Sid Meier's Civilization VI

Sid Meier's Civilization VI

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District Expansion: Diplomacy
   
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Jun 24, 2024 @ 5:49pm
Aug 21, 2024 @ 7:00pm
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District Expansion: Diplomacy

In 3 collections by JNR
JNR's Urban Complexity
26 items
JNR's District Expansions
13 items
JNR's Playlist (Gameplay-only)
116 items
Description
New espionage-, alliance-, and citystate-themed building choices for the Diplomatic Quarter. Adds a total of 4 new buildings and reworks the existing Diplomatic Quarter buildings as well. Further, the Government Plaza has two new tier 2 buildings as the Intelligence Agency and Foreign Ministry were moved to the Diplomatic Quarter.

The new bonuses allow your empire to specialize its diplomatic focus more towards either espionage, alliances, or citystates.

No new building models this time due to the Diplomatic Quarter assets being unavailable through the SDK.

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

[www.paypal.com]

Features
  • Diplomatic Quarter now has three choices in each tier. The second-tier option is fixed based on the tier 1 choice.
  • Intelligence Agency and Foreign Ministry have been moved to the Diplomatic Quarter and were adjusted accordingly.
  • The Government Plaza has two new buildings replacing the ones moved. Just like the Grandmaster's Chapel, they focus on using certain a yield or system for something it doesn't usually provide.

Details
  • 1 - Consulate: Alliance Points with all allies increase by an additional .25 per turn. Alliances grant half their Trade Route yield bonuses to all your Trade Routes to city states.
  • 1 - Intelligence Agency: +1 Spy and Spy capacity. All Spy Operations have a higher chance of success.
  • 1 - Foreign Ministry: Leveraging City States costs half Gold. City State units gain +4 Combat Strength if you are the City State''s Suzerain (including Leveraged Units).
  • 2 - Chancery: Requires Consulate. +100% Favor per turn from Alliance Level. Receive 1 Envoy for each successfully completed Emergency and for each first place in a Scored Competition.
  • 2 - Security Service: Requires Intelligence Agency. Enemy Spy''s level is reduced by 1 when targeting this city or cities with Encampments. When this civilization captures or kills an enemy Spy, receive 100 Science for every level of the enemy Spy.
  • 2 - Foreign Exchange: Requires Foreign Ministry. +1 Trade Route capacity per city-state type you are the suzerain of.

    All Diplomatic Quarter buildings also grant a flat bonus of Influence points as usual.

New Government Plaza tier 2 buildings
  • Chamber of Commerce: When in a city center, Traders grant +1 of each district's base Great Person points in that city.
  • Examination Hall: Unlocks the Public Service Exam project once per era, granting a Governor Title and a Eureka and an Inspiration from that era.

    Just like other Government Plaza buildings, as usual these buildings also provide a single Governor title when built and unlock your current government's legacy policy card.

Compatibility and Recommendations

Requires Gathering Storm and the Ethiopia Pack. Other DLC supported but not required.

This mod is compatible with CIVITAS' City States Expanded (CSE). The new buildings will receive the respective bonuses.

Compatible with any Specialists mod.

This mod is of course not compatible with other mods fundamentally changing the Diplomatic Quarter.

I highly recommend using this mod together with the other mods from my Urban Complexity series, especially the District Expansions.


JNR's Mod Series




44 Comments
nostalgic_console_peasant Mar 20 @ 5:40pm 
Love your mods, any plans for tier 3 and 4 diplomatic quarter buildings?
Petrus Aurelius Feb 27 @ 12:53pm 
Great ideas in this mod, particularly the Foreign Exchange giving you trade routes for city-states, makes playing the diplomatic and espionage game profitable.
Mavoc Feb 26 @ 1:59am 
Consulate and Chancery both say +4 Gold for specialists, but the other 4 diplo buildings seem to be missing the specialist yield bonuses.
JNR  [author] Jan 8 @ 6:51am 
You can put them on a trade route still and trigger getting some great people points every time they pass through a city. But you can also park them in a city center and get those points *every* turn, but at the expense of trade route yields. Your choice.
OxTailSafu Jan 8 @ 12:28am 
Absolutely love your mods JNR! Just a quick question.

Regarding the Chamber of Commerce, how exactly does that work? I'm not sure I follow what exactly you mean by stating "when in the center." Am I supposed to keep the trader in the commerce hub without putting them in a trade route?
eggyprecious Dec 25, 2024 @ 11:40pm 
@Clarke's Third Mage your wording is more complicated tbh
Clarke's Third Mage Aug 30, 2024 @ 9:21pm 
Fair enough I guess.
JNR  [author] Aug 24, 2024 @ 3:17pm 
That's just Firaxis' wording, I just moved the effect to a different building.
Clarke's Third Mage Aug 24, 2024 @ 1:20pm 
City State units gain +4 Combat Strength if you are the City State''s Suzerain (including Leveraged Units).

This is very convoluted phrasing. How about: "+4 Combat Strength to units belonging to City States that you are Suzerain of (including units you have Leveraged from them)."

(Yes that's a dangling participle; I prefer it that way.)
Nandybear Aug 21, 2024 @ 9:32am 
The file also had some syntax issues. MINOR_CIV_CSE_TRADE_TRAIT etc. should be MINOR_CIV_TRADE_TRAIT for culture, science, religion, all the base ones - it seems Civitas didn't add CSE to the base ones. And there was some other syntax stuff too. Probably easier if I just upload the file

https://pastebin.com/tCdWL15Q

All I did was keep reading the errors until the errors stopped lol I hope I didn't mess anything up!