Sid Meier's Civilization VI

Sid Meier's Civilization VI

Monopoly++: Resource Requirement Setup
31 条留言
Leugi  [作者] 2024 年 11 月 21 日 下午 7:38 
@raijzu: Yeah it removes the monopoly bonus because for many people it is outright op. It is also worth noting that part of the reason of this is that adjusting how strong the bonuses is sadly impossible.

@kakutani: In a similar vein to the previous answer; the adjustments of this mod are limited to switching the amount of resource control needed for the bonuses to trigger by percentage since the Tourism and Gold bonus themselves are hardcoded. As for the xml file that is just the generic modart file for this mod (all mods have one tho admitedly this one doesnt really add any asset or anything so it's just leftover)
Kakutani's Fixed Point 2024 年 11 月 20 日 下午 10:37 
One of the files is called MonopoliesTourismFix.xml but it does not seem to reduce the tourism modifiers. Does this mod actually fix monopoly tourism? Or does it just allow you to make it harder to get monopolies?
Raijyu 2023 年 11 月 22 日 下午 2:12 
I'm a bit confused as to what happens with the "No resource monopolies" option since this game mode has multiple layers of bonuses.
Is it just removing the flat tourism and gold bonuses for controlling the resources?
Is it removing the industries bonuses (faith, production, etc..)?

Haven't played in a while so maybe my questions don't make sense.. sorry.
Imbored 2023 年 10 月 23 日 下午 5:34 
i have the same issue as Mjbanders. i think even my tycoons are glitched as they cannon start regular industries. I am playing as Arnold Terminator, but i played with modded leaders before and this mod worked perfectly
TaylorItaly 2022 年 5 月 16 日 上午 5:04 
@mjbanders ; This is not a mod by itself , it is only an option is the advanced start-game menue.
mjbanders 2022 年 5 月 5 日 下午 7:34 
this mod isnt working for me. I have the mod enabled but it just doesnt show up in the tech tree
H.Humpel 2022 年 1 月 5 日 下午 4:27 
Hi Leugi,
your mod has been translated into German by Junky and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Doshidar 2021 年 10 月 21 日 上午 12:04 
This is causing my production interface not to work. Clicking any of the buying with gold, faith or production buttons on the town shows no interface to choose what to produce.
Gold 2021 年 9 月 5 日 上午 7:28 
Awesome! Just wondering how did you find this hidden GlobalParameters. Can you see the dll? It may be helpful for my future modding.
Sprimbim 2021 年 5 月 26 日 下午 8:05 
CQUI causes conflicts, just putting it here. On some of the other parts of this mod collections others have said the same.
Wladislaw Ivan Staimoslowski 2021 年 5 月 8 日 上午 4:16 
Well, then again, turns out the option actually does appear if you properly enable the mod...
Wladislaw Ivan Staimoslowski 2021 年 5 月 8 日 上午 2:13 
Great mod!
Apparently, the Monopoly option disappears when you use special map types like "Earth Huge" that disable other map generation settings.
Appa 2021 年 5 月 7 日 下午 4:14 
Hey Leugi, I think updating this mod's name might have borked my save games. If so, the proud people of desert Brazil will be very very angry with you and they will write you a letter telling you how angry they are. If not, I'll just finally try out that Aztec rework.
Leugi  [作者] 2021 年 5 月 7 日 上午 5:35 
@Thaumaterge: Sadly there's no way to differentiate it. To deal with that you'd probably need a mod that changes resource distribution on water tiles and maybe adds a couple resources to balance it out.
Thaumaterge 2021 年 5 月 6 日 下午 8:31 
Would it be possible to separately adjust the land and sea resources? It's a lot easier to get land luxuries, so 60% is achievable, but you're lucky to get 40% for naval ones.
Kosro Tiger 2021 年 4 月 3 日 上午 3:02 
Here's an idea for a mod that could be interesting

You could do a "Walls Styles mod", a mod adding differents styles for the ancient, medieval and renaissance walls for the civs.

Exemple:
Greece could have ancient walls in greek style, instead of having pure stone walls
China could have renaissance walls in chinese style instead of italian-style walls
Zyxpsilon 2021 年 2 月 28 日 上午 9:36 
Request + Idea for another mod...

1) Is it possible to add to your 20-40-60-80-100% regular list? Maybe with.. 10,30,50,70,90. I figured that something like 70 or 90 might fine-tune the Cultural triggers more precisely.

2) Barbarian Clans transform into CS **much** too fast to make them reliable or rational as a worthy concept. By turn 75/100 there's a very good chance every map sizes/types will be flooded with MANY tough City-States & then soon followed, by total absence (for a long time) of any more new Camps!
Your principle of value "ranges" above might do the trick by adjusting their default "50 Turns to Switch" basic condition/limit by offering us new extra gaps as setting options like 25(Lowest) and 75+100+125+150+175+200+250(Highest), etc.

Please.. as a new mod that could probably solve a major design flaw in their mode?!
Zyxpsilon 2021 年 2 月 27 日 下午 11:09 
Okay.. coolish stuff. Gonna give it a try -- eventually.
That is.. once i get over (if ever:) the new Barbarian Clans poisonous ruleset gimmicks that floods every maps & configuration settings with far too many CS, for my taste. Or until they revise that mode or modder(s) gather up the interest to offer us a more rational alternative with that concept.

Tourism is sadly screwed too & if Infixo hasn't found ways to touch the essential Data yet.. i doubt someone would hack enough functions to solve most issues either.
Oh well.. :cross-fringers:
Leugi  [作者] 2021 年 2 月 27 日 下午 5:46 
@Zypslion: That's p0kiel's Extended Eras mod, which provides some nicer pacing to all game speeds:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2123444827
Leugi  [作者] 2021 年 2 月 27 日 下午 5:45 
@Dizzy Ioeuy: Well lowering the tourism bonus itself was indeed my original plan but sadly Firaxis provided us no way for modders to configure that. So the one you see is actually the only parameter we can configure related to monopolies and tourism.
Zyxpsilon 2021 年 2 月 27 日 下午 5:12 
Yes.. the more control over Tourism systems the more we can safely adjust what matters most when the implicit Victory threshold accidentally screws up our plans.

PS; @Leugi, What's that purple "Standard Extended" for Game Speed option on your snapshot?
Dizzy Ioeuy 2021 年 2 月 27 日 下午 1:36 
Curious why not add the ability to change the tourism bonus too in this mod? That way we could still have 60% but cit it in half?
Zyxpsilon 2021 年 2 月 26 日 下午 12:29 
Ooooppppsss.. just ignore my comment below. It seems like certain **minimal** conditions weren't yet met to expose such facts into the Report panel.
Zyxpsilon 2021 年 2 月 25 日 下午 11:03 
@Leugi.. is it possible that your mod breaks the Resource (active or already grabbed by anyone) counters & stops showing the status string (Monopoly and/or percentages) on the "Report Panel" ??

Maybe the newest Barbarian Clans update is affecting this process.
Tetemonster 2021 年 2 月 25 日 上午 2:51 
Very useful to balance this feature ,I just won cultural victory instead of domination wish I aimed for because of my big empire with 750% bonus.
Faysal 2021 年 2 月 23 日 上午 10:32 
Demolotion Daddy, what modifier are you using?
MFX_Media 2021 年 2 月 20 日 上午 9:19 
Much needed! Love the mode, but I got 1000% modifier in a game.. had barely any tourism, delayed my start by 25 turns, won by monopolies.
Tuindwergie 2021 年 2 月 19 日 上午 12:16 
What do you find to be the best setting for the monopoly threshold?
brometheus 2021 年 2 月 18 日 下午 1:00 
great, can't wait to try this once the DLCs go on sale
Sailor Cat 2021 年 2 月 18 日 上午 7:31 
:ojseagull:
plaguepenguin 2021 年 2 月 18 日 上午 6:56 
Thanks. This definitely fills a real need to nerf that tourism effect of product monopolies. A more complete remedy would involve making the tourism benefit less hefty against less developed civs, while giving more developed civs ways to counter it by crafting substitutes for the product lines you have a monopoly of. For example, a civ could get around a silk or cotton monopoly by developing nylon, or around a sugar monopoly by developing beet sugar. The substitute would not entirely compensate, because, really, who would prefer beet sugar to cane sugar? At any rate, a more complete solution is probably past the ability of a mod to achieve, but thanks for doing something a mod can do.