I recently tried on UB function that allows extra specialist slot to technology buildings (public school and laboratory 1->2)
What I did was creating a copy of original building with extra slot and used lua to replace the original building into specialized version when created in city.
It...
Every time I play civ Quick Combat and Quick Movement are enabled. I can disable them but the very next turn they automatically are enabled again somehow. I have tried disabling mods and starting new games, but it does not help. What could be causing this? It was working fine before. I have all...
I made a builder identical to the vanilla Builder, except he only has 1 build charge. I gift him to players (human and AI) with a lua script. Everything is working fine, except the AI refuses to use the custom Builder unless he is both able to be trained in a city and cheaper than the vanilla...
Hi, i downloaded the mods and installed them in mods folder.
I started a game with them and everything is working (i think so).
But after closing game and restart only half of the mods I clicked enable are enable, the others are disabled.
Is there any way to fix this? Is it a known problem?
Hi Everybody,
I took this idea from Quo's mod. I was having some discussion in that section and somebody asked me to open a new thread to get help. What I want to do is to play a vanilla rise and fall game but with one of the quo's mod functionality which is to disable the increase of science...
Title says it all. Doesn't seem like it's balanced very well for the types of games I like to play. Easiest solution for me is just to disable it or disable the penalties which I'm hoping shouldn't be too hard.
A quick question that I figured would spur some discussion; so I made it into its own thread.
Civilization V had this feature and you could easily circumvent it by installing them as dlc, or reloading a previously modded save.
So does Civilization VI block achievements when you have a mod...
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