Mistake Era(Future Era Update)Ver 0.95

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Author: Alterd-Rushnano

Last revision: 15 Apr, 2022 at 03:01 UTC

File size: 48.13 KB

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Description:

※ 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

(USELESS) LORE QUOTES

Since the earliest of civilizations we have made much progress.
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.

What is the Mistake Era?

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.Can Starting future era
3.Future Tech and Future Civic Change

Rogue AI: Barbarian GDR

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)

New Starting features: Starting Future era

In this mode you can start from the era after Information Era. In this new starting option, starting in 2040, Players have GDR and helicopters from the start, and To simplify internal affairs, most pre-information-era constructible buildings are provided by default. but threatened by advanced ‘barbarians = warlords and rogue AIs’ appearing from all sides.

You must lead your civilization to victory in the shortest time within 50 turns based on the standard turn limit.

Future Tech and Future Civic Change

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.

New Dark Age Policy Cards: Regressive

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.

● 3 policy cards can be used up to future eras.: Robber Barons , Elite Forces . Collectivism
● 5 Dark Age Policy Cards are revived in future era
These are classified as separate Dark Age policy cards in the system.
ㄴ( Regressive) Monasticism :+75% Science Science in cities with a Holy Site. BUT: -25% Culture Culture in all cities.
ㄴ( Regressive) Valor: All units +5 Strength Combat Strength for all melee attack units. BUT: Cannot heal outside your territory.
ㄴ( Regressive)Inquisition : Start Inquisition with 1 Apostle charge. All religious units are +15 Religious Strength Religious Combat Strength in friendly territory. BUT: -25% Science Science in all cities.
ㄴ( Regressive)Isolationism: Domestic routes provide +2 Food Food, +2 Production Production. BUT: Can’t train or buy Settlers nor settle new cities.
ㄴ( Regressive)Letters of Marque: Naval Raiders: +100% Production Production, +2 Movement Movement. Yields doubled from plundering Trade Route Trade Routes. BUT: Trade Route Trade Route yields -50%.

Working in Progress

The issues mentioned below are a work in progress. It is not currently included in the mod, but will be added gradually depending on my modding skills. Ultimately, this mod aims to implement the CIV Beyond Earth prequel in the late game in the Civilization 6 environment.

* Future Era Great Person:
"Add a new great person based on the faction leaders from Civilization BE for For a variety of options in the future era"

* Future Era Upgrade ( https://steamcommunity.com/sharedfiles/filedetails/?id=2794491313 )
"Previously marginalized information era units will be affected by the upgrade like GDR."
ㄴCybernetics: Recon & light cavalry class
ㄴSmart Materials: Naval Melee & Naval Carrier &
ㄴAdvanced Power Cells: Naval Melee& Naval Range & Naval Radar & Naval Carrier & Air Sige Class
ㄴAdvanced AI: Range class & Naval Carrier & Siege Class & light cavalry

* New Future-Era Units
"Units that can operate with GDR. They use CIV:BE Level 0-1 Amenity Modeling."
ㄴColonist: A new setter with high mobility. It can be produced by acquiring Exodus Imperative, a future-era Civic.
* Solar System Mining Project:
"A new project that allows you to acquire a large amount of strategic resources at the cost of extremely increasing Co2."

*Growing Crisis
"Strategic resources are depleted, and deadly warlords are swarming across the globe."
ㄴEach time you research Future Civic or Future Tech, your strategic resources decrease by -2 per turn.
ㄴAfter the future era, barbarian nuclear submarines fire WMDs to attack other civilizations.
ㄴNew climate event – Red Death: A new type of hurricane that creates a fallout that can occur when Climate Change reaches its maximum level.

Compatibility

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.

Note

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.

Do not remove the turn limit when using the Advanced Start option ‘Start Future Era’. A crash error occurs when 60 turns have elapsed. (I’m working on a fix for this, but I don’t have enough hints)

Download
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