Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Bear's Mods - Governor Overhaul (MP only)
   
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14.951 MB
7 Mar, 2023 @ 6:31am
21 Apr @ 1:08pm
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Bear's Mods - Governor Overhaul (MP only)

Description
Hey you! Before you head on! I wanted to announce I now have a KoFi!

Not only will it help me focus on making more delicious looking mods, but I hope to use it as a way to fund my upcoming civ-like game! So if you enjoy my mods head over to BearSpace Games' KoFi [ko-fi.com] and support me if you wish!

[ko-fi.com]

Now back to your regularly scheduler programming:

Governor Overhaul

A complete overhaul of the Governor system, to make them in some capacity mimic the Policy Trees of Civilization 5.

This is a MULTIPLAYER version in order to combat the Desync issues persisting in my other mod, this mod includes the following changes from the base Governor Mod:

- Adopter bonuses are removed entirely, as well as the LUA behind handling it, and database table.
- Removed UserSettings (Since it directly influenced Adopter thus far) functionality, it also probably would cause desyncs if two players had different settings.

A complete overhaul of the Governor System, adding several new Governors, changing the core mechanics of the Governors, as well as adding new features,

Highlights Features include:

- New Governors: From the Harbormaster to the General, each Governor now focuses on a specific aspect of your empire.
- Governor Abilities: Governors now apply a bonus empire-wide, as long as they are established, your whole Empire can now benefit from their unique powers with brand new promotions. But don't fret, there's still benefit to keeping them in each city, they now each come with two new abilities (including a Finisher power exclusive to fully promoted Governors).
- Governor Strengths: Governors are no longer all equal, certain Governors take longer time to establish, but provide more Loyalty, while others can be established quicker, but don't take as much time as others.

Known Incompatibilities:
- Due to the edits, this mod will conflict with any mod that modifies the Governor Panels UI, as it had to be modified to accomodate all the new features.

Mod Support:
- Base support for Grand Eras and Alliances Expanded (though these are mostly visual under the hood)

For the Base version, go here:

Base Version

Full outline of changes to be done soon (due to Steam blocking Google Docs).

A German Translation has been provided by H.Humpel and Junky through their German Translation for Mods mod
28 Comments
MarshmallowBear  [author] 22 Apr @ 8:00am 
@NuDDen let me know if there's any issues.
NuDDen 22 Apr @ 7:46am 
Thx for the update! ;)
MarshmallowBear  [author] 17 Dec, 2023 @ 7:49pm 
@Jods I already know that the Chinese does it, I just don't know why, there is no "default", EN_US *is* the default. Take it with Firaxis.
Jods 17 Dec, 2023 @ 10:26am 
Okay for science i deleted both the chines files from the modinfo file and deleted their corresponding sql files. Now it loads into the game properly and i can see English texts. Sadly i don't know how exactly the file structure is supposed to be but i assume it either a: loads in the chinese as a default overwriting the stuff that is inserted into the games Localisation database (by the english sql database) or just deos sth likee

If Locale == English then
Localisation.GovenrnentOverhaul = GovernerOverhaul_english.sql
else
Localisation_GovernmentOverhaul = GovernerOverhaul_chinese.sql
end

I wish i could help you more but the intigucies of civ modding is sth i do not know anything about
Jods 17 Dec, 2023 @ 10:13am 
@MarshmallowBear those are the sql databases where is the Locale.lookup defined. I have no clue about civ modding i only know how lua works and using visual studios search feature didn't result in anything. In the text folder i can only see that you have chinese and english define which doesn't help me in figuring out why it's selecting the chinese language as a fallback
MarshmallowBear  [author] 17 Dec, 2023 @ 5:53am 
@Jods literally in the Text folder in the mod folder.
Jods 17 Dec, 2023 @ 2:00am 
aka where locale.lookup is defined/populated with data
Jods 17 Dec, 2023 @ 1:47am 
@MarshmallowBear if you tell me in which file the label stuff get's handled i'll try to figure out what i can
MarshmallowBear  [author] 16 Dec, 2023 @ 3:52pm 
@Jods I don't know why it happens, this seems to be a quirk of the engine, and I don't think there's much I can do at this stage unless you know a known fix to begin with. I don't see how it is on my end, there is no "failsafes" in settings for localization.
Jods 16 Dec, 2023 @ 3:06pm 
As I asked previously (although I think my msg got deleted) This mod still breaks when using the German client without the translation mod. Could it be that you try to use the German translations data nil checking first or are defaulting to the Chinese translation that is provided by default instead of the English one? I can reliable reproduce the error. If you have a public source on github or sth I can take a look to maybe help you figure out what the problem is. I'd love to use the mod when playing with friend that use the German client but currently we can't as it doesn't display any readable values. English would be fine but blank squares is kinda hard to figure out.