Sid Meier's Civilization VI

Sid Meier's Civilization VI

Civ VI Beer
53 Comments
joshua.v.sherman Jan 7 @ 1:38pm 
Can anyone fix issue where Viking Stave Church does not count as a Temple which does not allow you to build the Beer mod's Monastery please !?
Imperial Diplomat Dec 11, 2024 @ 12:26pm 
@Jerps 3 years late but if you open up "NewBuilding_Gameplay.xml" just change "PrereqCivic="CIVIC_URBANIZATION" to PrereqCivic="CIVIC_MEDIEVAL_FAIRES"
Nightmare576 Aug 29, 2024 @ 12:11pm 
taverns should be unlocked at medival fares or something
Jonnus.Cobra Apr 15, 2024 @ 2:51pm 
Please, please, please, the 3D asset, please.
hoću_kitu Feb 10, 2023 @ 9:33pm 
Add 3d buildings pls
gokcenami May 12, 2022 @ 12:51am 
This should've been in the original game already. Humans even started agriculture to make beer in the first place. I can recommend adding the Barley bonus resource as well. It can provide +1 Culture after improving maybe?.
H.Humpel Nov 7, 2021 @ 9:31am 
German translation available in the Civilization VI Mods - German translations
Konstaapeli Mar 20, 2021 @ 9:41am 
Nice mod. I use it in every multiplayer games. There is one bug. If using game options/interface "show yields in HUD ribbon" you can not see military strength in that hud display.
Jerps Feb 12, 2021 @ 9:49am 
Great mod, enjoy playing with it. Any chance you can change the Tavern unlock from Urbanization to Medieval Fairies? Or teach me how to do it for myself? It just doesn't make too much sense to get a Tavern that late in the game while they were more historically popularized during the medieval era.
Vaelor Nov 19, 2020 @ 3:46pm 
I love this mod and consider it essential in all my games, but is there any chance you could update the icons for the Tavern, Sports Bar, and Corporate Brewery to be prettier and more Civ6-like? The icon for the base Brewery is perfect. Other than that, I can't complain! Thanks for the great mod!
Varenyky Jul 16, 2020 @ 10:40am 
It would be awesome if there was a "distillery" tile improvement based on the resources in the city. For example, you can only build this if you have wheat, corn, or rice in the city's limits. The distillery could only be built adjacent to water (coast, river, lake) and would give gold, amenities, and culture.
Me-Show Oct 30, 2019 @ 9:12am 
I was hoping it would be a building that gives a luxury ressource of some sort. There could be many different version of alcool but you only allow one building in each city. That would make it so if I play France, I could choose to make a lot of wine and export it or play Russia and export vodka or Canadian and beer ( so many culture associated with alcool lol ) You could choose according to your ressource how much more amenity you really need.
WarChild Oct 21, 2019 @ 9:31am 
i been using this mod since it came out its been very enjoyable. any thoughts on a energy drink mod like a redbull mod ? lol that would be cool!!!
Queennoobi101 May 17, 2019 @ 6:30pm 
reduce population when brewing?
Jonnus.Cobra Apr 9, 2019 @ 12:51pm 
Please, the monastery building. We need it 😔
AOM  [author] Mar 11, 2019 @ 9:07am 
I also think that various mods and combinations of mods can reduce a player's need for amenities. For example, people may not notice the benefit of the brewery amenity if they are playing with a mod that forces placement of all or extra resources and one that adds a lot of new amenities. In a case like that, the board is crammed with luxuries, so of course, your cities won't require an extra boost in the happiness department. This mod was not made to further buff buffed games - we wanted it so that people who are mostly sticking with the game as it was designed by the developer can enjoy it too.
AOM  [author] Mar 10, 2019 @ 4:33pm 
Hi zon, thank you for posting :) I'm glad you're enjoying the mod.
zon Mar 10, 2019 @ 1:28pm 
love this mod just the way it is, thx AOM
AOM  [author] Mar 10, 2019 @ 8:27am 
Hi Cosmic Fox, as stated above, we were aiming for something that works with the incremental benefits system the game uses. The mod gives extra buildings and introduces a new pantheon. For example, if you have 15 cities and each builds a tavern, that's 45 extra culture and 15 amenities per turn. If you selected the associated pantheon, you would also be receiving 15 houses, 15 food, and 30 faith per turn. This is comparable to many of the wonders, but you get these bonuses at a low production cost and with no risk. The bonus also compares favorably with game buildings such as the zoo, a structure that costs more production and, unless strategically placed. gives only 1 amenity.

It may be the case that as the expansions have come out, the brewery bonuses have gotten comparatively smaller, and we can buff the buildings if necessary. However, we don't have any plan to make this mod into a game-changing type mod.
Cosmic Fox Mar 10, 2019 @ 7:24am 
okay I am finding that this is more of a oh hey we got beer in civ6 then actually offering anything of use. I suggest changing this to add more then happiness. I hardly ever have an issue with happiness myself.
Cosmic Fox Feb 27, 2019 @ 7:15am 
Sweet I can brew and drink beer again! Thanks bro :steamhappy:
zon Feb 19, 2019 @ 1:46am 
thx for the update :)
AOM  [author] Feb 16, 2019 @ 7:11am 
Updated for the GS patch (so the mod will not cause a warning).
棒冰 Feb 14, 2019 @ 6:09pm 
Please update this :).thanks
popocake Dec 31, 2018 @ 2:06am 
playing vanilla civ here and noticed a problem with this mod: whenever i'd place a district, it'd be immediately built and no building meshes'd be placed on that tile
AOM  [author] Aug 12, 2018 @ 6:01am 
@darthmiles1 these buildings only have icons that can be seen in the city details screen (like in the screenshot above). You won't see them in 3D on the map.
milesofpenn Aug 11, 2018 @ 12:53pm 
Do the buildings have textures?
Jin Tannis Aug 3, 2018 @ 5:40pm 
Thank you very much!
gmnowels Jun 4, 2018 @ 5:11pm 
There are mods for Hemp/Marijuana
Llamageddon Jun 3, 2018 @ 12:40pm 
Now you just need to make the mead mod, with beekeeping plugin. :D
Rooster May 31, 2018 @ 5:15am 
Another one taht stopped me playing!Why are so many of these mods breaking my gameplay?
gmnowels May 14, 2018 @ 6:58pm 
Working w/ update. cool
Rokkweiler Feb 13, 2018 @ 12:39pm 
Nice! I was just joking at first; though I do agree that hemp would be a usefull and realistic source to use, and by no means am I against any mod that puts hemp or marijuana in it. I always thought it wasn't made in fear that someone might get demonitized, regardless that its starting to turn legal. I would say that it can serve as a way to boost production to the point it can be saught after as much as anyone goes after gold and other luxury resources, as if its a boost/luxury hybrid. Also with this RaF expansion, have it boost the city's happiness and loyalty level when you have an improvement on it. Just some suggestions from me. If I knew how to mod as well, i'd been on this like white on rice; along with a zombie mod, a civ of Psions, and Deadpool.
AOM  [author] Feb 12, 2018 @ 10:24am 
Hey @Cosmic Fox and Heyoka, it's sort of surprising that none of the resource mods have added hemp or marijuana. We can take a look at adding it to the game. We're planning on releasing a pantheon mod soonish, and if we make a hemp resource, we could add a hemp-related pantheon to that too :)
Cosmic Fox Feb 12, 2018 @ 9:20am 
@Heyoka if you notice no one seems to be making any Cannabis or Hemp related resources.

Even though it was required for every major war in our history everyone who mods civ 6 has neglected Marjiuana from being added. Hell it is LEGAL in most states and it has been used literally for 20,000 years that we know of on this planet!

Lets get real and make hemp a prerequisite for all boats, sails were made of a canvas made from only hemp!

Hell districts can be added for only hemp and Cannabis production. It can literally compete with over 5000 other products. It is one of the reasons it has been illegal! :^D
Rokkweiler Jan 24, 2018 @ 2:18pm 
Are you planning on doing something like this for Marijuana? XP
AOM  [author] Oct 15, 2017 @ 2:36pm 
The mod has been updated based on comments so the Tavern provides 3 culture/turn and the Corporate Brewery provides 3 gold/turn.
AOM  [author] Oct 14, 2017 @ 2:23pm 
I can't guarantee that the beer mod is compatible with any mod that isn't on the list below. If you're able to narrow things to a specific mod that it's incompatible with, we can take a look to see what's up.
Rudolph Pain Oct 11, 2017 @ 9:44am 
im playing the ynamp earth map -and loads of addons like goody goog huts
AOM  [author] Oct 8, 2017 @ 2:36pm 
Thanks for the suggestions Major Pain. I'm not aware of any compatibility with this mod, but it's always possible. Here is a list of the mods that the beer mod has been tested with (without any compatibility issues):

Moar Units
Farther Zoom
Fish Farms
GDG Lower War Weariness
Wonderous Wonders
Quo's Rocketboots
Free Walls for City States
Removable Districts
Resourceful
Real Great People
Civ VI Reformation Victories
custom AIs including Canada, Ethiopia, Sioux, Iroquois, Swahili, Siam, Manchuria, and Ireland

If you have others in that aren't on the list, there may be a conflict that I'm not aware of.

Are you sure you had researched Irrigation before checking for the brewery? It won't show up until that is completed.
Rudolph Pain Oct 8, 2017 @ 9:31am 
great brewer would also be a cool addon - as great distiller would - probably making a lot of extra work for you guys who know how 2 do it hehe
Rudolph Pain Oct 8, 2017 @ 9:30am 
are there any compability issues with this mod?
Rudolph Pain Oct 8, 2017 @ 9:09am 
you could also add specialist brewhouses - like lambic - trappist - czech pilsner - german weizen etc etc
Rudolph Pain Oct 8, 2017 @ 9:08am 
you coudl maybe make it (the brewery) improvable - like would get different levels - and the older a brewery is in controll by the same player could give extra bonuses - and recipies could also be traded/sold or saved as artworks - http://mentalfloss.com/article/61499/11-worlds-oldest-breweries - in my opinion a proper brewery would not be available before the iron-age at the earliest - before that it would be a technology that would increase happiness and commerce - also distellery should be made - with different ones for sake , vodka,whisky,cognaq, etc etc - and - here u could also use speialities like the religion game mechanics are used - also u should have potatoes,apples,corn,barley,grapes, etc for different types of booze - there should also be a negative value for alcholism etc
Rudolph Pain Oct 8, 2017 @ 8:59am 
weirdly brewery don't show up?? - anyway - I would also add barley ass a resource and hops - atleast 3-5 variants - so you had to use that kind of hops to make that kind of beer etc - and i know - today people /breweries use more than one kind of hops -https://en.wikipedia.org/wiki/List_of_hop_varieties - and yeast should also be a specific resource - that could be improved over the centuries - they didin't know about it in the beginning etc - but with research labs and medicine they knew more and more - also the effect of beer during the dark ages should come in play - cus it was the only drinkable "water" araound - this should help prove my point - https://www.youtube.com/watch?v=PdwYjFnFoJU - and yes I do make my own beer - https://www.facebook.com/gamlebyennanobryggeri/ (we ar also on untappd)
emperor_ike Oct 7, 2017 @ 11:51am 
Agree with Brock, and I think the others should be buffed up rather than the sports bar's amenity somehow nerfed. Looking at other districts' buildings as examples, they're pretty much all +2 - 4, in addition to other things like great people points.
AOM  [author] Oct 7, 2017 @ 10:08am 
Thank you for the comments. Major Pain, that is a good idea. We will look into brewery specialization that allows different beer types. Brock The Obvious, this is an interesting point. Do you think the sports bar amenity is "too much" and should be backed down, or that the tavern and corporate brewery should be beefed up to match?
Brock The Obvious Oct 7, 2017 @ 9:22am 
this is brilliant but surely only 1 culture or 1 gold makes the others a lot more underpowered in comparison to the sports bar
Rudolph Pain Oct 7, 2017 @ 2:09am 
how about- the brewery could choose to specialize into one type of beer as a specific luxury, so you would have to have many breveries to make each type - ipa,brown ale,geuze,gose,porter,stout,pilsner,euro lager,fruit beer,berliner weise,saison,etc etc
Lego_Teh_Eggo Oct 6, 2017 @ 8:58am 
we all knew it was a matter of time