improvements

  1. Ownsya

    QOL Mods (aka UI)

    I've been slowly trying out mods and incorporating into my game the ones I like. A few of them I found to be so useful that they made me think "how did I ever even play without these mods?" So I thought I'd start a thread to share the mods that you found to be so useful that you'd really hate to...
  2. Abdou27

    [GS] Help with editing yields for base game improvements in Gathering Storm

    I'm trying to directly modify the game files (not really making a mod because that seems like too much work tbh) to edit the yields of the Kurgan (Sythia's UI), but I can't for the life of me figure out where to make these edits, I can edit the yields of the terrace farm in...
  3. B

    [GS] IDEA: Autonomy and Realism Mod Package

    This is a long post, and as my first post to these forums, perhaps I'm biting off more than I can chew. Regardless, I hope that my ideas are worth sharing and it sparks interest in a few of you! Introduction There are many things I enjoy immensely about Civilization VI, but there’s also a few...
  4. J

    Medieval

    I wanted a mod limiting play to medieval era. Got some good ideas but nothing substanial online, so had a go creating my own! Games have the same number of turns, but end shortly after 1500AD (assuming time victory is selected of course!) witth a raft of new buildings, techs, units etc...
  5. Dark-Light

    [GS] Ideas for next DLC/game Civics, Policy cards, Religions, Religious beliefs, Techs, Buildings & Units

    New things can bring the longevity of a game to a height not for seen. Some of these ideas will play on other ideas I have had in other threads that I've started. To keep the thread "short" I will only discuss new policy card, religious beliefs, tech, buildings and unit ideas. I will make...
  6. S

    Improved Polders 1.0

    Reworked & Improved Polders This mod completely reworks and improves how polders work. Playing as the Netherlands i found it frustrating how limiting the placement is of polders and how weak they are compared to other improvements so i rewrote how they function and added an extra unique...
  7. Dark-Light

    Ideas for next DLC, base improvements, and things that should have been in Gather Storm

    1. Future units that aren't GDR. ( Cyber soldiers, genetically modified soldiers, flying saucers, rail gun units) 2. Faster obtained and more clean energy options. (Cold fusion, Electromagnetic generators, ect.) Also have a way for cities that get flooded due to rising sea levels to build a...
  8. E

    Modifying tile improvement

    Hey, so I've been trying to work on creating a custom civ with help from the tutorial at https://forums.civfanatics.com/threads/how-to-create-your-own-civilization.621377/ . This is my first attempt at modding civ 6 but it's going pretty well. I've got most of what I want working, but I've been...
  9. pineappledan

    Disable Improvement Type for a Specific Civ

    I'm working on a custom civ, and I want their unique improvement to effectively REPLACE trading posts on the tech tree, rather than be an entirely new improvement. The easiest way I can think to do this is to set up the new improvement normally, then knock out their workers' ability to...
  10. washy

    [BNW] Cottage, hamlet, village, and town (V1)

    -With this mod enabled, you can build cottages, that upgrade with time if they are worked, it also consumes the worker: -Hamlet= +2 gold, -Village= +2 gold, +1 culture; -Township= +3 gold, +1 culture; -Town= +4 gold, +1 culture, +1 faith; -All get +1 gold if they are in a river. -You can build...
  11. jamespppqqq

    [Vox Populi] What determines the improvement construction speed

    I notice that a worker builds an improvement with variant time expense. For example, sometimes 6 turns for a farm and sometimes 10 turns-standard speed setting, no policy/building buff. Generally speaking, improvement in Capital is faster to build than in other cities. Can someone explain to me...
  12. KingPhantom

    Change Yields for Improvements without replacing the Improvement

    Hi Community Is it possible to change the improvements yields bonus with the modifiers that i dont have to replace the improvement? There is no "ImprovementReplace" like the "DistrictReplace" tags. So a "better" farm is another improvement to the standard farm. But i would like to edit the...
  13. N

    Is it possible to create Cannals?

    i think this would be an awesome improvement and allow navies to be used in a wider array of scenarios. even if it turned the tile to water i would suspect the effect is still achieved. The balancing is up for debate but it would be cool to use your navy to aid you when you try to attack a land...
  14. Geekob

    Visibility problem

    Hi guys, I have a small problem. Im making outpost mode where forts get adjacent territory. I added feature where if fort is pillaged or removed and its territory is not directly connected to any city, it will lose it. But I have problem with visibility. It removes owner, but area keeps visible...
  15. G

    Mountains, Districts, Improvements, Wonders, Coasts - Using LUA & XML to Work Around the Limitations

    I remember several postings on here regarding mountain plots in Civ VI and whether it is possible to place districts and improvements on them. There was also (a successfully resolved) discussion about enabling movement on mountain tiles for helicopters, scouts, builders, and settlers, and...
  16. Strudeler

    Strudeler's Mods - Civ6 Advanced 3.1.2

    Strudeler's Mods - Civ6 Advanced will change the game pace and game size by altering production cost, production output, research speed, and combat mobility along with several minor modifications to the base game as well as the DLC. Changelog found within the mod folder.
  17. N

    Improving vs Harvesting Bonus Resources

    I nearly always improve tiles with bonus resources (wheat, rice, copper, stone, etc.) rather than harvesting them for the immediate boost. This was based on some sketchy heuristic math I did a while ago, but since I've heard several opinions that harvesting is often better. Has anyone done the...
  18. L

    [BNW] Rule Through the Ages

    This is for discussion of the Rule Through the Ages mod. A total conversion that drastically alters many elements of gameplay. See download page here: https://forums.civfanatics.com/resources/rule-through-the-ages.25331/ or steam here (requires login)...
  19. Malevola

    Civ V Terrain Calculator

    This is an adaptation of the earlier terrain calculator developed by fret. I rebuilt this for the October 2014 Patch of Civlization V. I don't know who might be interested in this anymore, but here it is.
  20. clytngrffn

    Vinland 4.0

    This mod adds Vinland as a playable civilization, with Freydís Eiríksdóttir, the daughter of Eric the Red, as the leader. It is compatible with YnAEMP. Will soon become part of a large North American Exploration Scenario I'm working on.
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