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Civilization 4; Rise of Mankind: A New Dawn picks up where the Rise of Mankind mod left off. It is a realistic mod, simulating the rise of civilizations from the immemorial times, past the current era, and far into the future.
Deity because I like torturing myself
2 years agoCiv VI Mods for a Better Gameplay
The workshop might not be open yet or the modding tools might not have been released yet but that is not to say the modding scene of Civ VI does not exist, on the contrary it is very much alive and has offered us some great things.
This will be purely on mods that enhance the gameplay even though there are some mods that better the graphics and whatnot. My reasoning for not talking about them is simple, I can't use them let alone run Civ VI on max settings. So if you have a graphical mod you very much like feel free to add it.
Disclamier, none of these mods belong to me as I can hardly read the game files, only the simplest things are within my reach.
One of the biggest complaints about Civ VI is 'getting future tech in 1400s', these mods aim at resolving this issue.
Tech Trees
- /u/kvinkujata's Tech Adjustments (name pending)
This has many options to play around with but my best experience so far has been at 150% tech/civic cost and 25% Eureka (35% for China). - /u/NovemberismsStrategic Resource and Tech Rebalance Mod
This is not a pure tech/civic mod to begin with. This alters the game fundamentally so I suggest you read the main thread before using it but I'll give a small recap. There are 2 reasons why AI doesn't actually upgrade its units, first one is due to them simply not having the strategic resource and the second one is due to them not researching the tech. What this mod does is that it 'ties' the tech tree so that the AI actually researches, i.e. Military Tactics/Machinery and thus having access to Pikeman/Crossbowman. It also addresses the first part of the problem by REMOVING all the requirement for strategic resources and transforming the strategic resource into +5 combat strength. I find this works fairly well and have seen a MASSIVE improvement in AI late game. If you don't want strategic resources touched I present you, - MadDjinns's Tech Tree
Now, I haven't played with this that much so I can't attest to its balance issues but it helped with the AI's tendency to skip a plethora of techs.
AI
Yes, yes we all know the AI sucks. But does it really? I think it does an admirable job with 'some' questionable choices throughout the game. These mods aim at tidying the AI behaviour trees. However bear in mind that these are far from perfect and might have their issues. My suggestion is to use these mods as a 'last resort'.
- Delnar's [AI Cleanup] (http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/)
This mod does what it says it does fair and square. The changes to it are much more elaborate than what I can write in few sentences so hop along to the link and see it for yourself. However I've seen some pretty wonky stuff happen so use it on your own risk.
Similar to Delnar's mod but different in scope. This mod I've used much more extensively and can say safely that I did not come across realllly weird stuff happen.
Rebalance
These mods aim for balancing the vanilla gameplay.
I personally find some warmongering penalties too high, especially during Industrial/Renaissance Era where there is just peace due to AI not opting for DoW anyone due to the penalties. You can edit them however you like or make them super high that none ever declares war on each other and duke it out in religious/culture/scientific victories.
2. Improved Water Yields
Water tiles in Civ VI suck, end of discussion. This aims at resolving the issue via changing Harbor/Lighthouse/Shipyard/Seaport bonuses and actually worth it to have a coastal city. I'd go as far as saying mandatory if you like playing on Island Plates.
3. More Barbarian XP
This is something I personally like as I hate it when I get 1 XP from late game barbarians that are Infantry/AT Crew. Changes so that you get 1 XP after reaching Lv2.
4. Rocketboots
This is fairly untested, but I felt 2 movement for pretty much all units makes them pretty useless and whatnot. This gives them a +1 movement which is actually cool. Side effect, AI units are less inclined to get 'stuck'.
4. Modern Buildings
This simply adds more buildings to the tech trees whether they are district related or general buildings. Gives you more flexibility as well as increasing your city specialisations. Don't know if AI builds them tho.
5. MOAR Units
As they say, save the best for last, this mod is pure genius. It adds 12 unique units to civs that are more or less balanced and so much fun to play around. Highly recommended if you enjoy seeing UUs.
I've decided not to include UI mods as I actually like the UI of the game apart from this mod, Next City Plot. Does exactly what it advertises, shows you which plot you'll be getting in X turns.
Edit:
More Mods
I haven't used these mods but seems they are popular so no reason not to add them,
Combines the two AI mods mentioned here.
2. QuickUI
Pretty popular UI overhaul, conflicts with some mods however, check the relevant thread before using.
3. CQUI
'Improved' version of QuickUI with some bugfixes.
4. Improved Tech Tree
Gives information on what each tech/civic opens, i.e. Nationalism giving 1 more spy. Might not be working with tech tree mods however.
5. Civ Selection Screen
Makes the civ selection screen more like the previous games.
6. 8 Ages of Pace
Increases the tech costs as well as increasing the speed at which the borders grow. Not compatible with map mods, tech tree mods.
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