Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sukritact's Egypt Rework
107 Comments
Omar Al-Farouq Mar 29, 2024 @ 2:22pm 
@Eunomiac I experienced this problem too. I was able to narrow it down to abu simbel (ramses) + district expansion industry + set maat built next to river.
Eunomiac Mar 22, 2024 @ 6:34pm 
I've experienced a potential bug, or perhaps a mod conflict?

Problem
After completing my first Set-ma'at on turn 45 of a 500-turn game, I received a massive influx of Culture sufficient to reduce Civics in the Atomic Era down to a single turn. This screenshot [i.imgur.com] shows my Civics Tree five turns later, which is when I noticed the problem.

To Reproduce
Extremely tricky, as I admit to running a lot of mods (though I was fastidious in my research, and did my best to confirm they were all compatible). I've combined them into this collection here , in case something jumps out at you after a quick scan!

Game Details
King Difficulty, YNAMP's Terra Map, Ramses II's Egypt, with most game modes active but for Zombies and Apocalypse.
balder.boe Jan 5, 2024 @ 11:41am 
just make the spinhx to a great wonder
claudemac24hrs Nov 6, 2023 @ 4:42am 
This mod does not compatible with Walk Like an Egyptian achievement.
Phantagonist Sep 24, 2023 @ 12:19am 
I have completed the Chinese and Japanese translations of this MOD:
https://steamcommunity.com/sharedfiles/filedetails/?id=3040384858

In addition, as this mod removes the Sphinx improvement, I have repurposed the Sphinx model as a world wonder, the Great Sphinx of Giza:
https://steamcommunity.com/sharedfiles/filedetails/?id=3039979576
MarsEco Jul 22, 2023 @ 11:38pm 
You should add this Sphynx to an existing or New CS, in this mod, so it's still used.
cryptofurball75 Apr 2, 2023 @ 1:38pm 
is this compatible with necropolis?
fka-gargamel Mar 26, 2023 @ 3:54am 
Any ambition to change this mod after the release of the new Egypt leaders?
Cheers man
sukritact  [author] Feb 14, 2023 @ 11:02am 
@Color of Trust: feel free to make a modmod that integrate the two
The Color of Trust Feb 13, 2023 @ 8:58am 
Hi! I was wondering if you'd be ok with me making a mod to integrate this with Civilizations Expanded.
Mister Ramen Feb 12, 2023 @ 9:12am 
Hey sucritact, is there any chance that you would make this compatible with JNR's urban complexity?
MangoSlayer Feb 8, 2023 @ 2:52am 
"For every other district of the same type built along the same river, City Centers receive +1 Amenity, and specialty Districts provide +1 of the appropriate yield." What does the this provide to, adjacency? I built 2 campuses on the same river and I seemed to only get the amenity bonus and not the appropriate yields.
Winfield Jan 12, 2023 @ 2:19pm 
Is the bonus district yield from Season of Inundation supposed to count as an adjacency bonus? Right now it's not factored into policy cards, work ethic, or era score.
Is that the expected behavior?
Marv de Marvenlöse Oct 11, 2022 @ 7:44am 
clever rework
f_lavik Sep 4, 2022 @ 2:58am 
please add the option for bringing the sphinx back.
Duck-billed platypus Jul 30, 2022 @ 1:06pm 
I love this CIV, I think it's a brilliant rework. It seems that the district bonus yield per district on the same river isn't working, though, at least not for the Set-Ma'at.
Also, is there any chance you'll update this and maybe get rid of the desynch issue?
Banterrorist Jul 24, 2022 @ 9:26am 
@Sukritact, thanks for this mod, I really like it. I tried to use Soothsayers in order to cause floods, but these actually damaged my tile improvements. Is this intended - that regular floods do no damage but that Soothsayer floods do? If so, I would be funnier (broken, but funny) if they did not do any damage.
Humdinger5000 Jul 23, 2022 @ 10:42am 
wild question, but is there a way to implement this as a second Civ option for egypt and have any eqyptian leaders be available to both like Eleanor is for England and France? I want to use this mod but want the original egypt still present.
Stacked_Deck Jul 8, 2022 @ 8:10am 
Looks like a great mod, and I've got a couple of questions. Is the +1 yield for every other specialty district part of it's adjacency bonus? And is the burst of yields when the river floods for every district, or is it also every other district?
claudemac24hrs Jun 11, 2022 @ 8:04am 
Could you please add Khopesh Warrior (likely a replacement of standard Warrior) as the secondary unique unit in this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1362931045
Bombermans Apr 6, 2022 @ 12:47am 
Down there at comments there are some guys that managed to edit the code to get back the Sphynx. But keep in mind that the mod will desync if you play it online by turn 40-65, and after that every three turns or so.
James III, Vampire Killer 2K1 Apr 5, 2022 @ 2:35pm 
can i get this mod whitout the sphynx being removed?
uncle blicky Apr 2, 2022 @ 7:10am 
Seconding the desyncs
Bombermans Mar 13, 2022 @ 5:53am 
logs give these errors


[list]
[*] modding.log: nothing strange
[*] lua.log: nothing strange, but at the end there is the following message
Suk_PlotPropertyHelper_UI: Shutting Down Suk_PlotPropertyHelper_UI: Duplicate Exists
[*] net_connection_debug.log: nothing strange
[*] net_message_debug.log:
At one point a single "AutoArchive out of sync (data hash mismatch)" messag shows up (between Turn 44 and 45).
Later a single "AutoArchive out of sync (doesn't exist on host) Player=1 AutoArchiveHash=7417413107711" followed by "AutoArchive out of sync (doesn't exist on client) Player=1 AutoArchive=DynamicModifier -1-69-1685" (between Turn 45 and 46).
And then the log is flooded with both of these messages... (between 46 and 47, 47 and 48 and after 48)
[/list]
Bombermans Mar 6, 2022 @ 4:03pm 
This is my favourite mod. Its really fun and makes me love Egypt. Since last update, playing with only this mod enabled and official content enabled, the game desyncs constantly at turn 40 or so. Would you get a look and fix it? Pretty pretty please? ;_;
Castellan of sea Dec 30, 2021 @ 8:23am 
Everybody be aware that you can't do steam achievement about Egypt with this mod cause you cant build sphinx
H.Humpel Dec 18, 2021 @ 4:37pm 
Hi sukritact,
your mod has been translated by Junky into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
GAFM Aug 16, 2021 @ 4:31pm 
@Black Snorlax (is that a shiny? I don't Poket, but am friends with a mad fan), and @D34DLY, thanks so much for your help, when I see, I copy, but when it is explained, I learn. Done.
D34DLY Aug 11, 2021 @ 8:03am 
comment out a line of code by going to the start of that line of code, and typing "-- " but without the quotes. That is, dash, dash, space

example:

cool code goes brrrrr

becomes

-- cool code goes brrrrr

then that line becomes a comment. you could just delete the line of code, but when you comment it out, it is easy to restore later.

I just use the basic windows Notepad to edit, because they are simple text files, and I am too lazy to download something else.
Maybe Aug 3, 2021 @ 12:35am 
Are there any plans for this to be integrated into Civilizations Expanded like the khmer rework
Black Snorlax Jul 27, 2021 @ 6:12pm 
@GAFM "comment out' in 'Noob-speak' means to make a line of code inactive. It's like putting invisible 'white-out' on your code so the application (Civ 6 in this case) won't run it. We (programmers) do this to leave notes or "comments" in our code so that other programmers can read and understand what the code is the supposed to do.

So if you were to comment out the line that tells the game to delete the sphinx out of the game. the game would not read that line and thus not nix the sphinx
Black Snorlax Jul 27, 2021 @ 6:05pm 
@GAFM if you want to see this for yourself open up any of the game files that end in .sql open it with a code editor (VS CODE is amazing one...its also free) highlight a line of code and hit

on PC : CTRL + /
on Mac: Command + /

do this and you'll see that line of code go from whatever color it is to dark or grey meaning it's been "commented out"
GAFM Jul 26, 2021 @ 6:16pm 
@D34DLY, could you step-by-step that change for me please? I'm not a complete idiot, but I'm also not a modder...
GAFM Jul 26, 2021 @ 6:14pm 
@RadicalSpinach I did notice, but it's not written in NOOB-enough speech for me to do! What the hell does "comment out" mean? If it was super-clear, so I didn't worry I was going to bugger up my game, I would give it a go, but it's not quite clear enough for me to be confident I wouldn't wreck everything!
RadicalSpinach Jul 18, 2021 @ 6:38pm 
@GAFM Don't know if you've noticed yet, but the comment directly before yours gives instructions about how to re-enable the sphinx.
GAFM Jul 14, 2021 @ 9:30pm 
I like the mod, but removing the sphinx because you don't like it is pretty sad. If you have been to any of the old Egyptian ruins, you will see that the Egyptians really did just line their roads with sphinx. Hundreds and hundreds of them down both sides of most of the important thoroughfares. I don't even understand your reasoning. Is there a simple way for me (a noob programmer) to put them back without affecting your otherwise interesting mod? Thanks.
D34DLY Jun 2, 2021 @ 7:22pm 
It was more difficult than I initially thought.

First I had to comment out the 2 lines in Suk_EgyptRework_Config.sql that refer to the Sphinx.

Then I had to add a line to Suk_EgyptRework_Civilizations.sql

('TRAIT_CIVILIZATION_IMPROVEMENT_SPHINX', 'CIVILIZATION_EGYPT'),

in the: "INSERT INTO CivilizationTraits" block

But, the Sphinx is back! Let the gargoyles of Egypt paint the map in defiance.
mkvh250 May 26, 2021 @ 10:45am 
Soothsayer floods doesn't work, or is this intentional?
HaylingZar May 19, 2021 @ 5:10pm 
Playing with true start location on a big map is really fun with this! I settled several cities along the "river nile" and got insane amount of production from floods (with the +production floodplains pantheon). Great fun!
Uriel May 5, 2021 @ 12:00pm 
Loving the mod, wondering if a compatibility with Wetlands from JNR could be made? I'm guessing it could be done with the Reed homes or the Oasis gardens maybe? :D
god of being bad at everything Apr 17, 2021 @ 10:34pm 
hmm so soothsayers dont work with egypt
god of being bad at everything Apr 17, 2021 @ 10:29pm 
btw if you want to have an extremely fun game with this mod add the civ expanded mod and youll see egypt become shenanigans
god of being bad at everything Apr 17, 2021 @ 10:22pm 
unless you are talking about production powerhouses
god of being bad at everything Apr 17, 2021 @ 10:21pm 
also five x if you get lets say a plus 3 adjacency se maat build a wonder while having the double industrial zone adjacency you get actually more production from it
god of being bad at everything Apr 17, 2021 @ 10:16pm 
five x its actually a balance so that the se maat doesnt get out of hand (ie if the floods happen too much it becomes shenanigans)
Akkadon Apr 15, 2021 @ 11:58pm 
This may quite possibly be the best Civ VI mod I have ever seen
writtendown Apr 3, 2021 @ 1:59am 
Tried the mod. Loved it. Really makes sense. There is another leader mod with Imhotep governer in it for Egypt. Perhaps it were possible for these two mods to work together?

I would also like to suggest some things that came to my mind.

Getting to build industrial zone early is a huge buff imo already and albeit situational - river bonuses are great as well. I would make the flooding burst bonus available for everyone instead of flat tile bonuses.

Yet i guess the entire game could be only about Egypt and it be fun to play :)

Sphinx could replace the monument building too :) just for more flavour.
Bluesky95 Mar 28, 2021 @ 10:32pm 
compatble enhaced improved civs mod?
Shichinitzi Mar 28, 2021 @ 1:27am 
This is an absolutely lovely mod that blows the original design out of the water. I only have a few concerns balance/lore-wise:

Why do strategic resources give a minor adjacency bonus? I get why aqueducts and dams are gone, but not this. Is it just a balance thing?

On a similar note why are canal adjacency bonuses gone too? It's like a river that you build, Egypt would be a fan if they had the technology back then. Canals are pretty late game and pretty situational anyway.

Also I hope the bonus from Season of Inundation gets fixed so it works with adjacency bonus policy cards. And the soothsayer exploit should be fixed too.

Take this with a grain of salt, I'm not here to demand for immediate changes as I see fit from an independently published mod.