Sid Meier's Civilization VI

Sid Meier's Civilization VI

District Expansion: Goverment (Tier 4)
139 kommentarer
JNR  [ophavsmand] 19. juli kl. 9:19 
Still does for me, gonna need more info.
Burnaid 18. juli kl. 19:54 
This mod does not work anymore.
FallFromGrace 13. juli kl. 9:49 
I just want you to know your descriptions are great. "Those haters can't stop you forever." Indeed, they cannot.
lixo burro cego 8. juli kl. 6:59 
oh, good one then, thank you. also i love your mods! please keem making them! <3
JNR  [ophavsmand] 7. juli kl. 19:07 
Screenshot is old, it's now called "Cultural Mission League"
lixo burro cego 7. juli kl. 8:38 
not a fan of institute of truth, it gives me dictatorship vibes
JNR  [ophavsmand] 26. jan. kl. 7:55 
Probably coincidence. Could be subconscious inspiration, but I have not played BE that much and not at all for a few years before I made these models.
BlizzardWizard 26. jan. kl. 6:29 
A quite fun mod, helps getting you across the finish line when you hit the later eras.

A question on the 3D models; Is it just me, or do I see a teeny bit of Civ: BE in their designs? I know Civ 6 uses the same color scheme for policy slots, but the holograms remind me so much of the Affinity symbols! :2016watermelon:
Azubah 10. dec. 2024 kl. 23:05 
Can confirm this mod was causing issues even without the Civilizations Expanded mod. Deactivating this stops my load error when starting a new game
sp5it 19. sep. 2024 kl. 3:53 
same problem as Endelight. I only ran Civilization Expanded with this mod and the game is unable to start.
Nandybear 11. aug. 2024 kl. 19:53 
I use Civ Expanded and this np.
JNR  [ophavsmand] 11. aug. 2024 kl. 16:57 
Don't use them together then, I guess.
Endelight 9. aug. 2024 kl. 16:49 
For some reason this mod is causing the game to not start. Just did some troubleshooting and it seems like this happens when this mod and Civilization Expanded are both active - any ideas?
JNR  [ophavsmand] 25. juni 2024 kl. 4:12 
Sounds like another mod is interfering, yes. So the odd thing about moving your capital is that the code has to be done backwards. You'd expect "move capital" to be an effect assigned to project completion, but in reality, you assign the project to the effect in this specific case (no other effect is like that). Meaning you can only ever assign one project to trigger the capital move. Because of this, it can easily happen that mods overwrite each other in that regard. The only thing that can be diversified is that you can assign a different project for each civ/leader. But per civ, only one project can do it.
Moros 25. juni 2024 kl. 4:07 
Unfortunate that there's likely to be no fix for the legacy policies issue.

Anyway. The issue I had was as follows: While playing Aztecs, I built my Government Plaza in another city on the same continent that was better situation to serve as a capital. I started the project and finished it. But, my Palace building didn't move from my original capital. It thankfully also didn't just get destroyed, so there's that. There was also no visual indicator of it being my new capital.
JNR  [ophavsmand] 25. juni 2024 kl. 3:19 
The solution would be to go through the government tiers one by one every turn while the buildings finish, don't think there's another solution.

What issue are you havinvg with Move Capital? Remember it only works on your home continent. Also, a civ can only ever have one project that enables it, so Phoenicia doesn't get the option to move the capital to the government plaza, they have their own mechanic. Any other mod also allowing you to move your capital in some way will conflict, too.
Moros 25. juni 2024 kl. 0:39 
Do you know of a mod that fixes the Legacy card system for when you build the Government Plaza's first building after switching to a Tier 3 government (such as Monarchy)? Normally what happens is that you're then locked out of the Tier 2 government's legacy card.

Also: do you have any idea what sort of mod would conflict and prevent the Move Capital project from working? I have no idea where to even begin to start debugging that conflict.
Petrus Aurelius 18. juni 2024 kl. 12:18 
Must have. Makes the Gov district useful for all victory types in the endgame.
OorNaattaan 12. juni 2024 kl. 18:33 
[Cross-posting from the Beta feedback thread in case more people see it here]

Better Balanced Game v5.6 changes the +4 Housing provided by Audience Chamber to +3, and I think this mod somehow conflicts with that. The moment I completed the Cultural Mission League, all my cities with Governors lost the +3 Housing. Any thoughts here?
Nandybear 6. jan. 2024 kl. 13:31 
Expanding the support and flanking bonus to light cavalry as a whole would be awesome, as they're typically support units (attack helis like Apache/Viper/KA-52 for example are more like flying anti-tank units on the modern battlefield). These are really well considered though mate, nicely done.
*****user682 12. nov. 2023 kl. 10:53 
Is there a version without the culture bomb?
JNR  [ophavsmand] 9. okt. 2023 kl. 17:22 
yes, you could make it
leeboX 9. okt. 2023 kl. 11:17 
Is there a possibility to make preserve expanded?
MarsEco 26. juli 2023 kl. 19:21 
Oh should be cool, ill keep using my standard adj for diplo quarter in the meantime. ;)
JNR  [ophavsmand] 24. juli 2023 kl. 11:04 
no, including the diplo quarter in this mod is still on my to-do list, it's going to be a bigger rework.
MarsEco 24. juli 2023 kl. 1:36 
Does the Diplo Quarter in this mod give a Standard Adj bonus to districs adj to it (like the Government Plaza?)
ChrisMartin 23. apr. 2023 kl. 23:42 
@claudemac24hrs Soooo... Don't use that mod, then... Or you can alter that mod yourself.
claudemac24hrs 23. apr. 2023 kl. 18:01 
@JNR because there are three "secret" city-states in the mod as having insincere comments in Civilopedia entry articles. I don't trust the uploader on that mod.
JNR  [ophavsmand] 23. apr. 2023 kl. 12:46 
why would I re-upload someone else's mod? Not sure what you're expecting.
claudemac24hrs 21. apr. 2023 kl. 21:54 
Hey @JNR, could you please upload Diplomatic Quarter Expansion with fully clean features. That will include existing buildings (Consulate and Chancery) to be reworked.

Tier 1 buildings will have Ballroom and Rationing Site in addition to existing Consulate building; while Tier 2 buildings will also have Diplomatic Mission and Politicial Asylum in addition to existing Chancery building; while Tier 3 buildings will be all new: Foreign Affairs Office, Constabulary and Agency Headquarters, as both projects (World Expo, Crackdown, Covert Ops) will be enabled.

https://cs2bus.com/sharedfiles/filedetails/?id=2422959221
Yeet 22. mar. 2023 kl. 5:03 
Before you ask, yes i did try unsubscribing and resubscribing to both mods
Yeet 22. mar. 2023 kl. 4:44 
hey @JNR, i see you stated that this is compatible with civilisations expanded, however that is seemingly not the case for my game. each mod will load perfectly fine on its own, but loaded together (no other mods loaded, only official dlc), it throws an error stating "one or more mods failed to load". Any idea what i could do to fix this? Im happy to provide you with a report if you can tell me where to find it haha.
philly 8. jan. 2023 kl. 2:32 
Is this compatible with the EpsTweak for Government plaza? He changes 5 of the 9 original buildings I believe, but you only add 3 new buildings (for tier 4) right JNR? I would think they would be compatible then, since you don't touch the original 9.
JNR  [ophavsmand] 30. nov. 2022 kl. 15:47 
new game only
Meky 30. nov. 2022 kl. 9:36 
Hello, should it work with existing games or new game only?
MarshmallowBear 1. sep. 2022 kl. 5:06 
@JNR Oh neat, also gives more use out of Diplo, I think it is among the least built distirct for me (I believe osmeone made a mod giving the same adjacency bonus as GP for DQ district). I was also wondering if you're ever going to do a Preserves and DQ overhaul.
JNR  [ophavsmand] 1. sep. 2022 kl. 4:49 
the Grand Era governments currently get their policy from a Diplo Quarter building. My long-term plan is to rework this mod, moving the new tier to the Diplo quarter among other things (so that each district ends up with 3 tiers,
MarshmallowBear 1. sep. 2022 kl. 4:42 
Do you think you'll ever update this to include your Grand Eras Governments (by having them have a building too, that's a lot of buildings though).
Venusaisha 31. aug. 2022 kl. 12:27 
@bobby: Me don't use government move even if it option. Me current game , one city is capital and government building in different city. Constitution required that the capital city could not be under the jurisdiction of same city as protection as me follows. " divide and conquer". Not sure of what mod conflicts , too many of "capital" or "government" mods could conflict. If do u use movable districts mod , that can be a conflict mod , me don't .:Diplomat:
Bobby 31. aug. 2022 kl. 11:51 
@JNR
Dear, the move capital project doesn't work anymore. It used to work before I had all the DLC installed. Is there anyone can help?
Venusaisha 4. aug. 2022 kl. 2:11 
if ye mean Monopoly++: Celebrities, then they should be as stated on that mod thou issues can arise. Thou me don't use Monopoly++ mods.
Puddings 3. aug. 2022 kl. 6:14 
Is this compatible with the celebrities mod? I see that Rock Bands get Religious Rock. So maybe do something for celebrities pls? <3
duestere Legende 6. juli 2022 kl. 8:55 
can you make this mod compatible to mod "rules with faith"
i find both mods are great but if both playing together blocks the goverments section

edit: i mean the 6 mods under jfd "rules with faith" (jul/aug 2019 not the united single mod (dez 2018)
JNR  [ophavsmand] 27. juni 2022 kl. 16:59 
uploaded a small fix for Dido. Now, her project to move the capital to any city with a Cothon will work properly again. She won't be able to do the "move capital to government plaza" thing though, as each civ can only ever have one project type allowed to move their capital.
ChrisMartin 23. maj 2022 kl. 23:36 
@SShipduck Strange, it is working for me.
What isn't working for you?
KYC 23. maj 2022 kl. 16:32 
2022-05-23: this mod not working. All other district expansion works fine.
pauloel7 21. maj 2022 kl. 14:53 
cool, there you go.
bagelmiester 21. maj 2022 kl. 14:23 
im pretty sure it was because i conquered it, i was able to move it in my next game to a city i founded
pauloel7 19. maj 2022 kl. 13:38 
Well, sounds like you should had been able to see the project then.
bagelmiester 19. maj 2022 kl. 11:34 
yeah, it was fully upgraded to in case that mattered