[GS] Mods that should be in the base game [2020]

As someone who uses no mods, the sheer number of mods some of you consider indispensable really surprises me, especially considering how little some the mods you list actually change.

The report screen thing seems really valuable. What would you say the REALLY important other mods are? Please try list as few as possible.

I personally don't use game changing mods, only UI mods. I use Better Report Screen, Extended Diplomacy Ribbon and Simplified Gossip, but only consider Better Report as a mujst absolutely have.
 
making roads free for ME is a quick and easy change. IDK why they haven't done it yet officially. I can't see any balance reason why you wouldn't make them free. You spend all that time and production, to get 2 charges of building a road. There are other far better options they can build for their cost. Its not like roads are that great in this game outside of crossing rivers and rough terrain. Especially in the early to mid game.

the carrier changes actually sound pretty good. Props to whoever thought of it. Sadly even with those changes, is it even worth building a carrier? Do you have the resources to build it and the planes needed? It has been so long since i built and used one, did they make fighters patrolling on it work?

adding aerodomes + it's buildings to the policy card with encampments and harbors would be nice. It would certainly make building an air force faster. idk if there is a mod for this. it would fit with the other military buildings, and make building what is a late game district more worthwhile.(granted you need to be lucky and have the resources to build a plane afterwards)
 
I personally don't use game changing mods, only UI mods.

I guess this thread was meant to be less about what Mods people actually use, and more about changes to the game which Modders have made which people think should actually be carried over to the base game (eg because they make sense, fix some issue).

making roads free for ME is a quick and easy change. IDK why they haven't done it yet officially.

Couldn’t agree more. Just seems like a total no brainer.

Stuff like this is actually why I’m a bit annoyed about the current delay to getting any news etc from FXS. There’s just a bunch of things like this the game needs which FXS should - and could easily - patch in.


. the carrier changes actually sound pretty good. Props to whoever thought of it. Sadly even with those changes, is it even worth building a carrier? Do you have the resources to build it and the planes needed? It has been so long since i built and used one, did they make fighters patrolling on it work?

Just “being cool” can be enough reason to build some things (at least up to a point). Carriers are rubbish at the moment. I don’t know if this buff actually buffs them enough to make them optimal. But it does at least make them feel more distinct and has a cool factor.

I think it also makes the GDR more cool, because it puts the GDR and carrier on the same footing.

adding aerodomes + it's buildings to the policy card with encampments and harbors would be nice. It would certainly make building an air force faster. idk if there is a mod for this. it would fit with the other military buildings, and make building what is a late game district more worthwhile.(granted you need to be lucky and have the resources to build a plane afterwards)

It’s always a question of degree, but I feel like districts and buildings lack a bit of crunch.

There are a bunch of mods that do thing like completely rework Campus etc buildings or add buildings to the Aqueduct. These all feel like too much to me.

But the one I linked to the reworks Harbours, Encampments and Aerodromes is quite good, precisely because it’s quite limited what it does. I particularly like having a choice between Harbour T3 Sea Port or Naval Base.
 
What would you say the REALLY important other mods are? Please try list as few as possible.
Well, pursuant to the thread title, the best mods to include in such a list are ones that either improve or streamline something you do a lot - this is where some the UI mods, or ynamp come in- or will adjust the game to fix "oversights" that prevent certain playstyles. The key for these mods is that they feel like you're still playing civ6. Almost everyone who uses mods uses the diplomacy ribbon - its visible in practically every screenshot - and ynamp is also extremely common, although less "essential" than it is popular.
If you personally feel like there are imbalances in the game that constrain how you play, then you would look for a balance mod. This one is a bit subjective, but for example looking at aircraft carriers, or maybe anticavalry units being red headed stepchildren, one may feel that fixing that goes a long way to making the game feel more complete because it adds options.

But the UI/reports mods are great because how often are you looking for that information (which was in past civ games or even in this game, just obscured) ? Constantly.

Although i made it, I always forget i have my simple unit balance mod on because the changes are very slight, but I appreciate being able to actually use various unit classes game to game - instead of going all in on heavy cav after knights every single game because they are just better.
 
I love the Policy Report in "Better Report Screens" but you still have to go back and forth between the policy report and the government screen where you slot the policies. A mod that I would love more than anything would be one that adds tooltips to the policy cards so that when you mouse over a card the pop up tells you the impact of that policy (basically the information from the policy report). So the policy report info would be available on the same UI where you slot the cards.
 

Yes, this is another good mod that has ideas I think could make their way to the base game.

There's a tension with the late game tile improvements in that they need to have some complexity around placement to keep things interesting, but they can't have too much complexity because they come so late in the game so there's little time to play with them. I think the current balance is too far towards "simple because late game", and these improvements could use a bit more complexity. This Mod has some good examples of the type of things that could be done to increase complexity.

A bit off topic, but I also feel like the Sea Stead went in the wrong direction being an improvement not a district. I get why - it comes late, so there's precious little time to hard build it - but it just feels wrong to me the Sea Stead isn't a kind of advanced "Neighbourhood".

Starting scout.

I used to play with this Mod, and thought players should start with a Scout. But I've really gone back on that idea now. I really like that there's a critical choice early game about whether to spend hammers on a Scout or not, and having a starting Scout just totally undercuts that.

You know what would be cool though...? GIVING THE CREE A FREE STARTING SCOUT!! I know, I know. I've banged this drum before. But seriously, I think it would be really cool to have a Civ that starts with a Scout - quite distinct. And it would be an elegant way of offsetting the additional cost of the Cree's Scout, which weirdly makes them worse at Scouting currently because it's harder for them to get out Scout out early.

Sigh.
 
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I use maybe around 50 mods. But if i have to choose there is only one that I just simply could not play the game without. Is not even on steam I think. Just a mod somebody posted here called: Kill annoying lenses that disables automatic religion and settler lenses. Is simply offensive this is not an option.
 
Yes, this is another good mod that has ideas I think could make their way to the base game.

There's a tension with the late game tile improvements in that they need to have some complexity around placement to keep things interesting, but they can't have too much complexity because they come so late in the game so there's little time to play with them. I think the current balance is too far towards "simple because late game", and these improvements could use a bit more complexity. This Mod has some good examples of the type of things that could be done to increase complexity.

A bit off topic, but I also feel like the Sea Stead went in the wrong direction being an improvement not a district. I get why - it comes late, so there's precious little time to hard build it - but it just feels wrong to me the Sea Stead isn't a kind of advanced "Neighbourhood".

I used to play with this Mod, and thought players should start with a Scout. But I've really gone back on that idea now. I really like that there's a critical choice early game about whether to spend hammers on a Scout or not, and having a starting Scout just totally undercuts that.

You know what would be cool though...? GIVING THE CREE A FREE STARTING SCOUT!! I know, I know. I've banged this drum before. But seriously, I think it would be really cool to have a Civ that starts with a Scout - quite distinct. And it would be an elegant way of offsetting the additional cost of the Cree's Scout, which weirdly makes them worse at Scouting currently because it's harder for them to get out Scout out early.

Sigh.

I actually wish they took some ideas from BE. A choice between a starting Builder / Scout / Warrior would be nice.

- A starting Builder would leave you defenceless against Barbs, but could help towards an early tall start or jump starting your economy.
- A starting Scout would likewise leave you defenceless but to a lesser degree, though it could also be the most powerful. As you would have a better chance to find villages, scout barbarian encampments, find wonders / first contact bonuses with city-states, new city placements, and you could even slap in the scout policy card immediately for additional XP. All of this could lead to an early snowball effect against the AI and could lead to a meta change in multiplayer.

I’ve also just realised that many of the mods I have come from JNR (these are a couple you didn’t mention), such as:

- Cleaner Nuclear Power: Which is a simple mod that should be in the base game. His example is perfect. Though perhaps a 4 times reduction is too much and should be scaled back to a 3 times reduction.
- Loyalty from Great Generals: Another simple yet required mod, in my opinion. Though I’d probably suggest to have it tweaked. +5 loyalty is probably way too much. +2 or +3 is much more reasonable. I would also like to see it only applicable during the period their combat bonus is active. Which prevents spam. Lastly I would also like to see the ability extended to Great Admirals.

Other mods I like:
- Production From Population: I’ve had this idea ever since Vanilla after I initially discovered science and culture were also produced by population. I would probably tweak this as well. I would only give population +0.5 production, without the incremental increases. I would also like to see citizens produce 0.3 faith when they are followers of your religion (only in your own Civs cities of course).
 
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I love the Policy Report in "Better Report Screens" but you still have to go back and forth between the policy report and the government screen where you slot the policies. A mod that I would love more than anything would be one that adds tooltips to the policy cards so that when you mouse over a card the pop up tells you the impact of that policy (basically the information from the policy report). So the policy report info would be available on the same UI where you slot the cards.

There you go. COMPLETELY necessary.

https://steamcommunity.com/sharedfiles/filedetails/?id=1307248778

Another one is this one for the great works screen. Being able to filter them is a MUST.

https://steamcommunity.com/sharedfiles/filedetails/?id=1652106496

I tell you, Firaxis plays the game in very small maps. There's no way someone can play with lots of cities and don't need these.
 
I must add the I'm really attached to Arsito's Extended Diplomacy Ribbon... I know they extended the diplo ribbon to include it in GS, but what is most useful in this one is that it will tell you which civ has tradeable items you DON'T already have. Plus, when in the trade screen, you will directly see if you
already have a resource or not. Very useful, don't think I'd be able to get back to page swapping to check what resources I have while trying to trade !
 
The only mod I use is an old one called Research Reminder that reminds you when a research node is halfway done, so you can switch to something else if you want to let the boost finish it off. Much less wasted science and culture.

I haven't tried to update it since vanilla, so I don't know if it's even around anymore, but it still works with Gathering Storm.
 
Here are some that I use that I don't think others have mentioned yet:
  • One mod that has transformed war for me is Collateral Damage. I love how this game increases the cost/effects of war in a game. When you fire on a unit or engage in combat on a tile, there is a % chance that tile will be pillaged as a result (you do not get the pillaging benefits, by design). If it is in a district, buildings can be destroyed, even multiple if it is a severe win for either side. By the time the battle for a city is over... there is a lot to fix, which makes sense!
  • I also lean on the Map Search Extension which is a nice UI upgrade.
  • No maintenance cost for inactive units is brilliant. No longer are you spending just as much oil on fortified infantry as you are on oil power plants.
  • I also run the Civilization V skin which I will never disable. :)
  • R.E.D. Modpack and its companions enhance the realism for me. No more giant units on the map. But for some reason workers are still big.
 
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