Sid Meier's Civilization VI

Sid Meier's Civilization VI

38 ratings
[DEPRECATED] Learn From Other Civs
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod: Gameplay
File Size
Posted
Updated
10.158 KB
19 Dec, 2020 @ 12:48pm
25 Jan, 2021 @ 2:45pm
3 Change Notes ( view )

Subscribe to download
[DEPRECATED] Learn From Other Civs

Description
DEPRECATED
I'm no longer maintaining this mod and likely won't even respond to comments here. This game option (and many more) is maintained in my flagship mod: DB's Civ VI Gold. Unsubscribe to this and subscribe to that.




Jan 28, 2021 - Learn From Other Civs was updated significantly, but not here. The new version has a more sophisticated and nuanced system of determining how much to learn from each civ. PLUS it gives you notifications at the end each turn telling you how much sci/culture you learned and each civ you learned it from. PLUS it marks each tech/civic in the tech trees whenever another civilization has completed them.

Subscribe to YIELD TWEAKS and unsubscribe here.


Tl;dr
Your civilization's science/culture output gets a bonus when you are researching a tech/civic that you've seen in another civilization. You get a larger bonus if you have Diplomatic Visibility on them (e.g. spies, embassies, etc).

Motivation
Consider: the most helpful knowledge for researching something like, say, gunpowder or democracy, would be knowing that it exists and seeing it in action somewhere in the world. And seeing it in multiple nations gives you more ways to learn about it.

Back when I first played civ (Civ 2) there was an option to trade technologies. When I first did it, I was annoyed because I would trade Nuclear Fission to the friendly AI for gold or something, but then all of a sudden the whole world knew Nuclear Fission, because my friend traded it to all the other comps.

After being annoyed, I realized that's pretty much how life is. It's not like America horded airplane technology for themselves. Once the Wright Brothers figured it out, the media showed the pictures and within months the whole world was flying.

Since Civ 6 doesn't have the option to trade technologies, I figured this was a decent approximation to that concept.

Details
The bonus only triggers if (a) you have met the other civ and (b) if they have completed the thing you're researching. You don't get any bonus if you live on a continent where no one has used gunpowder (e.g. North America before Columbus).

If you've met all the civilizations and they all have the tech/civic you're researching, your science/culture is boosted by 200% (i.e. tripled) while researching this tech/civic. So that's the worst-case (best-case?) scenario. You've met every other nation, and they all have Pottery. When you see it in marketplaces all over the world... it's not going to be too tough to figure out the technology for yourself.

Now if only half the other civs have the tech/civic you're researching, the boost is half as much (+100%)
A quarter of your opponents ==>> +50%
One out of 8 opponents ==>> +25%
If no one has it yet ==>> no bonus
If you haven't met the civs that have it ==>> no bonus

Furthermore, the bonus that a civ gives you is 25% higher for each level of Diplomatic Visibility you have on their civilization. (Diplomatic Visibility comes from delegations, embassies, traders, spies, alliances, and the Printing Press technology.) So if 1 opponent out of 8 has the tech/civic you're researching, and you have Open level visibility on them, you would get a +37.5% bonus instead of +25%.


My intention was to include multiple factors for the extra bonuses. I was going to give weighted values to each of the following:
- Declared friend
- Open borders
- Joint war together
- Defensive Pact
- Alliance Level
- Trade routes
- Delegation
- Embassy
- Spies
- Diplomatic Visibility

However, Firaxis gives modders very limited access to that data in the gameplay lua scripts. (Most everything is available in the UI lua scripts, but this is a gameplay script since it actually gives you science and culture.) The only thing from that list that I had access to was Diplomatic Visibility level. Fortunately, that does subsume some of the other options (trade routes, alliance, delegation, embassy, and spies) so it's fairly decent... but that's the best I could do.


If you want to alter the amount of the bonus the crucial variables are right at the top and clearly marked. Just open the lua file in a text editor.
36 Comments
DB  [author] 1 Jul, 2021 @ 7:46am 
Just a quick note to say that this mod is now deprecated but the idea lives on as a Game Option in DB's Civ VI Gold .
DB  [author] 30 Apr, 2021 @ 8:47am 
Hi Adriaman!

This version does not. The Yield Tweaks version does.

Kind regards,
DB
Adriaman 30 Apr, 2021 @ 3:19am 
Does the research / civic bonus appear in the research / culture per turn popup?

Btw, it would be a good idea to idea to either keep this mod and Yield Twekas in sync or mark this one as "deprecated". Otherwise it's somewhat misleading.
DB  [author] 29 Apr, 2021 @ 6:06am 
Glad you like it! The version in this mod is very basic compared to what you will find in my Yield Tweaks mod.

Kind regards,
DB
punkdavid40 28 Apr, 2021 @ 6:12pm 
Really enjoying this. Thank you again.

I have an idea on how to nerf the later eras. I think spies and espionage can be easily melded with what you've done to act as a counter to science and culture leakage. The way that spies can currently counterspy to protect districts, all you'd need to do is give a turn-by-turn "bonus" for having a spy counterspying in a district, whether opponents are actively sending spies against you or not. The amount that leak decreases can be tied to promotions, or science and culture advances. My only issue with the mod is that the later eras fly by too fast, and I think this would balance that significantly. It could also make it so that AI doesn't see the value in offensive missions, if it's pushed too far, but I don't really understand the coding.

Kudos on creating something fresh and overdue. Thanks again.
punkdavid40 19 Apr, 2021 @ 3:44pm 
This is something I've wanted for YEARS, thank you very much.

Just finished my first full play-through, and my only comment is that it worked great in early game, but by the end of the modern era, all civs were in future tech and future civic. Something probably needs nerfing, my suspicion is alliances, since I was using Expanded Alliances, and there were just too many going on in the world.

Love it though. A real game-changer!
DB  [author] 3 Feb, 2021 @ 3:11pm 
Hi Halifax789!

Glad you like it. I highly recommend using the updated version in Yield Tweaks instead of this one. It's much improved, and I'm constantly updating that. You can just uncheck all the other YieldTweak options in the Game Setup screen if they're not your style.

Kind regards,
DB
Halifax789 2 Feb, 2021 @ 6:49pm 
Oh thank goodness you made this, I was waiting for years for someone to do a tech-leak mod for civ 6 . My the internet bless you.
DB  [author] 28 Jan, 2021 @ 8:59pm 
Hi Adriaman!

Glad you like it! I refined the idea and added a couple important features to the version in Yield Tweaks . I think I'm just going to leave this one where it's at.

Kind regards,
DB
Adriaman 28 Jan, 2021 @ 9:53am 
By the way, why the 400% max? Seems too high. In this case, you can basically spend only 1/4 the time of other players... This makes some scumbag tactics doable, like having on purpose only half the science output but twice the military.

To fix this, you could activate the bonus only if the player is at least one era behind tech / civic-wise. It also makes sense historically: you usually only sell / share old tech.