Sid Meier's Civilization VI

Sid Meier's Civilization VI

62 ratings
More Strategy Core
Type: Mod
Mod: AI, Gameplay, UI
File Size
0.012 MB
Dec 9, 2017 @ 12:11pm
Feb 21 @ 4:06am
33 Change Notes ( view )

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More Strategy Core

Numerous tweaks add more strategic depth into the game:

-Player is forced to care more about city location and citizens management as food is not so abundant now.
-Increase in units and buildings maintenance costs makes treasury management critical and positive gold income essential. You will lose units immediately at negative balance.
-Unhappiness now is a nuisance as rebellions are more likely to occur (pre-RF) and Loyalty is harder to maintain.
(see Detailed initial (core) changes list in Discussions)

Relevant Civilopedia entries updated (marked as MSM).

AI is adapted to all these changes.

Overall the game should feel harder and more competitive.

This mod is FREE to use.
Your donations PayPal.Me/FearSunn or on are welcome!
Any amount is appreciated. Supporters for $5 and above will be added to my Steam Friends!
Friends have access to all my Private mods including:
Population Notification Extended
Unit Flags Extended
Gold From Tourism
and much more in the future.
Popular Discussions View All (3)
Aug 14, 2018 @ 10:30pm
Detailed initial (core) changes list
Aug 15, 2018 @ 1:20am
Short note on AI
Sep 13, 2018 @ 11:20pm
Mods recommended to use with More Strategy
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FearSunn  [author] Mar 12 @ 1:19pm 
Adaptive Difficulty mod (previously included into More Strategy) is updated and is recommended to use along with this mod.
FearSunn  [author] Feb 21 @ 4:14am 
In order to facilitate compatibility this mod now reduced to CORE database changes.
All additional sophisticated Lua script features (like Opposition, Adaptive Difficulty, Etc.) removed. Those will be available as add-ons (separate mods) later.
ezdeagle Feb 19 @ 3:00am 
please update for gathering storm. right now the mod breaks districts and makes them all available since turn 1 and they all cost 1 turn to build.
FearSunn  [author] Feb 1 @ 10:52am 
Mouse over Leader portrait Tooltip. "Happiness" score. Difference between your score and leader score constitutes loyalty Penalty amount.
MisterDbro Feb 1 @ 10:38am 
I'm already using your other mod but I'm not sure where you can see the happiness of other civs with it.
FearSunn  [author] Jan 31 @ 10:05pm 
And yes, it is pity the game does not allow to simply close borders without denouncing.
FearSunn  [author] Jan 31 @ 10:02pm 
It is made by intention. You should be really carefull to whom you open borders and also to whom trading surplus luxuries. Another my mod Visibility Matters will show you in advance what happiness level other civ has.
MisterDbro Jan 31 @ 12:52pm 
Good, anyways I think I've found why it was crazy hard. I had a mod which do "Ameneties for bonus ressource". So meeting a civs on another continent who had conquered 4-5 others civs and opening border with them without knowing of much ameneties they had got me way too much opposition.
But in the same time I think I'm seeing a bit of a problem there even without the "ameneties for bonus ressource" as others continents with more luxury ressources than the one you're in can create an overwhelming opposition. I don't know if this was intended as to be really carefull, still I wish there could be a way to close border without denouncing..
FearSunn  [author] Jan 31 @ 12:31pm 
My intention is to move LoyaltyOpposition into a separate mod. Soon after GS expansion.
MisterDbro Jan 31 @ 12:24pm 
Hi, I really enjoy the difficulty of the mod.
I would just like to know if there is a version without the loyalty opposition mod. I'm using ressources mods and it's impossible to keep up in mid game without getting bankrupt trying to maintain amenities building and/or trying to trade with stupidly greedy AI. The only way I could play like this is by trying to be smallest as possible, which is not something civ is quite made for if you want to win the game in the end by my opinion.
But still, it's a really nice upgrade in difficulty for the others parts.