Sid Meier's Civilization VI

Sid Meier's Civilization VI

Starting Pets for ALL CIVS
34 Comments
rui.raen  [author] Mar 29 @ 5:36am 
Yes try to see XML inside workshop files
TurtleMaster Mar 23 @ 12:25pm 
Hey, is it possible to change which animals civs start with? I for one wanna use the white tiger in a snowy enviorment, but I dont really wanna play as India.
Obb Jun 10, 2024 @ 7:01am 
Thanks for your answer !
Indeed, doesn’t seem to be working. I enabled both your pet mods, but got none.
rui.raen  [author] Jun 10, 2024 @ 2:35am 
I believe not at the moment.
Obb Jun 9, 2024 @ 2:03pm 
Can be used alongside the Wildlife mod’s rework from Leugi ?
rui.raen  [author] Dec 12, 2021 @ 6:51am 
You protect pets and they protect you. Besides, it has a feature, if they die another will appear.
EsroHyzArC Dec 9, 2021 @ 12:12pm 
This is adorable.cant see a situation to actually use it but it looks like a fun idea!
howevah Oct 29, 2021 @ 10:13am 
awesome m8 ty! :)
rui.raen  [author] Oct 29, 2021 @ 7:45am 
rui.raen  [author] Oct 29, 2021 @ 6:37am 
@howevah: They don´t cost you anything so having more with no problem. You can remove them at will, If you remove all of them by mistake only one of each species appears, as in the last update. As for Barb animals, I will make a new version, stay tuned.
rui.raen  [author] Oct 29, 2021 @ 5:55am 
Updated: If your pet is dead for some reason don't cry, one of the same species will appear somewhere near your capital city.
rui.raen  [author] Oct 27, 2021 @ 3:14pm 
I can make two versions Maybe.
howevah Oct 27, 2021 @ 1:02pm 
Sweet, to bad about removed barb animals being removed. Absolutely loved the massive amount of barb animals everywhere :)
rui.raen  [author] Oct 27, 2021 @ 12:10pm 
@howevah its default behavior, I removed barbarians animals, but since they appear at wildlife by script, the only way I found is also use script to remove but only next turn they disappear. As for doubling animals will try to correct it.
howevah Oct 27, 2021 @ 11:00am 
No idea if it's just me...but all non player animals spawn for just 1 turn and then they are gone.
Also every time you load "auto save turn 001" your pets get doubled.
howevah Oct 27, 2021 @ 10:59am 
No idea if it's just me...but all non player animals spawn for just 1 turn and then they are gone.
Also every time you load "auto save turn 001" your pets get doubled.
rui.raen  [author] Oct 24, 2021 @ 8:20am 
A tip from my kids! updated version with healing ocean animals outside borders.
rui.raen  [author] Oct 23, 2021 @ 2:14pm 
Additionally, I already used "Custom Unit Names" from @ChessPro2007, but now is a must-have, just name your Pets! from start: https://steamcommunity.com/sharedfiles/filedetails/?id=2507454153
rui.raen  [author] Oct 23, 2021 @ 2:11pm 
Fixed the coastal access! It was that "no embarking" feature that I missed earlier.
rui.raen  [author] Oct 23, 2021 @ 12:51am 
Thanks you two for all the valuable inputs, I will check that out.
Shirotora Kenshin  [author] Oct 22, 2021 @ 4:55pm 
@ChessPro2007 - Yep, that is true, we added that feature cause after the first release all the mod users told us that it is too annoying having the sea animals pillaging the coastal improvements all the time.
@rui.raen - it is not defined in graphics stuff, but if sea animals will be able to enter coastal tiles, you will see some graphical glitches, with some parts of the body of sharks going under the ground, there was no solution to this.

It seems that a lot of people like that new mod, i am glad rui raen had the idea that it would be better to have pets than to kill barbarian animals.
ChessPro2007 Oct 22, 2021 @ 4:07pm 
@rui.raen It, also happens with land combat animals as well. No matter the tech you have land animals are stuck on that same continent they started on. To be honest it is easy enough to edit, all the creator of the wildlife mod has to do is remove the unit abilities section.
ChessPro2007 Oct 22, 2021 @ 4:05pm 
@rui.raen Well, unfortunately after looking in the code it turned out to be a part of the original mod. All sea animals have a 'unique' ability to being unable to enter coastal tiles.
rui.raen  [author] Oct 22, 2021 @ 10:17am 
@ChessPro2007 I also noticed that. I will try to correct it next time but I believe it's a thing defined at the graphical level, let me see with Shiro. Thanks for your support.
ChessPro2007 Oct 22, 2021 @ 6:22am 
Funny mod! Too hilarious to see Maori fighting with whales, lol. However, I do have a problem with this mod. I don't think the sea animals are flexible enough. They just stay in the ocean all game. Some should be able to move into coastal tiles. (If a 6-ton battleship can go in coastal waters, why can't a shark?)
Noah Oct 20, 2021 @ 1:03pm 
@rui.raen Haha, that's sweet. And no problem, I'll go ahead and give this its first award :steamthumbsup:
Be_Le_Me Oct 20, 2021 @ 8:12am 
Very cool!
rui.raen  [author] Oct 20, 2021 @ 6:14am 
For more info just added much more ("spoiler") screenshots.
rui.raen  [author] Oct 20, 2021 @ 5:31am 
@V This mod just uses WildLife ones, made by @Shirotora Kenshin. But you can take a look into Dinosaurs in Prehistoric Mod mod that also depends on WildLife mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1883172855
v Oct 20, 2021 @ 5:20am 
Hi!.Can you make a dragon or a leviathan? :)
rui.raen  [author] Oct 20, 2021 @ 2:29am 
@Noah actually has a cool story behind it, my kids play civ 6 and they love WildLife mod. And I once said, "well, I believe I can add them to your playing civ", which they said "Please DO!", and here you go :) Thanks for your support.
rui.raen  [author] Oct 20, 2021 @ 2:25am 
@gabagool you have more info at the wildlife mod that this depends on: https://steamcommunity.com/workshop/filedetails/?id=1794164160 , but you don't have all the stats there.

Anyway, besides being amazingly designed animals, their strength and overall stats are not very different from units at the start game (see Manta at screenshot).
Noah Oct 19, 2021 @ 4:41pm 
Civ really is the only history game that can offer mods like this. Cool stuff.
brometheus Oct 19, 2021 @ 2:33pm 
What do the pets do? Any stats for their sight range, combat strength, etc? The civfanatics link doesn't have any info