I uploaded my mod yesterday and I am not sure why the discussion for it was deleted. So I am manually opening this thread here and I hope that a mod can attach it to the resource later.
Overview:
"Late Game AI" immensely buffs the AI's late game with a new scaling method.
The AI will be very...
IMPORTANT:
1. This mod was designed for use in combination with Infixo's "Real Strategy" mod. It also works fine without it or with other mods like AI+, but the AI will be a lot worse at getting a culture victory and generally will win quite a bit slower.
2. Insane, the highest difficulty, has...
This is a mod that sets barbarians back an era, roughly. I couldn't find a way to reduce barbarian technology through the database, so I was forced to rely on lua to kill barbarians and replace them with less advanced units. So for example, if the game tries to spawn a barbarian Man-At-Arms, my...
This is a mod that sets barbarians back an era, roughly. I couldn't find a way to reduce barbarian technology through the database, so I was forced to rely on lua to kill barbarians and replace them with less advanced units. So for example, if the game tries to spawn a barbarian Man-At-Arms, my...
Posted here due to a request on Steam for an external download.
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2708795273
Change Notes: https://steamcommunity.com/sharedfiles/filedetails/changelog/2708795273
Four Seasons
Works with Vanilla, Rise and Fall and Gathering...
Posted here due to a request on Steam for an external download.
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2708795273
Change Notes: https://steamcommunity.com/sharedfiles/filedetails/changelog/2708795273
Four Seasons
Works with Vanilla, Rise and Fall and...
Hey everyone! New to the forums, but noticed that someone posted some of our previous videos were posted here. So here is Civ 6 From Different Perspectives.
The premise is simple, 3 players playing the exact same map and watching how each player reacts differently to their surroundings. Which...
What are some gameplay and mechanics that represent concepts of history well? Are there any concepts that should be implemented or (if already implemented) should be implemented better?
Personally, my favorites are the eureka/inspiration and district adjacency mechanics introduced in...
Expanded version of Gedemon's Historical Spawn Dates mod with support for new features from the Rise & Fall and Gathering Storm expansions. Up-to-date with the New Frontier Pass and Babylon DLC. Not compatible with the base game, please use the original version of this mod for the base game...
Building terrain improvements within cultural borders not adjacent to enemy units with a mouse click or two like in modern base-building games would significantly increase the speed of the gameplay. It would disable the game mechanic of stealing workers, though.
Civics tree progress is now connected to tech tree progress. No more runaway progress on the civics tree.
One of my biggest complaints about Civ VI is the disconnect between Civics and Techs. Social policies and civics are linked to technological progress in the real world. This mod aims to fix...
Having been fortunate enough to try some hotseat multiplayer matches of Civ VI with friends and family, I have to say it's by far the best feature the developers decided to include. It's been fairly simple to teach to everyone and they all really seem to like it, and of course different...
Hi,
I am working on something relatively simple: allowing a player to change his view to another player by pressing a specifc key.
Using a gameplay script I can easily shift a specific player's view using:
PlayerManager.SetLocalPlayerAndObserver(i)
Using a UI script I can easily trigger a...
I wrote a batch script that randomly selects a designated number of folders from a parent directory and makes symbolic links for them in your Civ5 mod folder. The idea being you can run the script and it can make certain custom Civ mods available while keeping the others disabled. If you like...
You know the Grass tile always only provides +2 food, Desert Hill only provides +1 production, and a lot of Terrains doesn't even provide yield. It's always the same, pretty boring after years of playing, right?
And now that boredom is no more. This mod complete randomizes the yields of...
So in other words, take a civ and give it both a thematic malus and bonus to make the civ more asymmetrical in design similar to Mali, Kongo, and Maori.
I'm quite a fan of Asymmetrical civ designs since they make the civ more unique and change gameplay more so than with other civs, so I thought...
Civ VI modding really impressed me. Was playing with YnAMP, Rosetta Naming, Sukritact’s mods, Tomatekh’s religion mod, (not to mention them all) and the experience of the game is really something else now! I don’t think it would be too hard, and I’ve seen an alternate victory type mod before for...
Adds additional great people to the game so that the breakdown is
4 Available great admirals, generals, engineers, merchants, scientists and artists per era
5 available great writers per era starting in the Classical Era
First Great Artists are available in the medieval era
Notes
No new...
I was recently thinking of ways make wonders smaller on the map and not take up a whole tile while still keeping the requirements necessary for them in the base game. I'm not a fan of how big some of the wonders look in the game because of how it makes one building look bigger than a city, plus...
I have no clue if this is an error, or a mishandling on my part or something, but i disabled all the military, diplomacy and even city strategy ai tweaks in the CommunityOptions.sql, CommunityPatchDLLChanges.xml, and Core Tables/CustomModOptions.xml too, but AI on Emperor (didn't test with other...
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