Sid Meier's Civilization VI

Sid Meier's Civilization VI

147 arvostelua
Policy Pack: Maritime
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Tiedostokoko
Julkaistu
Päivitetty
27.965 KB
2.1.2024 klo 23.24
1.5.2024 klo 20.08
6 muutosilmoitusta ( näytä )
Tarvitset lisäosan käyttääksesi tätä esinettä.

Tilaa ladataksesi
Policy Pack: Maritime

3 kokoelmassa, tekijä JNR
JNR's Playlist (Gameplay-only)
116 luomusta
JNR's Modern Governance
7 luomusta
Ultimate Maritime Modpack
41 luomusta
Kuvaus


Adds 8 new maritimethemed policies, including three Economic and two Diplomatic policies. Also adds three Wildcard policies, one for each future government type. These policies allow giving your whole empire a more maritime and naval focus - with effects revolving around coastal cities, Harbors, Seasteads, Flood Barriers, and Appeal.

Additional bonuses for Albro's More Maritime: Seaside Sectors.

This mod was made for the Modder Pass III - Call of the Ocean. Click the map above for the full collection.

[www.paypal.com]

List of New Policies
  • Renamed Policies
    - Maritime Industries to Double-Banking; now requires Craftsmanship.
    - Naval Infrastructure to Roadsteads.*

  • Natural Harbors
    Economic
    Requires Foreign Trade
    > +1 Food and +1 Production on coast or lake tiles adjacent to city centers.

  • Timber Rafting
    Economic
    Requires Naval Tradition
    > +1 Production to Lumber Mills in cities with a Harbor* district.

  • Scuba Diving
    Economic
    Requires Professional Sports
    > +2 Appeal to tiles adjacent to sea features.*

  • Thalassocracy
    Diplomatic
    Requires Naval Tradition*
    > +1 Influence points per turn toward earning city-state Envoys for every 25% of cities being coastal.

  • Canal Zone
    Diplomatic
    Requires Colonialism
    > Canal districts grand major adjacency bonus to Habor and Commercial Hub districts. Stratetic resources with improvements provide +1 per turn in cities with a Canal district.

  • Floating Cities
    Wildcard
    only Corporate Libertarianism
    Requires Global Warming Mitigation*
    > Seasteads gain +1 of every yield per adjacent improvement type.

  • Virtual Beaches
    Wildcard
    only Digital Democracy
    Requires Global Warming Mitigation*
    > +1 Amenity and +10 Tourism in cities with Flood Barriers.

  • Ocean Cleanup
    Wildcard
    only Synthetic Technocracy
    Requires Global Warming Mitigation*
    > Lifetime carbon emissions reduced by 3 per turn in Harbor districts adjacent to a Seastead.

* Check compatibility section below for changes in case certain other mods are active, too.

Compatibility and Requirements
  • Requires Gathering Storm.
  • Compatible with all mods adding sea features.
  • Additional content with More Maritime: Seaside Sectors: Roadsteads and Scuba Diving double the adjacency bonuses of Waterfront districts. Timber Rafting requires Arsenal instead of Harbor district.
  • With the Commerce District Expansion, Natural Harbors is made obsolete by Admirality Courts.
  • With Grand Eras, Thalassocracy is moved to Citizenship and policies unlocked by Global Warming Mitigation are unlocked together with their respective government instead.

JNR's Mod Series




17 kommenttia
H.Humpel 23.10.2024 klo 9.33 
Hi JNR,
your mod has been translated by SprachZauberer into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
JNR  [tekijä] 23.6.2024 klo 15.06 
You can take the civ templates and ignore everything about making a leader. But the basics for how a mod is composed of files for gameplay, text, and icons still applies here. Take the template as basis for how to make the meta files and all that, and then this mod (or ideally a simpler one) for what actually goes into the files.
EveryEmpireFalls 22.6.2024 klo 22.45 
Yeah I figured that policy cards were among the easiest to add/modify. However, I still cannot find any tutorials or even official documentation on how to create a policy mod. I've found a fair bit of tuts on how to create/edit a civilization and leader, but nothing on policy cards. I'll try importing your or someone else's policy mod and take it from there.
JNR  [tekijä] 19.6.2024 klo 3.07 
Easiest would be to take this mod as a template, I suppose. Or just look for modding tutorials in general, policies are among the easiest mods (needs no custom art, for example). There are mods adding just a single policy, those might be even easier templates.
EveryEmpireFalls 18.6.2024 klo 17.44 
Howdy JNR, I lvoe your policy packs! I think this one is my favorite so far.

Question for you though: how do you make these? I have been looking for information on how to make add a policy mod but have found absolutely nothing on various forums and searches. I would appreciate any help you can offer!
Nandybear 7.3.2024 klo 13.53 
PP_Maritime_Text.sql 'LOC_POLICY_JNR_CANAL_ZONE_DESCRIPTION' "grand" > "grant"
She's Top 500 LoR 6.1.2024 klo 17.54 
was about to post the same issue ty for fixing
JNR  [tekijä] 5.1.2024 klo 12.00 
working on a fix, will test some other stuff, then upload it
Amondin 5.1.2024 klo 11.41 
I can confirm the previous comment
bostonbongrips 5.1.2024 klo 9.36 
OK, nevermind I don't think it is a conflict. It looks like the policy card is actually applying +1food and +1prod on all tiles adjacent to city center. Which is +6 per city.