Zombie Chill Pill
I like zombies. But they can be harsh. Dare I say…*apocalyptically* harsh. I enjoy playing with longer game lengths like Marathon and Epic, but zombies get even more punishing in those games because their mutation strength growth doesn’t scale to the substantially greater number of unit deaths that occur, turning them into giant wrecking balls of doom long before we can invent boomsticks or chainsaws.
For those games where I’d like them to be an annoyance but not make the game nigh impossible, I mixed up this special Chill Pill to spike the Brain Punch with. It drops mutation growth from the vanilla rate of .5/zombie death to .1/zombie death.
It also decreases the likelihood of zombie spawns after a unit dies. The default chances are 20% at 5 turns, 40% at 50 turns, and 20% at 100 turns. The Chill Pill tunes that down to a flat 10% at each window.
All the values are super easy to edit in the SQL file–just replace the current number with whatever you want. Drop the spawn rates to 0/0/0, and bam–you just cured the Zombie Apocalypse.
This can be slotted in and out of a save game at will. The mod intentionally does not make changes to the way the game tracks the number of zombie deaths themselves, which means that if you unload the mod, any new zombies will spawn at their vanilla mutation strength. Zombies that have already spawned will retain the strength that they spawned with–loading (or unloading) the mod will only affect the strength of new spawns.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Portugal Pack