tech boost

  1. f1337

    Power Overwhelming VII by f1337 1.6.0

    Power Overwhelming VII A game balance Mod for Civilization VII (Civ7). Adds Advanced Start, and Age Transition card bonuses to each era of the game, to give human players advantages. Antiquity Era Starting Bonuses Free Army in Capital 3 Free Technologies 2 Free Civics Antiquity, Exploration...
  2. sman1975

    Legendary Headstart V3

    The Legendary Headstart Mod adds a variety of bonuses to all major civs at the start of the game. The intent is to provide a richer variety of playstyles, based on the sometimes legendary head starts these bonuses sometimes provide. There are 18 bonuses in all – some of which are much more...
  3. PonderThis

    Can I Boost a Tech in LUA code?

    I'm trying to create a custom condition for boosting techs. Using the helpful info in Gedemon's Lua Objects doc I can hook up a function to the start of a turn, figure out what the current player is researching, whether that tech can be boosted and if it actually has been boosted. But I can't...
  4. M

    [Fall Patch] Zero damage unit kills not triggering tech boosts

    The first game I am trying with modded Civ VI (an attempt to stay interested). I am confident I have seen this issue in unmodded Civ VI. I am using one mod, harder AI by cof125. I do not understand the combat model of Civ VI, but I have noticed that you can take a unit down to very low HP but...
  5. MyopicCat

    Research Reminder 1.0

    Current version: 1.0 Research Reminder is a simple quality-of-life mod that prevents you from wasting precious science and culture. It reminds you to switch research of unboosted techs and civics by popping up the Research or Civics side panels when you reach the halfway point (or 40% for...
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