Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Late Era Zombies
20 Comments
Nerevatar  [author] Oct 25, 2022 @ 11:34pm 
Sorry, but I lost interest in the Civ series after "discovering" Paradox games.

From the top of my head I don't think a cap on the mutation strength is moddable, but the rest should be doable, should someone wants to try to mod it in.
LJMiranda Sep 30, 2022 @ 9:13pm 
One question, is this compatible with 'L4D2 Zombie MOD - Remake' mod?
LJMiranda Sep 28, 2022 @ 5:18am 
From the recent comment section, I know that you might never make mods or add features for Civ 6. But, if I can make some suggestions, that would be: make zombies have a certain limit to their Mutations and can be increase in each era. For example, a zombie can mutate up to 30 strength in Renaissance era until the next era, in which they can mutate to 50. Make zombies more powerful when adjacent to other zombies. Air and Sea units should able to Ignore their mutation strength at 100%, but will decrease depending on the numbers of Zombies adjacent to each other. Industrial or later units should have extra buffs against zombies and extra flaking strength against Zombies. And more defensive modifier on Barricades and Forts for occupied Military units against Zombies.

If you can't be bother, then that's fine.
Nerevatar  [author] Mar 16, 2022 @ 12:21am 
Sorry to dissappoint, but I pretty much left Civilization and I honestly don't expect to be back. If serious bugs are found I will probably make time to fix them, but otherwise no new features or anything like that.
herecomedatpepe Jul 20, 2021 @ 7:58am 
hey, could you make a quick little mod to make barbarian camp raiding (in the clans mode) have a gold yield that scales instead of being 30 for the whole game?
Temida May 26, 2021 @ 8:58am 
Sorry for bothering you, but can you make that their is no zombies anywhere untill a later era (Industrial).
Also, would be coll to chose when zombies apear (era).
Or when the apocalypse stage began, that is when zombies apear.
:steamhappy:
DahakaMVl May 5, 2021 @ 2:46pm 
@Nerevatar Another option could be to make parts of the scaling configurable in the advanced "Create Game" options similar to how disaster intensity can be adjusted.
A mod that did that very well is this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=2176927489
I also integrated the same approach in my own mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2306442154
Source code for the latter is also directly on GitHub:
https://github.com/drandarov-io/civ-vi-mod-configure-diplomatic-victory-points/tree/master
Nerevatar  [author] May 5, 2021 @ 12:21pm 
@Dahaka: Thank you for all the observations and testing! I will probably implement your suggestions in the main mod when I get back into civ6 and modding. I will probably also "merge" some/most of the stuff from Zombie Mode Tweaks since they go well together as you also note.

I also got some other ideas for escalating the zombies in the very late-game, so the "zombie apocalypse" playstyle can still be achieve for those who like the games to go long.
DahakaMVl Apr 27, 2021 @ 5:43am 
Just another note: I believe that the zombie impact is very dependant on the map size. If the map is bigger, more zombies are killed globally and the mutation strength becomes huge. On a small map only a handful of zombies are killed in the beginning, therefore they are very weak.
DahakaMVl Apr 26, 2021 @ 9:59am 
I just played another game where I adjusted "REQUIREMENT_ZOMBIE_ERA" to "ERA_MEDIEVAL" and reduced the BaseSightRange from the Tweak mod back to 3 and I felt it was a great mix between being challenging with a good difficulty curve, being able to manipulate the zombies to attack AI players and choosing whether you want to slow down or accelerate the zombie spread. By reducing the Sight range back to default you can reasonably set up zones where you watch over their movement/spawning and can avoid them for a bit.
DahakaMVl Apr 26, 2021 @ 1:45am 
Turn 170 the zombies have 65 mutation strength. Industrial era just started and the game is over. So without "Zombie mode Tweaks" the game becomes basically impossible.
DahakaMVl Apr 25, 2021 @ 10:57am 
Deity without "Later Era Zombies" from the very start, but with "Zombie mode tweaks":
https://imgur.com/a/MlAw9jN
Here I got pretty lucky early with friendly neighbors and I focused completely on military. However by turn 100 the zombies are almost unkillable with around 30 mutation strength.

In a similar game (on quick speed) when I disabled the "Later Era Zombies" in the medieval era, by the time I got to Turn 150 the zombies had a mutation strength of over 60.
DahakaMVl Apr 24, 2021 @ 9:17am 
I think I have played around 5 or 6 games with it, all Deity. My last game the zombies started spawning 20 turn before I won a culture victory. Another game I won a religious victory and there were just a handful of zombies standing around empty places. The others there were some zombies buy they were very weak. Since only a few zombies spawn early the mutation strength only increases slighty. This results in very weak zombies in later eras. I specifically spawned zombies with a spy in a enemy city around the start of the industrial era. Each time there were about 5/6/7 zombies that got one-hit in the same turn. I only repeated the mission like 5 times. The zombies had basically no impact on the AI.
When I disabled the "Late Era Zombies" somewhere around the Medieval Era it felt just right. Howevery with only "Zombie mode Tweaks" I die basically every single game within the first 30 turns.
Nerevatar  [author] Apr 23, 2021 @ 11:45pm 
@Dahaka: Hmm the idea is to let the zombies mainly come later, but be tougher. But you suggest lowering the start era from Industrial to something earlier? Or maybe increase spawn rate when the appropriate era is reached?

How many games have you played with this mod?

Sorry for all the questions, but I'm just collecting feedback for future developments.
DahakaMVl Apr 22, 2021 @ 12:33pm 
With this I feel like there are no Zombies at all even in late game. Without it and with "Nere's Zombie mode Tweaks" the zombies are unstoppable early game. My workaround is activiting this mod and the disabling it in the classical or medieval era. An alternative would be nice.
Nerevatar  [author] Apr 5, 2021 @ 4:11am 
Hehe looks funny, but this mod does not change the spawn rate so defintely not related to this mod.

But with that amount of zombies it is no surprise GDRs couldn't kill them :-)
GeloDGreat Apr 5, 2021 @ 2:13am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2443526756
i think this is the result of this mod, lol. i was overwhelmed by the zombies and they dont stop spawning hahaha
Nerevatar  [author] Apr 4, 2021 @ 11:53pm 
It all depends on how many zombies dies in a game. Some people report that zombies are no threat at all, and other people report that zombies are super strong. It very much depends on how each game plays out.
GeloDGreat Apr 2, 2021 @ 8:50am 
I think the zombie are too strong, even the GDR cant defeat one zombie in later game, Dont know if this is the cause or your other mod