(IDEA) Mod to Increase Science and Culture Costs per Additional City Similar to Civ 5

Torvald

Prince
Joined
Oct 4, 2010
Messages
324
Location
San Antonio, TX, USA
I really liked the game mechanic in Civ 5 where each additional city settled or captured/annexed would cause science and culture costs to increase.

This helped prevent civilizations from focusing on massive military expansion, and they would often pursue other victory types instead.

Is there already such a mod for Civ 6 that would do something similar to this Civ 5 game mechanic?
 

HktkNban

Chieftain
Joined
Jan 20, 2022
Messages
9
Location
Tokyo, Japan
Below are mods that add such a mechanism.

GoldenAge - Brave New World (comprehensive overhaul mod)
https://steamcommunity.com/sharedfiles/filedetails/?id=2209309479

The more cities a civilization owns, the lower its output per city.
This penalty can be erased by increasing the population per city.
This encourages the development of large cities rather than spamming small cities.

Colony and Empire (comprehensive overhaul mod / created by me)
https://steamcommunity.com/sharedfiles/filedetails/?id=2628959632

The more cities a civilization owns, the lower its output and loyalty per city.
This penalty can be mitigated by adopting a more advanced government.
This will curb the rapid expansion of civilization in the early stages of the game.

Strudeler's Civilization VI Deluxe (comprehensive overhaul mod)
https://steamcommunity.com/sharedfiles/filedetails/?id=2493022278

Wide and Tall Play changes:
All Cities after the Capital incur an additional -1% Science and Culture as well as a -2% Gold and Faith penalty per City (stacking up to -25%/50% at 25 Cities).

Key Loyalties (small mod)
https://steamcommunity.com/sharedfiles/filedetails/?id=2003092025

The more cities a civilization owns, the lower the maximum loyalty per city.
In addition, the city's output is reduced according to the maximum value of loyalty.
 
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