[NFP] Mods

Linklite

Emperor
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So I'm contemplating getting the anthology edition for the PC, mostly for mods since I can't get them for the Switch.

Which ones would you recommend? Mostly I'm interested in ones that change gameplay, so new factions (not necessarily historical, but also other franchises etc), ones that either add new features (or perhaps fix current ones that don't currently work) and so forth.
 
Hillier Hills and Tomatekh's Historical religions would be two aesthetic ones I won't play without.

I don't know why the artists decided to make hills so hard to distinguish but it's fixable.

The extra religions are nice. Just adds variety and AI are more likely to get their actual religion.
 
Hillier Hills

Yes :love:

Anyway,

If you ever get bored of the one-note playstyles of some civs, try @p0kiehl's Civilizations Expanded. It expounds on the abilities of every civs, expanding on some, tweaking others, and fully reworking a select few. In numerous cases, it opens up entirely new playstyles for rather static civs. And even in cases where their greatest strength remains the same, it's been doubled down on and pronounced, with additional strengths added to complement it. Just be warned: with some famously asymmetrical civs (Kongo, Gaul) it gets rid of their distinct restriction or weakness, meaning that they won't have the same interesting restriction. But for more by the books civs (like the personally boring France), the changes are a net positive. I don't keep it on in every game, but when I get tired of the unmodded Civ designs, it reinjects so much life and excitement into the game. Highly recommend.

If you're satisfied with civ abilities but disappointed by the same-old infrastructure, then I'd recommend JNR's Urban Complexity mod series. It changes and reworks all of the existing districts and buildings, while adding numerous new ones to heighten strategic depth. Additionally, many of the changed/added buildings reward tall play and planning, opening up many new strategic possibilities and a treasure trove of synergies. Its effects aren't nearly as pronounced or game-changing as Civs Expanded, and you may end up feeling it can be a bit mundane at times. But once you start pursuing each of the complimentary bonuses of the buildings and pairing them with unique districts, it gets really fun. To try it out, I'd recommend a Pangaea game with Rome. The aqueduct gets some interesting changes in Urban Complexity (to the point where it's now called the Cistern instead), meaning that Rome feels some pretty pronounced effects with this mod. I haven't fully explored it myself, but I bet you'll enjoy it. (also, check out some of JNR's other mods. They have a lot of cool general tweaks)

Lastly, if you're looking for more city specialization, then City Lights is probably the mod for you. This mod forces cities to choose between being Rural (designed to be small and self-sufficient, with few districts and lots of basic tile improvements) or Urban (large, tall, yield powerhouses that love districts but have no tiles to make their own food and production), resulting in a heightened importance of domestic trade to transfer yields throughout your empire. There isn't really anything more to explain here, so whether or not you're sold on the mod depends on if its core idea hooks you. I don't have a ton of experience with this one either, but it rewards you heavily for planning things out, even if it does result in a tiny bit of gold inflation.

(Oh, and take a look at what Eps has to offer to see if any of their small tweaks interest you)
 
Yes :love:

Anyway,

If you ever get bored of the one-note playstyles of some civs, try @p0kiehl's Civilizations Expanded. It expounds on the abilities of every civs, expanding on some, tweaking others, and fully reworking a select few. In numerous cases, it opens up entirely new playstyles for rather static civs. And even in cases where their greatest strength remains the same, it's been doubled down on and pronounced, with additional strengths added to complement it. Just be warned: with some famously asymmetrical civs (Kongo, Gaul) it gets rid of their distinct restriction or weakness, meaning that they won't have the same interesting restriction. But for more by the books civs (like the personally boring France), the changes are a net positive. I don't keep it on in every game, but when I get tired of the unmodded Civ designs, it reinjects so much life and excitement into the game. Highly recommend.

If you're satisfied with civ abilities but disappointed by the same-old infrastructure, then I'd recommend JNR's Urban Complexity mod series. It changes and reworks all of the existing districts and buildings, while adding numerous new ones to heighten strategic depth. Additionally, many of the changed/added buildings reward tall play and planning, opening up many new strategic possibilities and a treasure trove of synergies. Its effects aren't nearly as pronounced or game-changing as Civs Expanded, and you may end up feeling it can be a bit mundane at times. But once you start pursuing each of the complimentary bonuses of the buildings and pairing them with unique districts, it gets really fun. To try it out, I'd recommend a Pangaea game with Rome. The aqueduct gets some interesting changes in Urban Complexity (to the point where it's now called the Cistern instead), meaning that Rome feels some pretty pronounced effects with this mod. I haven't fully explored it myself, but I bet you'll enjoy it. (also, check out some of JNR's other mods. They have a lot of cool general tweaks)

Lastly, if you're looking for more city specialization, then City Lights is probably the mod for you. This mod forces cities to choose between being Rural (designed to be small and self-sufficient, with few districts and lots of basic tile improvements) or Urban (large, tall, yield powerhouses that love districts but have no tiles to make their own food and production), resulting in a heightened importance of domestic trade to transfer yields throughout your empire. There isn't really anything more to explain here, so whether or not you're sold on the mod depends on if its core idea hooks you. I don't have a ton of experience with this one either, but it rewards you heavily for planning things out, even if it does result in a tiny bit of gold inflation.

(Oh, and take a look at what Eps has to offer to see if any of their small tweaks interest you)
I recommend the first two mods as well. Civs Expanded is a must for me.
 
First of, Congrats to that! I know it was hard playing the Game on the Console without having access to all those Mods that Fix some Annoyances of the Game.

That said, I recommend trying at first Mods that tweak the Game in the way you would like to see the Game should/could have been, like Giving +1 Movement to all Units on larger Maps and the Mod that allows Units from Different Types being able to occupy the same Tile (here - it also helps the AI), if you find Civ6's 1UPT approach isn't optimal. For New Features Mods I suggest having a look at JNR's collections (especially District Expansions), Terra Mirabilis for new Natural Wonders or Sukritact's Natural Wonders and All the World Wonder Mods, City Lights, New Resources Mods, City-States Expanded... and Strategic Forts would also be a good pick IMO.

But be aware that adding a lot of Mods that add new Assets to the Game (like City Lights, Civ 5 Skin, Warfare Expanded and Urban Complexity) all at once will make the Game crash. So you will have to disable some DLC's/Scenarios if you want to play with some more Mods that add new Assets. Just keep enabling/disabling stuff till the Game works.
 
Sukritact's Simple UI Adjustments and Sukritact's Civ Selection Screen are ones I can't live without. UI Adjustments adds additional UI elements to break down yields, improves Citizen management, and Tourism/Religion functions. The Civ Selection Screen changes the menu while creating a game from a simple drop down menu listing all the leaders to a full new menu alphabetizing the nations, and sorting their potential leaders into their respective nation. It also better shows their unique abilities, units, and infrastructure.
 
I almost entirely use UI mods -- CQUI is by far the best. Unearthed will add a bunch of relics and artifacts to the game for aesthetic reasons (there is also a pretty low cap on religious relics, and this raises it).

The only gameplay mods I use is military engineers can build normal roads without using a charge, and infantry and artillery don't require oil.
 
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Which ones would you recommend? Mostly I'm interested in ones that change gameplay, so new factions (not necessarily historical...

Sorry to plug my own mods, but I'm particularly proud of the scenario Colonization of The New World:

B4065152136F9B85ED2916DD96CC17A6BFAC5BFC


It is centered around the Preserve district and National Parks, having an "Eco Victory" instead of Domination, Culture, Science and Diplo.
Check it out.

(I'm currently play testing a DELUXE version of the game incl. civs from RF & GS).
 
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