New Card: Unique Quarters In Towns​

This card allows players to build their civilization's Unique Quarters in towns. It is a derivative of the Augustus "fix"/hack, which has been removed in this update as well.

This one scales like a beast. After play testing with it, I suspect that Firaxis never intended Augustus to be able to build Unique Quarters in every town. By turn 62 of the Modern age of a Deity game (Machiavelli: Mayan, Norman, Meiji), my per-turn yields were ~6.7k gold, ~1.8k science, ~2.1k culture, from 28 settlements. I had all 4 victories unlocked. The card amplified the Mayan Quarter + Meiji ability wildly.

I hope you enjoy!
Feedback is welcome.
Ratings are not expected, and are gratefully accepted. 🙏

What's New​

  • New Card: Unique Quarters In Towns. Allows the player to build their civilization's Unique Quarters in towns.
  • Removed the hack to allow Augustus to build Unique Quarters in towns, if one of the member buildings is a culture building. The new card makes the preexisting hack obsolete, at least for my intentions.

Text/UI Tweaks​

  • Removed extra white space from the Diplomacy Overwhelming card.

Compatibility​

  • Version 1.6.0 has been verified to work with game patch version 1.2.0. It has not been tested against prior game versions.
  • Versions 1.5.0 has been verified to work with game patch versions 1.1.1, and 1.2.0. It has not been tested against prior game versions.
  • Version 1.4.4 has been verified to work with game patch versions 1.1.0, 1.1.1, and 1.2.0.
  • I have not tested any versions of this mod prior to 1.4.4, with game patch version 1.2.0. I don't expect problems, as I have had to make zero changes in response to the patches thus far. But I haven't tested those combinations, so I cannot assert that they are verified to work. 🤷‍♂️
Sid Meier's Civilization VII (DX12) 4_28_2025 6_40_10 AM.png

Power Overwhelming VII by f1337 - Updates _ CivFanatics Forums — Mozilla Firefox 4_28_2025 6_4...png

👋

The 1.2.0 patch gave me a push to do some play testing, and make some adjustments that I have been planning to make for a few weeks. And a chance to write down some Future Plans for this mod. Please feel free to skip directly to that section! 🤘

I hope you enjoy!
Feedback is welcome.
Ratings are not expected, and are gratefully accepted. 🙏

What's New​

  • The Combat Bonus Vs Fortifications card now applies to all combat units.
  • The Conquest, and Expansion Overwhelming cards now cost one Militaristic point each.
  • Happiness Overwhelming now costs an Economic point.

Bug Fixes​

  • Fixed: Augustus can build Unique Quarters in towns, if one of the member buildings is a culture building. It's been a while since a played Augustus. The previous code worked only when another, unpublished, mod of mine was running.
  • Fixed: AI players no longer accidentally get card bonuses. My data on the cause(s) is limited, but an explicit "player is human" constraint added to all cards fixed it like a sledgehammer.

Text/UI Tweaks​

  • Clarified ranged unit card description, and customized it for Antiquity. The Antiquity card now reads "Ranged unit in every Settlement". The Exploration, and Modern cards now read "Ranged unit in conquered Settlements."
  • "Statutes of Liberty" card name reverted to its original, pre-release text: "Fuld Donpum Track". Because I'm disabled, and angry that the fascists are in charge again. It's my miniscule, if petty, form of resistance. ✊
  • Corrected punctuation, capitalization, whitespace, and puns.

Compatibility​

  • Version 1.5.0 has been verified to work with game patch versions 1.1.1, and 1.2.0. It has not been tested against prior game versions.
  • Version 1.4.4 has been verified to work with game patch versions 1.1.0, 1.1.1, and 1.2.0.
  • I have not tested any versions of this mod prior to 1.4.4, with game patch version 1.2.0. I don't expect problems, as I have had to make zero changes in response to the patches thus far. But I haven't tested those combinations, so I cannot assert that they are verified to work. 🤷‍♂️

Future Plans: Multiple Smaller Mods​

This is a tentative outline of my current thoughts. I'm thinking about breaking each existing card with "Overwhelming" the name, into its own mod. Plus the applicable attribute points, or maybe make the "Overwhelming" cards cost 0 attribute points.

Why? Testing has become cumbersome and time-consuming. If I make a change to one card, I still need to test every card, because they all share the same source repository, and accidents happen. Also, it'll be a lot easier to communicate what the mod does when it doesn't do 40 things.

That said, below is an outline of what the future might look like.
  • Diplomacy Overwhelming
  • Espionage Overwhelming
  • Happiness Overwhelming
  • Expansion Overwhelming
    • The existing card of the same name
    • The Capital Settler card
    • The Free Migrant card
    • New card: Build Unique Districts in towns. A derivitave of the existing hack-patch for Augustus, but available for any leader.
  • Conquest Overwhelming
    • The existing card of the same name
    • The Army XP card
    • The Ranged Unit card
    • The Combat Vs Fortification card
  • Power Overwhelming
    • The Antiquity Army card
    • The Free Scouts card
    • The Free Civics card
    • The Free Techs cards
  • Attributes Overwhelming?
    • Add a player-configurable number of Wildcard Attribute Points to Advanced Start or Age Transition.
    • Cursory research leads me to believe that a solution is going to be hacky at best, and infeasible at worst. That is, until Firaxis gives modders a first-class way to interact with Game Setup Options. How hacky? Something like modifying a text file on your machine, before running the game :yuck:.
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Reactions: ogre51
Several cards read "Grant X in Cities", when they really apply to all Settlements.
Not a version change, just making it easier to use with CivMods.
The *only* issue I have noticed is that 1.1.1 altered some modifier amounts, like Tubman's influence modifier went from 50% to 100%. And so the text in the older versions of the mod may have inaccurate details, but everything "works".

New Cards​


Conquest Overwhelming​


Army Commanders start with the Merit Commendation. 3 free Levels on your first Army Commander. +3 Combat Strength for Units that are attacking in neutral or enemy territory.

Espionage Overwhelming​


Support Endeavors for free. Have two Endeavors of the same type active at a time. Unique Endeavors: Reform , and Friend Of Wei.

Expansion Overwhelming​


+25% Growth Rate in Cities. +1 Settlement Limit per Age. +1 Sight for all Units.

Happiness Overwhelming​


+50% Happiness toward Celebrations. +1 Happiness Adjacency to Improvements. +1 Happiness per Age in Settlements.

Changed Cards​


Diplomacy Overwhelming​


+100% Influence towards Espionage Actions. Ignore Relationship requirements for declaring Formal Wars. Unique Endeavor: Trade Maps.
What's New:
  • Advanced Start, Age Transition (all ages): Introduced a new "Diplomacy Overwhelming" card with 4 diplomatic effects. No cost to accept Endeavors (via Himiko). No cost to declare war (via Machiavelli). Trade Map Endeavor (via Ibn Battuta). +1 max Settlements (via Xerxes). All four effects are from base game leaders.
  • Antiquity Advanced Start: The Civic and Tech Advanced Start cards for Antiquity have been grouped into 1 card per type. The Free Civics card grants the same 2 Civics that were once 2 separate cards. The Free Technologies card grants the same 3 Technologies that were once 3 separate cards.
  • Advanced Start, Age Transition (all ages): Introduced a Wildcard Attribute card, to make spending those points easier.
  • Minor text updates.
This bug exists in the core game. Maybe it's not even a bug? Playing as Augustus, one can buy half of several unique quarters in towns. However, if the other half is not a "culture" building, Augustus will not be able to complete the unique quarter.

This change makes Augustus able to complete any unique quarter that he can buy, assuming other placement conditions are met. And theoretically does so in a way that won't break if a fix is applied by Firaxis.

There is an unintended side-effect: If playing Augustus, other civs will receive the "culture" tag for unique buildings that have a culture building in their unique quarter. I have yet to figure out how to determine "what civilization is Augustus currently playing" from the database alone.

See also:
The following adjustment were made to Advanced Start and Age Transition cards provided by this mod. No changes were made to built-in cards.
  • Cards that grant military/recon units now cost Militaristic attribute points.
  • Cards that grant civilian/trade units now cost Economic attribute points.
Why? Because Wildcard points can be spent on anything, but *only* Wildcard points can be spent on cards that cost Wildcard points.
Custom card icons weren't displaying due to a bug in .modinfo. This release should fix it: "works for me" locally, 😹.
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