Mistake Era(Future Era Update)Ver 1
※ Change the future era to match the lore of Civilization Beyond Earth. – New Dark Age Civic. Barbarian GDR, and option to start from future era

but that progress came with a cost.
Our world has changed.
And despite our advances in both science and technology, We can no longer deny what is clear.
….Our time on earth is ending.
Mistake Era is a modified form of the future era. Reflecting the "Great mistake", one of the canon of Civilization Beyond Earth, this era contains a reflection on the stagnation and decline of civilization and the possibility of overcoming it.
The key features implemented at this point are:
1.GDR can be spawned and use by barbarians.
2.Future Tech and Future Civic Change

In the early days of the GS release, barbarians could operate the Giant Death Robot, which was fatal to each civilization. Although Firaxis removed that element for balance reasons… The Great Mistake doesn’t take that into account.
Removes GDR constraints from barbarians and minor civs in this mod. As a result, towards the end of the game, you will encounter a barbarian GDR that will attack all nearby civilizations.
So never leave the barbarians alive until late in the game.
●GDR can now fire WMD. Be careful. (Still rogue AI = barbarians can’t do that)

No one knows how technology will develop in the future. However, anyone can guess what triggers it will develop. This mode allows you to secure a eureka moment about future era technology based on this idea.
OFFWORLD MISSION:
Start the game from the Future era
SEASTEADS:
Adopt the Near Future Governance civic</Text>
ADVANCED AI:
Own 3 Giant Death Robot units
ADVANCED_POWER_CELLS
:Build 3 Geothermal Plants
CYBERNETICS
:Kill a Giant Death Robot unit
SMART_MATERIALS
:Build 3 Spaceports
PREDICTIVE_SYSTEMS:
Build 6 Wind Farms

Since the earliest of civilizations you have made much progress, but that progress came with a cost.
You will find yourself in the dilemma of whether to advance technologically by persecuting society or sustain society by sacrificing technology. And it cannot be stopped.
Final tech and civic give you bonuses and penalties that accumulate each time you do research.
● Future Tech: all of your cities +8 Production and Gold However all of your cities -8 Food and Faith each time it is completed.
● Future Civic: all of your cities +8 Food andFaith. However all of your cities -8 Production and Gold each time it is completed.

after a long ordeal, if the hero does not appear and the pitch black darkness continues, people begin to question whether the path they have taken is wrong. When it all comes to an end, those who remain in the shadows of civilization struggle to escape this crisis – through oblivion.
Based on the existing declining Dark Age policy cards, new policy cards have been added that are tailored to the Future Era. These regressive wild card policies will be forced into use as your civilization becomes more desperate.
● 3 policy cards can be used up to future eras.: Robber Barons , Elite Forces . Collectivism
● 5 regressive wild card are add in future era
[Regressive Monasticism]
Effect:
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
Prerequisite Civic: Smart Power Doctrine
[Regressive Valor]
Effect:
All units +5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Prerequisite Civic: Information Warfare
[Regressive Inquisition]
Prerequisite Civic: Cultural Hegemony
Effect:
Start Inquisition with 1 Apostle charge.
All religious units are +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.
[Regressive Isolationism]
Prerequisite Civic: Exodus Imperative
Effect:
Domestic Trade Routes provide +2 Food and +2 Production.
BUT: Cannot train or buy Settlers, nor settle new cities.
[Regressive Letters of Marque]
Prerequisite Civic: Global Warming Mitigation
Effect:
Naval Raiders: +100% Production, +2 Movement.
Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.
● Barbarian Civilian Unit – Refugee
Not just refugees. It is a large-scale evacuation procession, wandering here and there for survival, and with the development of communication technology since the modern era, the public has been exposed to the public on a large scale and their negative impact on society. If you neglect this for the sake of your own country, it will be a huge disaster.
-Spawn when creating a map or free city after researching telecommunication technology
-Provides healing and additional movement to nearby barbarian units.
-Decreases the loyalty of cities in all civilizations by -1 per unit.
This mod hasn’t done a drastic overhaul ‘yet’. I believe it will be compatible with most mods, but if you have a mod that makes drastic adjustments for future eras it will most likely not be compatible.
This is the first CIV 6 mod I made. And although there is no denying that it is hasty, it is also a preparatory work for CIV:BE 2, which may be released in the future. With your help, I can make a better mod.
Originally, ‘Starting from the Future Era’ was included in the mod, but it was separated due to compatibility issues. Please check the Request mod again.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm
Sid Meier's Civilizationu00ae VI: New Frontier Pass
Revisions:
Old revisions of this mod are available below. Click the link to download.