Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bear's Governor Overhaul
248 Comments
MadHymn Aug 6 @ 5:54pm 
5.商业总督上任效果改成仅+1贸易路线并像港务的港口尤里卡一样加成商业中心的尤里卡,

6.港务总长的上任应当改成仅立即完成天文导航。

7.删除渔场与市立公园,因为这两个改良设施会浪费掉AI的所有建造者。

8.建造总督二级升级的所有市中心建筑增加百分百产能可以改成百分之十五,和左一升级的区域基础产能加成相同,所有城市+2产能改为+1。

9.港务总督的左二技能是沿海城市+2住房和食物,左三技能是所有未改良的海洋海岸单元格加食物和产能,但是这会让后期海岸城市人口爆炸,我觉得把这两项的食物和产能全都换成加金币比较合适。
MadHymn Aug 6 @ 5:54pm 
2.那些上任直接送单位的效果中,探索者的送两个侦察兵和将军的送两个近战应该削弱成一个,同时注意,当原始首都被占领,文明的新首都会重新生成这些单位,感觉很别扭,这是一个程序上需要解决的问题。

3.特务总长的送间谍应当改成送一个特务空位,并把被动加忠诚度改成所在城市生产间谍增加百分百产能。

4.开拓者总督上任送2人口改成送1,左1升级仅保留百分之15余粮而不+2粮,二级的全国加忠诚删除,左三的+2宜居改成+1。
MadHymn Aug 6 @ 5:54pm 
很好玩,玩了上百小时,大赞,但确实强度不平衡,以下是PVE场景下自己玩起来感觉很合适的改动建议(包括一些我不会改的东西):

1.探索者总督所在城市的被动技能从地块加金改成该城买地降价3成(同时我把右一技能改成了仅降低文化成本而无金币)、或者可以把地块金币从2改成1、或者改成未改良且惊艳的单元格金币+2,不然现在有bug(也可能是中文说明没同步更新),只要是个单元格就+2。另外,左线总共给侦察兵+2移动力还附带隐身效果和穿透边境,我改成左一侦查+1视野且允许穿边,左二侦查+1速,这样会让AI点探索者总督的欲望大幅降低。在那之前,全体AI都优先抢这个总督并试着点满左线,毫不犹豫毫无迟疑没悬念。
jpriscu Jul 31 @ 9:00pm 
Not sure if it's a bug or intentional, but it doesn't seem that Pioneer's Surplus Logistics stacks with Angkor Wat.
just FYI the surveyor governor's initial text blurb says "when recruitment" instead of "upon recruitment"
Data-Bear Oct 31, 2024 @ 6:39am 
@MarshmallowBear or anyone wanting/willing how do I change the governor icons shown in the MP version that more appealing to me at least?
jkassavetis Sep 26, 2024 @ 5:31pm 
Okay, I just found out it wasn't you. It must be Urban Complexity. When I was only using the Aqueduct one, it worked, but since I downloaded the others, it doesn't work anymore. How much do you know about Sukritact?
MarshmallowBear  [author] Sep 26, 2024 @ 3:49pm 
@jkassavetis I am confused by your issue. The mod works fine with Sukritact's Ocean's on normal map scripts, so your issue is with whatever the maps are doing, so it's out of my control.
jkassavetis Sep 26, 2024 @ 3:23pm 
@Marshmallow : Yes, I just found out that does not seem to work with Sukritact's Ocean game mode whenever using a World Builder map. It works in game, as long as the map isn't made in world builder. I also cannot save custom maps with the Ocean game mode enabled. The terrain features appear, but the new resources do not. I think it's because of the governor's re-balance in that game mode. Your mod is pretty good, but the other one is way too picky about being able to work. Can you synchronize with him please? For some reason, I think this is the problem. Thanks for the response.
ButterBene Sep 25, 2024 @ 11:17pm 
@MarshmallowBear ah you're right, I accidentally had both versions enabled at once lmao, I've switched back to singleplayer and now I can see the adopter bonuses :)

However this has also caused a strange thing where your governor icons don't appear above the cities anymore, it's either one of the faces of the vanilla governors (I had pingala's face on the pioneer) or just completely blank... weird because that worked fine when I was running both mods by accident
MarshmallowBear  [author] Sep 25, 2024 @ 4:22pm 
@jkassavetis shouldn't, as no part of it references district buildings, are you having issues?
jkassavetis Sep 25, 2024 @ 3:07pm 
Does this mod conflict with Urban Complexity mod by any chance?
MarshmallowBear  [author] Sep 11, 2024 @ 4:16am 
@ButterBene are you using the correct version, the MP version lacks the adoption due to the utilization of LUA.
ButterBene Sep 11, 2024 @ 12:41am 
Hey I can't see the adoption bonus on my menu?
MarshmallowBear  [author] Aug 28, 2024 @ 4:10am 
@Hero of Helm check your Database.log and see what pops up, it's possibly a conflict is occuring. It works fine with Secret Societies assuming you have no other mods that modify governors.
Hero of Helm Aug 27, 2024 @ 11:17pm 
i cant start any games with this mod enabled. says an error keeps occuring and takes me back to main menu. is this perhaps not compatible with secret societies?
guidam313 Aug 11, 2024 @ 10:19pm 
I don't know what's happening, but even though I have the mod enabled, it doesn't apply in-game. I have no other mods applied or enabled, can someone help me pls?
Obb Aug 3, 2024 @ 5:13am 
@дедовщинаI hard to tell

I personally use this one with entire satisfaction :
https://steamcommunity.com/sharedfiles/filedetails/?id=2976429581

Also using this one as a base to customize what civics give them :
https://steamcommunity.com/sharedfiles/filedetails/?id=2947960619
the perc bloc 30 Aug 3, 2024 @ 3:45am 
which mod that adds extra governor points is most compatible with this one?
MarshmallowBear  [author] Jul 30, 2024 @ 5:24am 
@JigglyScruff make sure all governors are established and not in transit, benefits don't work if they're not established. Also make sure you wait a second or two, if a unit has too many "abilities" stacked on it then the tooltip will cycle through each page slowly, so it's possible ther'es not enough space (it's a chunky tooltip). I haven't encountered either of the problems and I made sure to double check :3 (also watch out for mod incompabilities)
JigglyScruff Jul 29, 2024 @ 2:10pm 
Great mod. Two notes of feedback: Land Acquisition doesn't seem to provide the extra tiles for new cities. Also, unless it goes by a different name, it seems that frontline for the general governor doesn't showup as a buff on units when hovering over an enemy.
DieEvenHarder Jun 30, 2024 @ 5:04pm 
minor incompatibility with Bear's Governors Nationwide. This mod causes the blue Governor's cheaper great people to be reduced down to 1 gold and 1 faith cost.
Obb Jun 29, 2024 @ 12:30pm 
Well, now that I met the civilization, it’s the new design that is shown !
And it’s indeed a modded civilization, maybe that’s coming from here…
I’ll pay more attention from now on, to see if it’s always like that or not.
Obb Jun 29, 2024 @ 11:54am 
In my world right now, I see a governor sent to a city state, by another civ, with its default picture. (In the vanilla city states panel.) Maybe it’s always happening and I just never noticed… Maybe it’s coming from a bug on my end… I’ll maybe know better when I’ll know what civilization it is ! Any idea ?

Anyway, while I’m here : Excellent mod !
Soothsayer98 Jun 14, 2024 @ 2:08pm 
@OP
I use a lot of mods, but as far as I know none that should conflict with the fishery. Most of my mods either add new playable civs, or are just QoL and UI improvements, nothing that changes gameplay (at least nothing drastic)
MarshmallowBear  [author] Jun 11, 2024 @ 5:01am 
@Soothsayer98 you use any other mods? There's a bit of competition for what Fisheries do from multiple mods, I haven't touched anything on the Fisheries other than they are now unlocked via the Tech Tree and lose the bonus that Liang gave to them.
悸动战士 Jun 11, 2024 @ 4:37am 
('LOC_BEAR_PROMOTION_RANGERS_DESCRIPTION', 'zh_Hant_HK', '使用 [ICON_Faith] 信仰購買自然學家時便宜 15%。擁有國家公園的城市中的單元格 +1 魅力。'),
('LOC_BEAR_PROMOTION_PLANNER_DESCRIPTION_ADOPTER', 'zh_Hant_HK', '任命時在 [ICON_Capital] 首都提供一位建造者。'),
('LOC_BEAR_PROMOTION_TAXATION_NAME', 'zh_Hant_HK', '稅收'),
('LOC_BEAR_PROMOTION_TAXATION_DESCRIPTION', 'zh_Hant_HK', ' 每一位 [ICON_Citizen] 公民+0.25 [ICON_GOLD] 金幣.'),
('LOC_BEAR_PROMOTION_STATE_RELIGION_NAME', 'zh_Hant_HK', '國教'),
('LOC_BEAR_PROMOTION_STATE_RELIGION_DESCRIPTION', 'zh_Hant_HK', '所有城市+25% 宗教壓力. 每一位 [ICON_Citizen] 公民+0.2 [ICON_Faith] Faith.'),
悸动战士 Jun 11, 2024 @ 4:32am 
('LOC_BEAR_PROMOTION_RANGERS_DESCRIPTION', 'zh_Hans_CN', '使用 [ICON_Faith] 信仰购买自然学家时便宜 15%。拥有国家公园的城市中的单元格 +1 魅力。'),
('LOC_BEAR_PROMOTION_PLANNER_DESCRIPTION_ADOPTER', 'zh_Hans_CN', '任命时在 [ICON_Capital] 首都提供一位建造者。'),
('LOC_BEAR_PROMOTION_TAXATION_NAME', 'zh_Hans_CN', '税收'),
('LOC_BEAR_PROMOTION_TAXATION_DESCRIPTION', 'zh_Hans_CN', ' 每一位 [ICON_Citizen] 公民+0.25 [ICON_GOLD] 金币.'),
('LOC_BEAR_PROMOTION_STATE_RELIGION_NAME', 'zh_Hans_CN', '国教'),
('LOC_BEAR_PROMOTION_STATE_RELIGION_DESCRIPTION', 'zh_Hans_CN', '所有城市+25% 宗教压力. 每一位 [ICON_Citizen] 公民+0.2 [ICON_Faith] Faith.'),
Soothsayer98 May 22, 2024 @ 10:29pm 
It looks like the Fishery has been changed and can only be placed adjacent to coastal resources instead of by itself like in the base game, I wish the mod gave a hint on the improvement description about that.
holmer_moran May 3, 2024 @ 9:36pm 
Fixed my issue.

What was happening is that I was loading a configuration that did not have the mods turn on. The no UI mods were working, but not the others. I had to create a new config with the new mods.
holmer_moran May 2, 2024 @ 10:44pm 
Hi, New to Mods, but I started playing with Civ I back in the early 90's.

This looks like a great mod and I subscribe to it, but it is not showing up in my game.

I already restated Steam and created new games.

It is enabled, I am playing in Gathering Storm. Any guesses?

These are the other mods that I am using: BetterRportScreen(UI), CIVIG, Create your Pantheon, Detailed Map Tracks, Even More Reports, Extended Policy Cards, Great Works Viewer, Monopoly++: Tycoons and Investors, Quick Deals, Real Era Tracker, Sukritact's Global Relationships Panel, Terra Mirabilis.

Not sure if I have too many or if there is a conflict.

Thanks for any help.
weraptor Apr 14, 2024 @ 8:59am 
Can you please place City Parks for example behind Urbanization? AI spams them too much and sabotages itself
MarshmallowBear  [author] Apr 12, 2024 @ 4:48am 
@NuDDen oh I knew I was forgeting something...
NuDDen Apr 12, 2024 @ 3:35am 
Are u going to update ur MP version too? :D
MarshmallowBear  [author] Apr 11, 2024 @ 12:03pm 
@945401539 It's compatible. are you having issues?
盗号狗亲妈必死 Apr 11, 2024 @ 9:14am 
Does this module seem to be incompatible with the Secret society mode?
Cecelia Crescent Mar 9, 2024 @ 6:46pm 
Oh um, i think i may have figured out what the issue is. The CYP's tall and wide mod adds another dimension to the governors' bonus that applies to the cities when they are established and the UI does not have enough space to show everything. Sorry for the trouble!
Cecelia Crescent Mar 9, 2024 @ 6:40pm 
So on the governor screen, The first panel has the empire wide bonus, right? And then the second panel has the city specific bonus that you put the governor in, and then after that you get to the two panels that you have to choose between for the new promotions. For harbormaster and curator specifically, the height of the city specific bonus description text is bugged, leading part of it (the description is 3 lines long, and the last line specifically) ends up behind the promotion panels and so i can't tell what the bonuses actually are. Worth noting that this only happens to the harbormaster and the curator, and not the others. I don't think i have any other mods modifying the governor screen, so im not sure why this happens. BTW, thank you for replying and thank you for your awesome mod o7
MarshmallowBear  [author] Mar 9, 2024 @ 3:09pm 
@Cecelia Crescent - in what way exactly is it bugged?

By placement do you mean the governor bonus that applies to the city when it's established?
Cecelia Crescent Mar 9, 2024 @ 2:35pm 
Um can i know what the placement bonus of the curator and the harbormaster are because the text is a bit bugged for some reason and i can't tell what the 3rd line of the effect is, so i don't really know what they do. Thank you.
Zagaroth Feb 26, 2024 @ 8:05am 
I've since started a new game, so I'm not sure anymore. But I think it was on all of them, because they show up fine now. It was probably just a glitch from updating mid game.
Catov Feb 23, 2024 @ 2:32am 
I really like this mod, it brings so much fresh experience when you have 4 digit hours in the game. My feedback would be that the emissary governor gives 2 envoy at adoption and acts as 2 envoys when established in city state. AI almost always picks this as one of the first governors and instantly has 5 envoys at turn 30 with critical city states which can be annoying, god forbid it is Hungary or Greece who will turn that into more envoys in very short time
MarshmallowBear  [author] Feb 22, 2024 @ 6:42pm 
@Zagaroth Which Governor was this? Financier and Cardinal had them changed due to the bug with how the District with Faith/Gold worked.
Zagaroth Feb 22, 2024 @ 2:12am 
I will note one drawback: the new style no longer shows the finisher until you view the promotion tree.

Mind, this might be because I was mid play through when this updated, so everything may not load correctly.
MarshmallowBear  [author] Feb 13, 2024 @ 4:19pm 
A new update is about to be released: If you want to use the older version of the mod, use this link : Dropbox [www.dropbox.com]
MarshmallowBear  [author] Jan 18, 2024 @ 6:09am 
@Smile this has been reported :), it's "fixed" but the update is not ready yet.
Smiley Jan 17, 2024 @ 8:19am 
I have bug to report, when you play the game with the mod, if the game is in another language than english (I play in italian), you will not be able to read the effects of the governors, first i thought it was a compatibility problem, when I found out it wasn't, i tried to change the laguage to english, and it worked, it's annoying and if it can be resolved I would be happy.
sirkerry Dec 26, 2023 @ 4:13pm 
@Alex t he Great I've not see that and I play with this mod almost all the time. The city's defenses haven't been damaged and are un-repaired or there? Or maybe another mod that moved the walls from Siege Tactics?
Alex the Great Dec 26, 2023 @ 2:35pm 
This doesnt remove the renaissance walls right? Im having this weird bug that I cant see/make the renaissance walls in siege tactics for some odd reason.
8 Lenillion Victims of Communism Dec 14, 2023 @ 9:28pm 
Ah, yeah, that might have been it. I did not realize the empire wide effects required the governor to re-establish when moving them, so that was probably it. Seems to work now that I'm testing it again.