DB’s Civ VI Gold
Compatible with every version of Civ VI
Subscribe to this mod, and unsubscribe from all my other ones. I do not plan to update any of my other mods, just this one. I likely won’t even respond to comments on those mods.
"At a higher level, these increased player choices – or as Sid would put it, ‘interesting decisions – are a theme which can be found throughout Civ IV." (Civilization IV player manual)
"According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice." Rollings & Morris (2000)[www.half-real.net]
This mod provides several tweaks that create more interesting decisions for the player. Each tweak is programmed as an option that can be turned on or off from the Create Game screen, so you can play with only the options you like. (By default, my recommended options are enabled.)
Here is how I created interesting decisions for the player:
– Try to make all districts equally valuable so that when you commit to a Campus there is pain for not-having a Holy Site or Commercial Hub.
– Try to make all paths of victory viable so that if you go all-in with military, you’re leaving yourself vulnerable to a religious takeover.
– Religion is potentially much more powerful (which can have dozens of beliefs if your opponents fail to contest the Great Prophets), but when you spread it to foreign nations, you give all its benefits to your opponents.
– The mod encourages "tall" play to earn decent science, culture, and great people points… so that if you just spam settlers, you’ll probably fall behind.
– Ancient Walls no longer provide a ranged strike (so you’ll have to keep an active military throughout the beginning of the game), but Medieval Walls provide one and Renaissance Walls provide two.
– You learn techs and civics from other civilizations.
– You get money from tourism, so there’s a good reason to get it aside from a cultural victory.
– The pantheons are extreme… they provide bonuses in very limited circumstances (e.g. Apollo only favors Sheep) but the bonuses are so strong that players are filled with murderous rage when they see their "holy ground" occupied by someone else.
– Units hide in trees, so you need to bring scouts on your war campaigns (scouts can spot invisible units like privateers).
– Monuments, Wonders, Theaters, and Entertainment Complexes provide loyalty pressure on all nearby cities. And when you have some net loyalty pressure on a foreign city, you get vision in that city (so there’s a good reason to pursue loyalty even when you can’t cause an opponent’s cities to rebel).
Additionally, this mod cleans up many aspects of Civ VI. It fixes several promotions that weren’t described properly. It provides nuanced explanations of important concepts like unit combat, city combat, and embarked units so that you don’t have to Google those things on the side. It gives you a better combat preview and a detailed notification of the actual outcome of your battle (which is incredibly useful in a Hotseat or Play By Cloud game). Great Generals and Admirals enhance all units that come before them (e.g. Napoleon would have no problem leading an army of swordsmen and knights).
Details of every Game Option. Too lengthy to fit on this page!
Just subscribe to this mod and play.
– Subscribe to this mod.
– On the Game Setup screen, scroll down to the "Only Multiplayer Options" section and check all of them.
– Play.
The Civilization series came to life for me with "Civilization II: Multiplayer Gold Edition." I had casually checked out the predecessors at friends’ houses, but it was the multiplayer capability of the Gold edition that led me into civ fanaticism.
Multiplayer is still what I prefer to play. I don’t get nearly the satisfaction beating soulless computers that I do from besting my brother. And while Civ VI has good multiplayer capabilities, my impression is that the game was fundamentally designed as a single-player game. For example, why does every civilization and leader have its own unique bonuses and units? In single-player that gives the game loads of replayability. I have to do things much differently when I’m Gandhi than when I’m Simon Bolivar. I get a whole new experience and also get to learn about some of the history that makes those societies unique.
But for multiplayer, this design choice is trouble because it’s next to impossible to balance the bonuses and units for 30+ civilizations. One guy starts with Columbia’s free movement and free comandante generals (that stack an additional +5 CS on top of normal great generals), and another guy starts with stepwells. Again, for single-player that’s not terrible. It doesn’t all have to be balanced to have an enjoyable game. But neither I nor my brothers want to play out a game with such a severe handicap.
I have a lot of mods here at the Steam Workshop, and most of them are just tiny little tweaks. Things like limiting religious units to only 2 movement or removing the condemn heretic function. But here’s the deal: these tweaks were designed to work together. I created them as separate mods originally because I want players to be able to customize the game to their liking a la carte. But when you’re starting up a multiplayer game it is extremely cumbersome to get all the players to subscribe to 31 different mods. And how do I communicate to my followers that I no longer think a certain tweak should be used anymore?
The breakthrough for me was when I learned how to bundle all these tweaks together as Advanced Game Setup options. And this is the mod that has them all.
A list of the mods that I use and other compatible mods can be found in this thread.
Credit for the awesome ring graphic goes to Lethal Chicken[www.artstation.com]
Revisions:
Old revisions of this mod are available below. Click the link to download.