Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Mexico: Carlota
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
47.827 MB
Oct 11, 2018 @ 10:39am
Jun 24, 2020 @ 9:30am
7 Change Notes ( view )
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Mexico: Carlota

In 1 collection by JFD
JFD's Civilizations and Leaders
72 items
Description
LEUGI'S MEXICO (CARLOTA)
Trait: Miramare Appeals
Gains an Envoy upon meeting a Civilization for the first time. +1 Faith from each of their Envoys at City-States; doubling during either a Golden Age or Dark Age.

Agenda - Empress of Farewells
Tries to make as many friends and to send as many delegations as possible. Likes civilizations of the same Government that accept her Delegations, especially when she is in a Dark Age.
PATCHNOTES
  • v1
  • Updated for New Frontier.
DISCLAIMER
Sid Meier's Civilization V, Sid Meier's Civilization VI, Sid Meier's Civilization Beyond Earth, Civ, Civilization, 2K Games, Firaxis Games, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc who do not sponsor, endorse or otherwise authorise these mods.

By downloading and/or installing this mod you are agreeing to the following terms. This mod is distributed for free and provided as is, without any warranty of any kind whatsoever. You are using this mod at your own risk. You may not re-distribute, re-host, share, alone or as part of a bigger package this mod or its assets for any commercial or non-commercial purposes except where expressively and in verifiable writing given the permission to do so by the authors of this mod. All rights not described in this license agreement belong to their respective owners.
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If you enjoy the work I do, you might consider buying me a coffee with the link below. My mods will always remain free and open-source, however, so entirely up to you!

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13 Comments
VioletWitch Mar 24, 2021 @ 11:12am 
Is the Panteon Civil part of the base game or did you add that art to the game with the mod?
Arcadian Oct 17, 2020 @ 7:17am 
@春 I agree it's not 100% clear, but I interpret it as Mexico (they) get +1 faith. It sounds more likely. It's also easy to test. Just start a game, meet a civ and send an envoy to the first city state you meet. Does it give you faith?
CheshireDog Jun 25, 2020 @ 8:10pm 
@JFD : “ +1 Faith from each of their Envoys at City-States”,Here "their" refers to the Civilizations Carlota meet or Carlota?
sebdan25 May 17, 2020 @ 11:24am 
Unfortunately your mod doesn't work for me, I don't know why. Is weird white on all your mods.
MetaKin Sep 13, 2019 @ 9:35am 
Gathering storm pls... :2016imnotcrying:
Chrisfarmer13 May 12, 2019 @ 4:52pm 
Any chance of a Gathering storm update? I'm really hoping for a mexico civ to update
pitu_chulipiruli Oct 16, 2018 @ 2:09am 
Repeat the name of the capital in other cities
Rootimus Oct 12, 2018 @ 7:48am 
The load scren displays LOC_TRAIT_LEADER_JFD_MIRAMARE_APPEAL_DESCRIPTION instead of the relevant text. I've stared at the code and can't for the life of me spot the error, if there even is one. This is what database.log shows:

[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1756685.751] [Localization]: While executing - 'insert into LocalizedText('Tag', 'Language', 'Text') values (?, ?, ?);'
[1756685.751] [Localization]: In XMLSerializer while inserting row into table insert into LocalizedText('Tag', 'Language', 'Text') with values (LOC_CITY_NAME_JFD_MEXICO_CITY, en_US, Mexico City, ).
[1756685.751] [Localization]: In XMLSerializer while updating table LocalizedText from file MexicoCarlota_GameText.xml.
[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
M1sf1r3 Oct 12, 2018 @ 12:53am 
2. There will be too many versions. Say that JFD did change the mod in whatever way to make it vanilla compatible. But then when the next expansion comes out, he'll need to create a R&F version for the people who don't want to buy the new dlc. Now there are three versions and that's just a pain to handle.

Also, the civ modding community have created a precedent with 90% of the mods on the workshop needing BNW. Most mods gon't have G&K or Vanilla compatability.

Hope this helps.
M1sf1r3 Oct 12, 2018 @ 12:53am 
There are two problems Repolhomp when trying to make Civ mods compatible with vanilla or a previous dlc.

1. It severely limits game design. If not now, then it will later if you try to keep all of your mods creative and with as little crossover as possible. Let's take this mod for example.

"+1 Faith from each of their Envoys at City-States; doubling during either a Golden Age or Dark Age." is the problem since it requires Golden/Dark ages, obviously only available in R&F. But if JFD created a version that either edited the effect so that it would work similarly to the original design or created an entirely new one (such as gain double envoys for completing a quest in religious city-states) then he can't use that design again or risk creative overlap.