Sid Meier's Civilization VI

Sid Meier's Civilization VI

Religion Expanded
p0kiehl  [developer] Oct 22, 2017 @ 4:58pm
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Showing 1-15 of 158 comments
mb.1890 Oct 26, 2017 @ 5:33pm 
I'm the guy who's cities are invisible from the comments section.

Okay, so I am running on Mac the deluxe edition with the following mods; Better Civilization Icons, Even Moar Units (EMU) Australia, EMU Macedon Persia, EMU Poland, EMU Aztecs, Moar Units, Resourceful, Sukritact's Resources, Tomatekh's Historical Religions, Unique District Icons, Warfare Expanded (for MOAR), and Yet (not) another maps pack.


I realize that is a ton of mods, but the game was working perfect with all of those mods until I added this one, not sure if that is relevant for diagnosing the problem. Added it bc I was playing a massive marathon game and was left without a pantheon when it came time to choose. Thanks for this mod btw!
p0kiehl  [developer] Oct 27, 2017 @ 7:25am 
That's really curious... Could you please copy and paste the contents of database.log? .I do not have a Mac so I am unsure of where the file is.

Another thought I have is this: Firaxis made updates to the way the game allows buildings to show on the map. Because Mac has yet to get the update, this mod may be incompatible til then :(. In fact I think that's likely..
Bene Gesserit Nov 11, 2017 @ 6:46am 
@p0kiehl, as you requested here is the database log contents

[2877756.758] [Localization]: Validating Foreign Key Constraints...
[2877756.758] [Localization]: Passed Validation.
[2877756.940] [Configuration]: Validating Foreign Key Constraints...
[2877756.940] [Configuration]: Passed Validation.
[2877765.807] [FullTextSearch]: Initializing FullTextSearch
[2877778.623] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[2877778.623] [Gameplay]: While executing - 'insert into Kinds('Kind') values (?);'
[2877778.623] [Gameplay]: In XMLSerializer while inserting row into table insert into Kinds('Kind') with values (KIND_RESOURCE, ).
[2877778.623] [Gameplay]: In XMLSerializer while updating table Kinds from file Resources copy.xml.
[2877778.627] [Gameplay] ERROR: UNIQUE constraint failed: Kinds.Kind
[2877778.627] [Gameplay]: Validating Foreign Key Constraints...
[2877778.643] [Gameplay]: Passed Validation.
[2877781.504] [Configuration]: Validating Foreign Key Constraints...
[2877781.504] [Configuration]: Passed Validation.
[2877809.051] [FullTextSearch]: FTS - Creating Context
[2877813.466] [FullTextSearch]: FTS - Creating Context
[2877866.569] [Configuration]: Validating Foreign Key Constraints...
[2877866.569] [Configuration]: Passed Validation.
[2877902.275] [Configuration]: Validating Foreign Key Constraints...
[2877902.275] [Configuration]: Passed Validation.
[2877913.945] [Configuration]: Validating Foreign Key Constraints...
[2877913.945] [Configuration]: Passed Validation.
[2877938.782] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2877938.782] [Gameplay] ERROR: FOREIGN KEY constraint failed
[2877938.782] [Gameplay]: Validating Foreign Key Constraints...
[2877938.796] [Gameplay] ERROR: Invalid Reference on TypeTags.Type - "UNIT_GURU" does not exist in Types
[2877938.799] [Gameplay]: Failed Validation.
[2877938.831] [Gameplay]: Validating Foreign Key Constraints...
[2877938.848] [Gameplay]: Passed Validation.
[2877940.547] [FullTextSearch]: FTS - Creating Context
[2877940.669] [Configuration]: Validating Foreign Key Constraints...
[2877940.669] [Configuration]: Passed Validation.

Thanks for your time.
p0kiehl  [developer] Dec 1, 2017 @ 12:04pm 
Yes, will upload fix tonight and post here when it's done.
p0kiehl  [developer] Dec 1, 2017 @ 7:16pm 
First, I uploaded the fix. Please check your game and verify that it's okay now.

For lowering the number of relgiions, you can edit the mod's file:

1. Go to Steam --> Steamapps --> Workshop --> Content --> 289070
2. Find folder 1178185727 (this is my mod)
3. Open up the Core folder
4. Open up the Config file
5. Change the number "16" to whatever smaller number you want (note: the number 16 is in the code 4 times, you'll need to change all 4 to the same number you want).

The maximum without the mod is 7 for the Huge map size. I believe for the "Standard" size it's 5.
Mojo311 Dec 3, 2017 @ 9:32am 
Hey love the mod so far but for some reason when I use the "by the sword" enhancer belief it only works part of the time. One game I played with it I had to restart the game and after the restart it started working but the city's I took with it before the reload still didn't convert. The secound game I played it never worked. When it doesn't work I found that the city's are instead really hard to convert It can take 3 or 4 missionaries just to convert one city with the population of 5. Any help would be great thanks!
p0kiehl  [developer] Dec 3, 2017 @ 11:28am 
Hey @Mojo311. I just tested it a few times and it's working fine for me. I'm having a hard time understanding why the ability would begin to work or stop working after a restart. Can you tell me what other mods you are using? Also, the last thing you mentioned about the cities seeming hard to convert - that has absolutely nothing to do with the ability or any other part of this mod.
Digihuman Dec 4, 2017 @ 7:24am 
I can't seem to move artifacts from my museums to my Priorys. The museum is full, so that's not stopping it. It just won't let me move them.
p0kiehl  [developer] Dec 4, 2017 @ 7:49am 
It's hardcoded into the game that you can't move artifacts between slots unless both buildings are full
Digihuman Dec 4, 2017 @ 7:52am 
I see. In that case, I have to wonder how the Priory is meant to get an artifact?
p0kiehl  [developer] Dec 4, 2017 @ 8:48am 
Like any other building with a great work slot - when it's available. Then once it's taken up it can start transferring.
Digihuman Dec 4, 2017 @ 3:27pm 
Originally posted by p0kiehl:
Like any other building with a great work slot - when it's available. Then once it's taken up it can start transferring.

Now I'm confused.
The Priory doesn't allow you to make Archaeologists, and Artifacts are only obtained either by trading or through them. So the only way I can understand a Priory could get artifacts is receiving them via trade agreements.
p0kiehl  [developer] Dec 4, 2017 @ 5:20pm 
Artifacts can also be obtained through Goody Huts, through Kandy's suzerain bonus, or through certain abilities for religious units. I assume if you build a Priory you have a theatre district and are building architects as well.

I did consider allowing Priories to give you architects but I thought it didn't fit well thematically.
Last edited by p0kiehl; Dec 4, 2017 @ 5:22pm
Digihuman Dec 5, 2017 @ 1:43am 
I've never heard of goody huts or Kandy giving artifacts, only Relics, and I didn't think those were treated as the same thing.
p0kiehl  [developer] Dec 5, 2017 @ 5:30pm 
So I was very confused! I kept mixing up artifact and relic. This whole time I intended for the Priory to have relic slots, not aritfact! Thanks for helping me realize this. I just updated the mod - the Priory can now hold 2 relics instead of an artifact.
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