Civilkind
This mod try to experiment with some mechanics from the upcoming Civilization 7 game. In it, you will find:
1) THREE ERAS
Humankind is reduced to only 3 eras (Ancient, Early Modern, Contemporary), with over 25 cultures selectable for each era. Each era requires 14 stars to advance to the next and the goals are generally higher than vanilla, so each era should last longer. In addition, most Emblematic Districts now require techs, so you have to be mindful that later cultures, albeit strong, will powerspike later in the era, while earlier cultures can powerspike earlier and strategize around it.
2) DISTRICT REWORK
Most districts only exploit their own tile, and you need to build the exploitations (renamed as Rural Districts) individually. To build other districts, you must first build an Urban District (which is limited by population) then upgrade it to the district type you want. This leads to less urban sprawl and very different city building strategies, more akin to Civilization than to Humankind’s. District costs were also reduced by having rural districts and extractors not increase district costs.
3) COMBAT REWORK
Combat is reduced to only last one turn, so it works more similarly to Civilization 7’s method of picking up units, moving them and fighting.
4) BALANCE PASS
Several infrastructures have been rebalanced to work with the new district economy. In addition, money inflation from buyout was removed and the buyout money-to-industry ratio was fixed at 3 money per 1 industry. Pop buyout was also improved. For more details, check the release notes.
WARNINGS AND REQUESTS
A) This mod is NOT compatible with most mods and I really suggest you to NOT use it alongside other mods or it probably won’t work. Feel free to report compatibility issues or successes, but I do NOT promise to make any compatibility patches.
B) There should still be plenty of imbalances and adjustments to be made, so your feedback is invaluable to make this mod as enjoyable as possible. I am aware that vanilla has plenty of imbalances and this mod does not address them, but I preferred to release it ASAP so you can taste it and if there is enough demand I can keep working on it.
C) There are some features, like Navigable Rivers or Leader exclusive tech trees that I simply cannot do with the modtools (or at least I cannot do in a way I’m satisfied with it), so don’t expect them here.
D) Beware of the MISSING UIMAPPER bug. If there is any unexpected behaviour from the game, like passing the turn without selecting tech, buildings or moving troops, make sure to restart the game to avoid the bug when adding or removing mods.