Project Sistine – A medium-scale overhaul
Click the Thumbs Up button, pleaaase! If we are able to receive 1000 positive rates, we will be motivated push this mod and our next leader mod forward.
This mod needs ALL DLCs to work.
Project Sistine (codename, not final name) is the largest mod we have ever made, and a total conversion mod that modified nearly every aspect of the vanilla Civilization VI. This mod aims to introduce principles and methods used in previous Civilization titles to balance available choices in the game to provide more meaningful strategies, thus making the gameplay more interesting.
By fanatics, for fanatics. This mod is designed by veteran Civilization players who played this franchise since more than 10 years ago and is built with referring to all previous titles. Most changes are inspired by classic titles in the Civilization franchise to keep the overall gameplay and strategic complexity of the modded rule set fits the style they provided.
Top-down overhaul. Interactions among game systems are carefully considered to provide a novel and better experience different from the vanilla rule set. Restricted unmoddable but harmful-if-untouched systems (e.g. Emergencies, World Congress, Monopolies) without totally removing them to keep the game flavor intact.
True AI improvements. We accelerated Deity AIs’ Science Victory by ~100T without any additional cheats while kept turns needed to win for human players. This mod might be the first overhaul mod that take AI performance into consideration.
Stability and performance. This mod kept conservative about adding new contents to prevent the gameplay from being messed – more importantly, this mod won’t slow down late game to an unacceptable extent or un-stabilize the game to make it crash more. It’s also multiplayer compatible.
Global parameters: Tweaked a set of global parameters, including reduction to cost escalation factor, XP needed to upgrade alliance level and barbarian strength whose unreasonable vanilla value harmed gameplay.
Victory conditions: Increased the need of Science and Culture for respective paths. The paradox of "a Culture Victory needs no Culture yield" is no more.
Terrains, features and resources: Rebalanced plot yields. As per traditions of the franchise, Hills now have less Food yield and Marshes even decrease Food yield instead of increasing it. Resources are also adjusted to make them of more use.
Buildings, wonders and districts: Lowered cost of buildings, wonders and districts. Most buildings receive a new effect to boost city yield. Wonders are rebalanced (most of them are buffed).
Techs and civics: Tweaked prerequisites of some techs and civics. Lowered the difficulty to acquire a late-game boost while increased the difficulty to acquire an early-game one. It is no longer wise to try to let all techs and civics boosted before you unlock them.
Religions: Overhauled Pantheons and Beliefs. Boosted natural spread of religions to reduce player operations needed to achieve a Religious Victory and nerfed the ability of religions to win an early-game Cultural Victory.
Governments and policies: Rebalanced all governments, buffed policies of little use, and integrated late-game policies to let them cost less slots (thus strengthening them).
Great people: Buffed underpowered great people to let all of them valuable.
Game era and dedications: A Golden Age will be harder to achieve, but with significantly increased award.
Units: Repurposed Light Cavalry units as strikers mainly used to raid enemy ranged units, Heavy Cavalry units as attackers with a higher basic combat strength and penalty versus districts to shatter enemy defensing units, and late-game Scout units for guerrilla warfare.
AI performance: Greatly improved high-difficulty AI’s performance to achieve a Science Victory. AI can build flourishing cities, quickly develop techs and civics, and pose much more pressure on human players – all without additional cheats but only replacing direct cheats (adding yields to cities) with indirect one (reducing cost to build or research).
Civs, leaders and city-states: Reduced generic bonuses of all city-states and balanced unique bonuses of city-states to reduce variance of randomly placed city-states while keeping them unique. Buffed underpowered and boring civs and leaders, and nerfed overpowered leaders with ugly numbers.
We are still assessing these changes and are going to continuously tweak them based on our results and your feedback.
Newly added buildings are lack of icons and 3D models due to insufficient art asset and the work needed to add them into the game. We currently have no plan to add them by ourselves, but if you have the asset needed or even able to add them into the game, feel free to contact us.
We need a better name for this mod and we hope that its name just looks like one for a real official expansion!
Shimamura et al. (literally means "Shimamura and other people") is the team of UzukiShimamura and his friends, a group of experienced modders trying their best to design some leader mods that are unique while keeping harmony with vanilla game. And of course, WE NEED YOUR SUPPORT if you can do better than us!
www139154 completed the gameplay test of this mod. Boa of the Boaians made preliminary English localization of it. This mod won’t be finished without their help.
This mod received a lot of suggestions about designing and bugfixes, which we are hard to track exact contributors due to the long time it takes to finish this mod. We hereby express our gratitude to all players who tested our preview builds.
Need modding support, or found some issues? Create an issue on my GitHub[github.com].
TBH 1000 positive rates is a hard goal for us. I have to admit the main reason why I set such a high goal is that I actually wanted to leave this community – this total conversion mod has exhausted all my energy to build. Of course I will stay here in the workshop if I can really receive such an unprecedented support.