Must-Have Mods?

"No Joint War" because AI ends up going to war against their allies due to the terrible AI coding
"CQUI" because default UI is extremely ineffective
"One Single Cavalry Class" because the cavalry split is idiotic
"Dynamic Diplomacy" because it makes the AI leaders somewhat reasonable, by reducing the constant "MOM HE BUILT THE WONDER I WANTED"

Then some balance mods I consider highly necessary:
"Better Water Tiles"
"Better Specialists"
"Better Great Wall tile improvement"
"Better Anti-cavalry Units"
"Better entertainment district-buildings"
"Pre-ancient units maintaince cost"

No-shill notifier: the single cavalry class mod and all balance mods are made by myself
 
@criZp What's wrong with the cavalry classes? (seriously interested, as I rarely build any cavalry as it is. Sometimes I buy a knight if I need to retrieve a captured worker or settler fast)
 
@criZp What's wrong with the cavalry classes? (seriously interested, as I rarely build any cavalry as it is. Sometimes I buy a knight if I need to retrieve a captured worker or settler fast)
The cavalry split. Horsemen are not allowed to upgrade to knights, for example. Because the former is light cav while the latter is heavy cav, and the two are different unit classes.
 
No, mods do not in general.
 
My most-often used:
- YnAMP (So many map variations! Plus you can play really large maps with any map type. Lots of other add-ons you can choose.)
- Anti-Barb Policy Cards (2 policies: +10 vs Barbs Inside, or Outside your borders, instead of +5. Multiple horse camps early are no big deal.)
- Better Trade Screen (TR are a nightmare w/o this)
- Improved Deal Screen (way better interface, but a few minor irritants)
- More Barbarian XP (I fight more Barbs than anything as I often play peacefully on huge maps. Why not level up/stay alive?)
- Jungle Mills
- Sukritact's Improved Mod Screen
- TCS Free Walls for City-States (nice to actually be able to keep CS in the game. They do still fall sometimes.)

Recommended:
- All of the Scrambled Continents Maps (outline is the same, but terrain varies each game. Very replayable.)
- Almost all of Sukritact's civs
- Polynesia by Entarogen (Polynesia was my fave Civ V choice. This is an interesting variant - love water maps!)
 
I don't have any 'must have' mods, but I currently have enabled:

CIVIG - adds Civ V demographics panel
CQUI
Current time of day (does CQUI cover this anyway?)
Immersive Dialogue
More Lenses
R.E.D. Modpack (unit rescaling and formations)
Real Great People (real great people with pictures)
Tomatekh's Historical Religions (adds a bunch of religions; AI religion choices adjusted)
Unique District icons
Yet (not) Another Maps Pack
 
@criZp What's wrong with the cavalry classes? (seriously interested, as I rarely build any cavalry as it is. Sometimes I buy a knight if I need to retrieve a captured worker or settler fast)

Answered your own question didnt you?

You never build them, hence they are not good enough to build, mainly because the long splits between upgrades making one of the classes almost useless for a long period. Alternating between which is the "good" one, while the other is utterly useless.

I played for a very long time myself never making them as well... However with my new longer research times, they get built, finally. At least knights then cavalry do. I used to just wait on tanks and choppers, but now since the AI spams so many units, they get to play too. So many units...
 
Knights are pretty useful. Although lately I've been able to get away with not building them. I usually build 3 chariots though, for the later 3 tank Eureka. The AI builds a ton of knights, and it's nice to have knights to defend against those knights (better than pikemen if you ask me since pikement are so slow). That said, I've been able to stay away from war from the AI during this time and haven't needed them in a while.

I admit I don't build horsemen because I usually have a better shot at getting iron which I only need 1 of versus 2 horses to build horsemen (without encampment), and I'm usually done with my war expansion phase at this point anyways. I just rush buy them later on to get enough to build corps for the Civics tree Inspiration.
 
Currently I am only playing with Yet (not) Another Maps Pack.

I haven't tried any other Mods at all, but I am tempted to check out :
  • Free Camera
  • Produciton Queue (the stand alone one)
  • Sukritact's Simple UI Adjustments
So 2 weeks later, and I have jumped head first into trying out some Mods.

I am currently using (and heavily enjoying) these, @Shadole I would recommend checking out the following:
  • Production Queue: This was the #1 missing feature in Civ 6 for me. I can't believe I played this game for over a year without this! It will be the one thing I miss the most when R&F comes out and breaks all the mods - I hope it is upgraded for compatibility ASAP.
  • Map Tacks: Fixes the pin delete bug, and adds tons of additional icons including districts and improvements.
  • More Lenses: Quite a few new ones are useful, in particular I use Builder, Barbarian, Resource, Scout and especially City Overlap!
  • Sukritact's Simple UI Adjustments: There are so many little changes, and I think that they all are for the better, without being invasive.
  • YnAMP: More map options are always good, in particular I really enjoy the larger Earth TSL maps. Also fixes the start location bug.
I also have the following that are good, but I won't really miss when R&F comes out:
  • Free Camera + Free Camera Reduced Zoom Range: The ability to fully rotate (without snap-back) and zoom out further (and sometimes in, just for fun) seems like a no-brainer. When playing on larger maps, I often play, "just a little" more zoomed out than the max allowed in the base game. This almost made it into the above category.
  • CIV 5 Demographics Panel: This is nice, and does collect some good information all in one place, but honestly I rarely look at it any more.
  • Gold Resource: It was a surprise that buying the Australia DLC didn't include adding this to the base game. I like more options, and this is almost an official upgrade.
  • Real Great People: Most of the portraits are nice, a few are wonky, but I like seeing something other than the default icons.
 
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I created a mod yesterday that allows you to win a religious victory instantly. It’s called: “CAG’s Cheat Mini-Mod: Super Belief.”

When you found a religion you choose the super belief and next turn. Voila! Every city will have converted to your religion instantly and you’ll win.
 
In Civ 5 the only mod I used was Quick Turns, which basically skipped CS and barbarian movements and attacks (also allowed to block some of the features) which then reduced the loading time between turns immensly.

Sadly I haven't found said mod in Civ 6 and have no idea if there is same kind of mod with different name.
 
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