Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ 6 New Diplomatic Policies By Raen
rui.raen  [developer] Sep 25, 2018 @ 4:59am
Enhancements and Bugs Report
Connective Justice - Unlocked at Code Of Laws, Obsolete at Heavens Mission
=> +50% Faith points per Shrine and Temple

Fair Trade - Unlocked at Foreign Trade, Obsolete at Spices Trade
=> Your Trade routes with another cities provide +2 food for you and +1 production for both parties.

(NEW) Political Naturalism - Unlocks at Political Philosophy, obsolete at Machiavellianism
=> Your delegations improve diplomatic relationships by 10 points instead of 3. While at peace, diplomatic relationships improve an additional 1 point per turn for a maximum of 25 points within 75 turns.

Silent War - Unlocked at Defensive Tactics, Obsolete at Cryptography
=> Your Spy level is increased by 1 for offensive operations

Mare Nostrum - Unlocked at Naval Tradition, Obsolete at Gunboat Diplomacy
=> + 2 influence points per turn towards earning Envoys, and one temporary additional Trade Route for each major civ (ever) met on a new continent, limited to 10.

Spices Trade - Unlocked at Exploration, Obsolete at Raj
=> +10% Food and 4% Gold per City-State you are the Suzerain of with medium influence

(NEW) Heavens Mission - Unlocked at Divine Right. Obsolete at Containment
=> Automatically converts to the Religion you founded in a city-state you are the Suzerain with medium influence

Trade Monopoly - Unlocked at Mercantilism, Obsolete at Gunboat Diplomacy
=> Open Borders with all City-States.

(NEW) Neutral Country - Unlocked at Nationalism, Obsolete at Police State
=> Enemy Spy level reduced by 1 in your lands.

Postcolonial Community - Unlocked at Conservation, no Obsolete
=> Your Trade routes to an ally's city provide +4 Science for them and +4 Gold to you. Both parties gain +1 Culture with the trade.

(NEW) Military Intelligence - Unlocks at Globalization, no Obsolete
Your Spy level is increased by 2 for offensive operations. Enemy Spy level reduced by 1 in your lands. But +5% of War Weariness.

(NEW) Additionally, at Globalization I added a new available SPY.
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Showing 1-15 of 27 comments
rui.raen  [developer] Sep 25, 2018 @ 5:10am 
reported by @pauloel7 Political Naturalism seems to conflict seems to conflict with Diplomatic Decorum and Dinamic Diplomacy mods.

With Better Report Screen, some features don´t appear, for instance with fair trade, but other original also dont appear...

Another mod good to test with this is Alternate Policy Screen

Any bug you people encounter you can post the errors or bugs in this discussion (including logging of errors if you have that info)
pauloel7 Sep 25, 2018 @ 10:58am 
I originally posted this issue I came across at the Alternate Policy Screen mod page - you may check my post there if you so wish. Logs files@
https://www.dropbox.com/sh/z1ra31anumjb8tc/AAD8sctU1ZOaXbEasvNF1AKia?dl=0
rui.raen  [developer] Sep 26, 2018 @ 2:20am 
Hi there, I tried out (all the above mods including alternate) and no errors, at least at start game. I also saw logs (yours and mine) and no errors, it has a bunch of warnings thought, is this what you are referring about? Whats the real issue? what error happens in Interface?

Thanks for the feedback!
pauloel7 Sep 27, 2018 @ 10:48pm 
Hi rr. At the start everything seemed fine for me as well. The problem only appeared for me latter, some 70 turns into the game, with CTD. Then I noticed BRS does not read your diplomacy policies. So I tried turning off Alternative Policy Screen and worked for a while... now I'm crashed out of that save game for good. Logs do mention mods relations, as I gathered. However, I do not feel pintointing the crash/instability/incompatibility is an easy task, specially when it's erratically inconstant. Anyways, for now I'm really glad you liked the suggestions I put forward and thankful for your support. I'll give it a try with this new version, without any of my modifications and see how it goes! Cheers!
pauloel7 Sep 27, 2018 @ 10:53pm 
Have you looked ay my mod list? I suspect there might be some weird diplimatic mods interaction there, although the abscence of specific error messages in the logs. Problem is with so many mods, the number of combinations that can constitute the problem source is infinite. If I cannot find a way to probe this there will be no solution out. Any guidance?
rui.raen  [developer] Sep 27, 2018 @ 11:02pm 
You have more mods besids that ones? I will try to check BRS when I can. But without a specific error is difficult to check out problem.
pauloel7 Sep 28, 2018 @ 7:02am 
Yeah, ♥♥♥♥ tons of: https://steamcommunity.com/sharedfiles/filedetails/?id=1296304747
You'll notice from that page I've tweaked the files of several mods - link included. Current file version has no related error message in the logs. There are basically "China" stuff from Firaxis, minimap colour issues from "More Lenses" (vanila), and "Japanese" and library stuff from Steel & Thunder (vanila). Other than that, there's some "ActionPanel" engine error from BRS I cannot find the cause for (it happens even wo. my tweaks - vanila). I suspect that might be connected to the core issue, wearing off game file consistency across several turns, but dunno. Here's the game file I'm running under those tweaked mod files, should you with to test:
https://www.dropbox.com/sh/aaj32t6bgf9zsq1/AAA9XfGzpOqzgQU2rBJ1cvN2a?dl=0
Last edited by pauloel7; Sep 28, 2018 @ 7:14am
rui.raen  [developer] Sep 28, 2018 @ 10:12am 
Well, this can be some problems in MAC version I cant test out :/
pauloel7 Sep 29, 2018 @ 11:56am 
Indeed, I have noticed mods working differently or crashing the game when ran in macs in the past, taken people's comments and my experience, but not one developer had the possibility to test that out. FYI - I've now run the same game file and mods until turn 60 and got only the vanila-like mod issues/messages , but no CTD. The only difference is that this time I made no changes to mod files; not even text or straight up values. I must then assume that even those minor changes can crash the game once started. In any case, for me this concludes this discussion. That was somethiing new to me. Please forgive me for any inconvenience. Thank you again for the awesome mod and support! Cheers!
Last edited by pauloel7; Sep 29, 2018 @ 12:01pm
pauloel7 Oct 1, 2018 @ 12:17am 
Well, I haven't CTD yet, but am still getting lua.log message: "ActionPanel: ERROR: ActionPanel received mismatched blocking types. Event vs engine call: 23669119 -513644209". Would you happen to know how to solve that one?
Also, SpicesTrade does not seen=m to work for me. I suspect the ModifierType "MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY" might not work for FOOD as it does for FAITH or GOLD. These are (globally) expendable resources, whereas food is (locally) restrained to a single city, stacking up for its growth - maybe the resources respond differently to the modifier. On my game neither food nor gold changes upon SpicesTrade adoption.
pauloel7 Oct 1, 2018 @ 12:32am 
Looking at the base game files, there are only two ModifierTypes working on a "_PER_TRIBUTARY" basis:
1. "MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY" - Raj Policy
2. MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY - Collective Activism and International Space Agency Policies
In both cases the yields involved are all but Food or Production (Gold, Culture, Sciece and Faith). Seems to me these four do go from the cities to an "empire pool" for further gameplay unfolding, whereas food and production stay in the city to either grow a new population or complete a project, respectively. I got no error messages, but think this is not working. Maybe you could try to build a fit-for-purpose "DynamicModifiers", something like:
<Row>
<ModifierType>MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY</ModifierType>
<CollectionType>COLLECTION_PLAYER_CITIES</CollectionType>
<EffectType>EFFECT_ADJUST_CITY_GROWTH</EffectType></Row>
pauloel7 Oct 1, 2018 @ 12:34am 
The problem is that I have no idea how to combine "EFFECT_ADJUST_CITY_GROWTH" with the "_PER_TRIBUTARY" part. We could throw in there <EffectType>EFFECT_ADJUST_CITY_GROWTH_PER_TRIBUTARY</EffectType> but I'm pretty sure as that EffectType is not built into the base game it will not work.
pauloel7 Oct 1, 2018 @ 12:40am 
Oh, yes, I've been using this mod vanila version. I made no changes of my own so far.
rui.raen  [developer] Oct 1, 2018 @ 5:54am 
Yes I questioned myself if it works, but I have one comment saying that works nice, but you are right works for gold but not for food, have to change that somehow. As for that panel error, no Idea, seems very related to UI code :(
pauloel7 Oct 1, 2018 @ 6:35am 
Yeah... saw that - it did sound like SpicesTrade did work out for him - I'm just not too sure people pay attention to detail, like reading a city yeild tooltip for the modifiers and comparing across turns vs. their actions.
Anyways, I've just tested standalone (without no food or production modifiers simultaneously) running MODIFIER_PLAYER_ADJUST_YIELD_MODIFIER_PER_TRIBUTARY for gold, science, culture and faith: did not work for me. Problem is testing with the game ongoing might cause CTD and even compromise the result of the test. You'd have to start a whole playthrough each time around to ensure results are reliable.
Meanwhile, another mod (Policy Rework) has a policy (Diplomatic League) successfully deploys the (only) other "_PER_TRIBUTARY" ModifierType I know of: MODIFIER_PLAYER_ADJUST_YIELD_CHANGE_PER_TRIBUTARY.
Last edited by pauloel7; Oct 1, 2018 @ 6:38am
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