Which mods do you use?

Abaxial

Emperor
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Sep 14, 2017
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I was browsing through the mods on Steam workshop last night, and there's an awful lot from minor tweaks to changes to the way the game plays to additional content. I'd be interested to hear what you folk use regularly!
 
Better Report Screen is my favourite mod. I can't stand having to select units via their names in the bottom right hand corner. Being able to view, select and upgrade units on units tab of this mod alone makes it worthwhile.

I don't like using mods that alter the actual mechanics of the game, but making the UI more user-friendly and detailed is really helpful.
 
Adaptive Difficulty.
Rocket Boots.
Starting Scout.
Map Mods.
8 Eras of Pace (slower tech and civic rate)
Various XML changes to units.
Magnus Nerf (XML Change)
 
Simplified Gossip (changes intel from wall of text to icons)
Good Goody Huts (makes scouting fun)
Quick Start(skips some of the start up menu)
Better Report Screen (show policy info and enhances the report screen)
More Barbarin Xp
I used Community UI until R+F it stopped working.
Currently testing AI+ (I want to see how good the mod works. I just want to see if the AI will have more districts or better combat ability)
 
I use a lot of mods! Some of my favorites are:

- Satrap's Court
- Precinct of Amun-Ra
- Religion Expanded
- Tomatekh's Historical Religions
- CIVITAS Resources Expanded
- Sukritact's Resources
- Historic Speed (Extended Eras)
- Better Coastal Cities and Water Tiles
- Better Desert, Snow, and Tundra
- Gold Resource
- World Wonders for Everyone
- Minimized Warmongering Penalties

I know this isn't popular opinion but I'm not a huge fan of mods that use a lot of lua, like UI mods, because I find they cause a lot of slowdown. I also find they cause desyncs frequently in multiplayer.

Disclosure: I created nearly all of those mods except Tomatekh's Historical Religions, Gold Resource and Sukritact's Resources
 
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alternate fog of war
tundra farms
some natural wonders by sukritact
Finland :---D
Der Fuhrer
better reports and civilopedia
polite city states
more adjacencies
passable mountains
amenities from copper and crabs
 
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8 ages of pace. It lets you play 'efficiently ' (e.g. chopping, hunting eurekas ) without then totally borking the game. I think it makes the AI better on higher difficulties.

I used to play with cqui etc. I think UI mods are really handy when you're learning how to play. But afterwards, I find it's better not to use it. It forces me to look at the map more to see what's going on. And I think the game is ultimately better without a production que.

Haven't tried the new round of AI mods, but had good experiences with those mods a year ago.
 
I play with the one I write. :)

But also with Steel and Thunder (which adds some additional units to the game and IMO does a good job of patching in some big holes, e.g. the distance from Swordsmen to Musketmen) and sometimes AI+.
 
Curious if anyone has tried the CIVITAS City-States Expanded mod? It adds 4 new city state types.
I have all the CIVITAS mods including the CS one. As far as I'm concerned, they are the best out there. And, on the rare occasion an error pops up they're quick to push a fix. The only thing I really didn't like with CS Expanded is that there are too many CS's so if there are particular ones you like in-game you probably won't see them often. Other than that I've enjoyed the new types.
 
For UI improvement:
-Better Report Screen
-Better Civilopedia
-Better Tech Tree
-Real Great People
-HellBlazers City Overview Interface
-HellBlazers World Info Interface
-Hellblazers Notifications

# Better Report Screen is my favorite among them, for it can provide information that Civ 6, in contrast to Civ 4, tends to hide from players.

For map:
-Detailed Worlds (I suspend Yet (not) Another Maps Pack mod at the moment.)

For bug fix:
-Fix AI Yield Bias
-AI Strategy Conditions Fix

For interesting 'international' context:
-TCS Free Walls for City-States (I miss many City-State emergency events -- and free money -- with this mod, but I like to keep City-States around. For this purpose, this mod works better than official patch.)
-Starting Free Cities (This one is very interesting. Starting a game with 20 Free Cities on the map, it change the whole landscape and dynamic for the early game. More 'realistic' IMHO. It may produce a lot of dramas for early warmongering, but I try to figure out how peaceful builders could survive in such 'warring states' context. )

In addition, I use Quo's Rocketboots mod for those games on big maps.
 
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One mod I have had fun with is called "Strategic forts" by TC. It causes forts built by a military engineer to grab adjacent unowned hexes - not a full culture bomb as it doesn't affect enemy territory. The trick is you don't have to build it in friendly territory. The idea being that it deals with those annoying situations when you really need uranium and the only one you can see is way up in the Arctic. You don't need to settle next to it - just send up an engineer, build a fort next to it and then you can mine it. You can also build it in places where you don't want barbarians to be spawning. It lends itself very much to abuse - if you see an AI has left some unclaimed hexes between two cities you can slot a fort in and really make life difficult. Even better if you can pre-empt them getting nearby resources. You also get a one-shot engineer that becomes available as soon as forts do, which is very handy for dealing with early-game barb spawning locations.
 
Mostly cosmetic and UI mods, a couple of gameplay-related ones. The cosmetic ones I use are:

More Lenses - extremely helpful and a feature that should have been in the base game. You get lenses for archaeologists, builders, city overlap (adjustable, default is six tiles and is very useful for districts)
Better Report Screen - I was actually using Unit Report Screen until recently, but this one is immensely superior
Better Trade Screen - being able to sort with a click to the desired resource is a great convience
Better Espionage Screen - similar to Better Trade Screen but for spies; you want to look for great works, you just click and filter where you can
Tomatekh's Historical Religions - you not only have a bigger choice of religions (purely cosmetic), but the mod also puts certain religions as priority for AI civs, so you have Victoria as Anglican, for instance
Better Civilization Icons - purely cosmetic, more culturally appropriate icons
Unique District Icons - also cosmetic, the unique districts are easier to see
Real Great People - all great people have a portrait and the Great Prophet section is moved to the far right, so when these are exhausted there is no irritating empty section in the middle
Historicity ++ - expanded historical descriptions in the Civilopedia
Ethnic Units for City-States - basically the same thing that AI civs get, applied to city states

Also a couple of gameplay mods, though minor ones (I hope):
Less Warmonger Penalty - doesn't seem to help much, but still
Diverse Beliefs - add a few more beliefs, some may be somewhat overpowered, but at least AI civs have access to them as well
Gold Resource - I just like it from the Australian Outback scenario
More Barbarian EXP - I join those who believe that barbarians offer too little experience in the vanilla game

I have also Yet (not) Another Maps Pack. Apart from the very large maps, it also offers some very interesting map scripts, which allows for some very interesting map scenarios.
 
Two essential mods:
* Better Report Screen - Terrific enhancement on the PC game, but unfortunatly City Status is bugged on the Mac game.
* More Lenses - Another outstanding enhancement that should be part of the base game.

Four simple mods that improve the game or remove annoyances:
* Quick Start
* Era: No Change Brightness
* Right Click Close Leader
* Policy Change Reminder
 
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I tried some of these, but one of the Better XXX screens caused repeated crashes. I haven't worked out which yet. I hope it isn't the Better Report Screen, as that is really useful. I could manage without the other two.
 
Better Report Screen is the one I won’t play without for many reasons but most of all is the policy tab that calculates exactly what effect every policy would have if you used it so you can make an informed decision on which ones to select.

I also like the mod that reminds you to change policies when you complete a civic.
 
I think it's shameful self-promotion to post I play my map mods (as that is in fact the reason I made them in the first place) so I'll share my fav mod that isn't mine:

The Thule. As there isn't a civ that's good at living in the snow/tundra (apart from prolly Russia) I really love playing them though in the past it may have been a little OP IMO. Post R&F it's been re-worked.
 
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