Sid Meier's Civilization VI

Sid Meier's Civilization VI

27 ratings
Expansionism - Goverment Culture Bomb Policies
   
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Nov 28, 2019 @ 8:18am
Mar 28, 2020 @ 9:50am
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Expansionism - Goverment Culture Bomb Policies

In 2 collections by Luke ✞ Jesus Saves ✞
Make Military Card Slots Great
6 items
More Culture Bomb!
4 items
Description
Add 6 Military Policy Cards that make districts Culture Bomb.

All of the following policies grants Culture Bomb upon completing all Districts, grant +20% production toward some districts but apply -20% production penalty to all other districts and some yield penalty based on the government. The Gold Maintenance per unit is now removed.

  • Monarchist Expansionism - Unlocks at Divine Right, requires Monarchy goverment. -5% Culture. Bonus Production toward Aqueducts, Dams and Canals.
  • Merchant Expansionism - Unlocks at Exploration, requires Merchant Republic goverment. -10% Faith. Bonus Production toward Commercial Hubs and Harbors.
  • Theocratic Expansionism - Unlocks at Reformed Church, requires Theocracy goverment. -5% Science. Bonus Production toward Holy Sites and Theater Squares.
  • Democratic Expansionism - Unlocks at Suffrage, requires Democracy or Digital Democracy government. -5% Production. Bonus Production toward Entertainment Complexes, Water Parks and Neighborhoods.
  • Communist Expansionism - Unlocks at Class Struggle, requires Communism or Synthetic Technocracy government. -10% Growth. Bonus Production toward Industrial Zones and Campuses.
  • Facist Expansionism - Unlocks at Totalitarianism, requires Facism or Corporate Libertarianism government. -10% Gold. Bonus Production towards Encampments and Aedromes.

At first I designed the mod to grant culture bomb to specific districts base on the government type but it is not possible due to technical limitation (once granted, the effect lasts forever even after removing the policy).
6 Comments
Sint Holo Apr 12, 2021 @ 5:29pm 
I absolutely love these policies & the way they're instituted. Feels very balanced and fair. I was worried a culture bomb mod would be cheaty, but this is perfectly implemented. My favourite, although annoying, part is that the AI uses it against you too. Probably not intentional or directed, but it's a nice extra challenge nonetheless. Good work.
Luke ✞ Jesus Saves ✞  [author] Mar 28, 2020 @ 9:51am 
I have pushed a new update with new changes. I am looking forward to more feedback on these changes.
Look into my eyes Dec 7, 2019 @ 12:39pm 
Yeah id definitely be down to use it if the gold maintenance was removed, or at least reduced to 1(then id at least consider using it on a country like poland).
Luke ✞ Jesus Saves ✞  [author] Dec 6, 2019 @ 3:40am 
Also, if you time it correctly, you do not have to actually activate the card at all time, just need it at the time the districts are finished. You can just build them, swap the card in, finish the districts and swap them out. That's one reason I put more penalty there.
Luke ✞ Jesus Saves ✞  [author] Dec 6, 2019 @ 3:38am 
I think Culture Bomb is very powerful and that's why not many Civ/Leader has it (and if they do, it only apply to a specific district). Remember that you can also steal tiles of other civ/city state as long as they don't have districts there.

I do think the penalty is a bit harsh, but can't really think any change that would justify the huge benefit. Probably removing the Gold maintenance penalty.
Look into my eyes Dec 5, 2019 @ 5:03pm 
Id suggest either getting rid of the penalties, giving more benefits, or at least lessening the penalties. Culture bomb districts really isnt that powerful and those are some hefty penalties.