This Omnibus Mod represents what I've been working towards with my various mod releases, and is a sequel of sorts to my popular Civ V Omnibus Mod and Building Packs. It's purpose is to provide an enhanced and improved "Vanilla-like" experience by focusing on four core goals:
1. Playing the map
Civ VI has introduced many new elements which increase the importance of the map's geography. In my opinion, however, the game does not go far enough. By tying new district and building bonuses to terrain and resources I hope to encourage you to play more responsively with the map.
2. Respecting player time and investment
As part of my goal to provide a "Vanilla-like" experience (only better!) I'm not going to overwhelm you with dozens of new buildings, units, techs, civics, policies, etc. If I add something in it's because I think it fits a specific purpose, and I'm always open to changing something I've done if there's a compelling enough reason.
Another part of meeting this goal is respecting compatibility. I've created different "tiers" within this mod so that you can choose which ones you want to play with, and the "lower" tiers are compatible with almost every mod out there.
This mod has something for everyone.
3. Giving the player choices
I don't want you to be railroaded into the same path in every game. Part of my goal with this mod is to make multiple strategies viable, and to give you interesting and compelling choices as to which district to place or which building to build.
As I've already mentioned, I'm also giving you the choice of determining how many of my features you want to play with. The Standard Ruleset makes a few core changes which you can mix and match with almost any other mod. The other rulesets make progressively more changes.
I've also implemented a UserSettings.sql document within the mod. At this time the only item you can turn on/off is Raging Barbarians, but if I find something that would best be completely optional I will add additional features to the UserSettings.
4. Proper balancing
A truly fun game of civilization is a balanced one, in that no single strategy is a sure-fire way to victory. I'm committed to constantly tweaking and updating this mod based on your feedback, which is crucial to meeting all of these goals.
I hope that you'll help me play and test this modpack to improve the core Civ VI game experience.
Civilization VI introduces rulesets, a way for modders to provide options within their mods. This mod utilizes this feature extensively by providing three rulesets: Standard, Enhanced, and Complete. In order to select a ruleset other than Standard, you must use Advanced Options when creating a new game and then select from the Ruleset dropdown menu.
Spoiler Ruleset menu location :
Current Stable Version: 1.2.3
Latest beta versions available on Github
Broadest mod compatibility
Includes all Standard Ruleset features
Broad mod compatibility
Includes all Standard + Enhanced Ruleset features
Limited mod compatibility
Spoiler New Policies :
Spoiler New Tech Tree :
Spoiler New Civic Tree :
To see the full images if they don't show up right-click on the image and select open in new tab
Novemberisms/Biao for his Strategic Resource and Tech Tree Rebalance Mod
Olleus for 8 Ages of Pace
Review the list below to see which mods are incompatible with each ruleset:
This list is not exhaustive. There may be incompatibilities I am not aware of...if you run across an incompatible mod please let me know so that I can add it to the list.
For maximum compatibility, no UI or AI mods are included.
I play with the following mods and highly recommend them.
Unit Report Screen
Better Trade Screen
Currently the best AI mod seems to be AI+
Follow the directions in this post.
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thecrazyscotsman's Omnibus 1.2.3
This Omnibus provides three different options for a variety of gameplay overhauls and enhancements.