks for this!

Can you make more polices in this matter? Id like to have many to choose from, where all are good in a way, but not better then others!

Can you do techs too? =)
Ian G  [author] Jan 28, 2018 @ 11:16am 
VanBlade You could certainly do that!
BostonBongRips I agree that housing is better than culture for the early growth, I'll upload a new version here soon.
VonBlade Jan 28, 2018 @ 7:51am 
If you want +2 food just browse to your steam workshop directory, content, 289070, 1282516512 and edit the newpolicy_gameplay.xml with notepad or something. Look at the bottom, change the 1 to a 2. Save. Tada. +2 food.
bostonbongrips Jan 28, 2018 @ 7:38am 
I consider using it if it was +1 food and +1 or +0.5 housing. If you've got a fast growing capital (near marshes or something) early housing can be an issue. Otherwise I would rather use +1 production in every city policy.
sercera Jan 27, 2018 @ 1:06pm 
Yeah after some consideration +2 food would be more powerful than the policy card it would be replacing (+1 production.) Because +2 food is basically giving you a free citizen in every city, and in normal cases, most citizens will (or should be) bringing in more than +1 production. At the very least, they will be bringing in +1 production. So adding +1 culture is a reasonable compromise - but only to the capitol eh? I'd still probably just use the +1 production card in 95% of normal situations.
Artulo Jan 27, 2018 @ 7:37am 
Part of the calculation in using this is the value of a policy it would be replacing.
bmrigs Jan 27, 2018 @ 4:46am 
2 food here also. Otherwise it would go unused for me.
Ian G  [author] Jan 26, 2018 @ 8:36pm 
+2 food would be the same as giving each city 2 additional farms, and I think that's a bit too strong. But you guys think it also needs to be more meaningful...
lunsmann Jan 26, 2018 @ 8:13pm 
I agree, +1 food is not as attractive on it's own. +2 food, OR +1 food & +1 gold would be a worthwhile option.
Enzo Jan 26, 2018 @ 7:18pm 
Yea, It's a bit underpowered i agree with sercera
sercera Jan 26, 2018 @ 6:43pm 
Good idea! It sounds a little bit underpowered though - I'd probably consider using the policy if it gave +2 food though.