Sid Meier's Civilization VI

Sid Meier's Civilization VI

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What Did I Promise?
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21 Aug, 2021 @ 11:42pm
29 Nov, 2021 @ 10:04am
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What Did I Promise?

In 2 collections by Technoluddite
Technoluddite's Mods
6 items
Technoluddite's UI Collection
51 items
Description
Never accidentally break a promise again
Shows information about promises you have made, or have refused to make.

Updated 2021-11-29
New: Bugfixes
( see all changes)

Deliberately breaking promises you have made to the AI players is all part of the fun of being an immortal dictator bent on world domination. Accidentally breaking promises you made days or weeks ago, because there's no way to see what you've promised to whom, or when those promises expire, is just annoying. Now you can now easily see what commitments you have made, and for how long they last. See screenshots, and below, for details.

Can be safely added to, or removed from, in progress games; but will not show promises that were initiated before mod was active, so is best enabled from the start of a game.

Leaderhead Tooltips
Leaderhead tooltips show the active promises with each opposing leader, including whether you made, or refused to make, the promise. If you're using Extended Diplomacy Ribbon or Better Leaderhead Icons, the promise information is on the Relationship tooltip; for CQUI or an unmodded game it's on the main tooltip.

Lenses
There is a new Military Promises Lense which highlights, in red, tiles that are effected by promises to keep your troops away from other empire's borders. This is only available if CQUI or More Lenses is installed and enabled.

The Settler lense now highlights city sites that would break the terms of a promise in yellow. This can be disabled by editing AKWDIP_DefaultOptions.lua, and setting:
HighlightNoSettlePromisePlotsOnSettlerLense = false


Diplomatic Briefing Panel
A new Diplomatic Briefing Panel has been added near the Unit Panel to give you advance warning of when your selected unit might be about to do something that impacts a promise. By default this shows when the unit is actively in a position that may effect a promise that has been requested (even you refused to make the promise), ie: an archaeologist is in the territory of a civ that has asked you not to dig up their artifacts.
When exactly when this panel appears can be customised by editing the options in AKWDIP_DefaultOptions.lua. For example, you could have it only show for promises that you have accepted; or have it show whenever there is a promise that might apply to the selected unit, even when that unit is not in a location that could cause a breach. There are options to set the behaviour for each type of promise individually.

Notification of Military Promise breach
If you have too many troops near the border of a civ to who you've just promised to keep your troops away, a notification will remind you to move them two turns before the inital grace period expires. If you later move troops back into the border zone, it will not remind you again, as there is no further grace period.
This can be disabled by editing AKWDIP_DefaultOptions.lua, and setting:
ShowNotificationForImminentBreachOf_KEEP_TROOPS_AWAY_FROM_ME = false

Compatibility
Works with any combination of DLC and\or Expansions, and should be compatible with most mods that do not replace DiplomacyRibbon.lua.

Is directly compatible with:
  1. Required for the Military Promise Lense, Choose only one of these!

  2. Choose only one of these!

  3. Choose only one of these!

Using Diplomacy Compatibility Patch or Hidden Stats Evolved also provides compatibility with Concise UI Reloaded and allows both Better Leader Icon and Extended Diplomacy Ribbon to be used at the same time.

Any other mods that change DiplomacyRibbon.lua are likely to conflict.

Should work for Hotseat games, but not tested. Not tested in multiplayer, I've no idea if it will work for that - someone try it, and let me know?

Credits
Spanish translation by josearte777
Korean translation by Ozmaster
German translation by Junky included in Civilization VI Mods - German translations
Russian translation by Skalozubio included in Civilization VI Mods - Russian translations

My Other Mods
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Popular Discussions View All (2)
19
25 May, 2023 @ 11:40am
How to report bugs\problems
Technoluddite
1
4 Jun, 2023 @ 2:49am
我做了一个中文版本的翻译,希望可以加入正式的更新,请审核。
MiniCake
67 Comments
ADP 12 Oct @ 8:11pm 
For reasons I'm not sure about, this mod broke my UI in the Red Death scenario. But you can't promise things anyways in that mode, so it's easy to disable and then re-enable.
ECHO 24 Apr @ 9:50pm 
There is a check for CQUI ("1d44b5e7-753e-405b-af24-5ee634ec8a01")
Should there be a check for CQUI-Lite ("20c0bddb-67bf-6e15-8328-60c977b3031e")
ChrisMartin 2 Apr @ 12:39am 
That vanilla "bug" has annoyed me for years. So many times I've been on rescue missions inside or near allied, to prevent their cities to fall into the hands of enemy civs, to just get "booted" out of their territories, because the alliance/open boarder just ended.
To me, it's clearly a design flaw from Firaxis.
Gray Pockets 1 Apr @ 7:57pm 
It does not.
dave.shively 1 Apr @ 1:11pm 
Does this fix the problem of alliances expiring and triggering a "move your troops" demand? I've often thought a good fix for that would be a prompt one or two turns before an open borders treaty or alliance expired, allowing the agreement to be extended without lapsing.
Meton 23 Jan @ 2:45pm 
you are awesome
cholesterol 23 Sep, 2023 @ 8:38am 
@7DimensionalParrot the offending file is here. You can change the text manually if you like. Search for 'promse' within the file.

/Steam/steamapps/workshop/content/289070/2581704421/Text/AKWDIP_Text.xml
7DimensionalParrot 25 May, 2023 @ 11:36am 
There is at least one typo where 'Promise' is spelt 'Promse', and the capitlization is weird. It works its just been bugging me.
Denver 3 Mar, 2023 @ 9:37pm 
@coker A great writer has been born! Reading your comment undid years of vegetating in front of a computer and increased my IQ by at least 2, thank you. I might read a book for once
kiko 20 Jan, 2023 @ 5:15am 
@JoyfulUniter there's one that's been available since 1785 AD aka Turn 267 on Standard Speed. It's called the Groundwork of the Metaphysic of Morals by the peoples of Vicky and Teddy. It was written by a Great Writer called Immanuel Kant. If you load its contents to your brains, you're going to be OP. +20 faith +20 culture and +90 science. BUT it does come with significant drawbacks. It reduces tourism by 10% because only boomers are interested in you talking about "categorical imperatives". Also the style of writing is just one level higher than binary. So that means there's 50% chance that disaster intensity is going to increase to 4 for 20 turns. Good luck.