Nuke Happy Warmongers

Nuke Happy Warmongers 2.23

Das Capitolin

Warlord
Joined
Feb 22, 2018
Messages
273
Location
USA
Das Capitolin submitted a new resource:

Nuke Happy Warmongers - All Leaders Are Nuke Happy Warmongers

View attachment 545463
"War does not determine who is right — only who is left." - Anonymous
In this mod, all leaders are nuke-happy warmongers. Domination is not your only path to victory, but it will be the only way you survive. This mod emphasizes war, so Space Race, Religion, and Rock Bands are disabled. Begin in Ancient Era for a peaceful start, or jump right into the Atomic Era. Compatible with Civilization VI, Rise & Fall, and Gathering Storm.

Also available: Global War...

Read more about this resource...
 
Das Capitolin updated Nuke Happy Warmongers with a new update entry:

1.3

Version 1.3: Overall decrease in WarmongerPercent values for all war types. Experimenting with RelationshipLevel values in DiplomaticStates. Further refining the list of removed AgendaType. Experimenting with TraitModifiers to insert TRAIT_AGENDA_ENJOYS_WAR and AGENDA_ENJOYS_WAR.
Notes: AI is moderately hostile due to limited agendas at Prince difficulty, and more aggressive with higher difficulty. AI still not easily provoked into war, especially surprise war.

Read the rest of this update entry...
 
Version 1.3 released, and is highly recommended for anybody that previously downloaded this mod. Much has changed, with compatibility and debugging tools much improved.
 
Das Capitolin updated Nuke Happy Warmongers with a new update entry:

1.6

Version 1.6: Massive update to leader agendas, penalties, combat logic, and settlement priority. Leaders will adopt agendas that only promote conflict, which makes them less peaceful. Warmonger penalties have been adjusted to promote retaliatory wars, and reduced penalties for traditional wars. Denouncements and broken promises carry a more severe diplomatic penalty. War weariness has been reduced for all traditional combat actions, but increased for using nuclear devices to prevent nuke spam. ICBM nuclear strikes have twice the normal range. AI will only attack cities when there is a high statistical chance of success, and with greater force. AI will utilize builders and spies more often, build districts more efficiently, and have less emphasis on producing Settlers. Expect frequent wars in early eras when Barbarians are disabled, and fewer wars when they're enabled. AI Civilizations often attack City-States and less-protected cities in later eras.
 
Hi Das Capitolin!

Great job with this mod, by 510AD, four enemies have been eliminated from the game - none by me (immortal, marathon - with extended eras mod - huge map, small continents). This is what I missed most from Civ6, so thank you very much. I hope you'll keep improving this mod further!
 
Thank you for the feedback, @duwy !
There is still a bit of fine tuning to be done, but for the most part it should work well at every era. I still need to collect information on the newly released leaders so they can be added to a future update.
 
Thank you for the feedback, @duwy !
There is still a bit of fine tuning to be done, but for the most part it should work well at every era. I still need to collect information on the newly released leaders so they can be added to a future update.
Thanks, I'm eagerly waiting for the future update. As it stands, this is the only mod I tried that makes the AI really dangerous, they are able to eliminate each other (and me on occasion :D)
 
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