Sid Meier's Civilization VI

Sid Meier's Civilization VI

Four Seasons
71 Comments
TCMOREIRA Aug 19 @ 3:38pm 
Played a little! Liked it a lot!

Is it compatible with City Lights?
Rafamahatta Apr 2 @ 3:56pm 
Great mod idea, but small changes. I want more diversity!
Obb Jun 18, 2024 @ 4:30am 
Well, I’m not sure I will ever disable seasons anyway, that’s my new vanilla ^^
I wish the mod became more developed, and with a bit more settings.
Like I do with every good mod ! It’s very nice as it is, well done, thanks.
Obb Jun 1, 2024 @ 5:46pm 
Very interesting !
Would’ve been nice to also have a setting to toggle the seasons altogether, instead of having to enable/disable the mod. But that’s nickpicking !
Radon Apr 26, 2024 @ 11:26pm 
very cool mod
MimiWimi Mar 17, 2024 @ 5:18pm 
Enjoyed playing with this mod on. However, there is a bug that occurs when founding a city during winter. Any change to food, production like adding improvements or purchasing a building causes that city to have 999+ production time on anything. So as a workaround, if i found a city just before or during winter, i dont touch it until winter is over.

For others that cant move units during winter, there is a movement reduction for the duration of that season. If your warrior has 2 movement points and the winter severity has -2 movement effect, then 2-2=0 movement. That means you wont be able to move because you are out of movement points.
MaxTheManiac Jan 6, 2024 @ 4:01pm 
Cant move my units during winter...Bug?
Darío Oct 28, 2023 @ 2:44pm 
The best mod. Thanks for this!!!!
sharpNd  [author] Sep 2, 2023 @ 10:59am 
Units being immovable is not a bug, but a feature. You likely encountered a severe winter where the movement penalty is too high, resulting in some units having 0 movement in a turn. This makes the units unusable for the duration of the winter.

Keep in mind that you need to factor this in! It might be a wise decision to overwinter your units in a safe spot.
Spartak Jul 31, 2023 @ 3:45am 
IT HAS A GAMEBREAKING BUG:

AFTER SOME TURNS, YOUR UNITS BECOME STATIC, like @duestere said!
Damn it was a awesome mod but now I have to unsub, thank you for the fish! :steamsad:
superman1988 Mar 26, 2023 @ 3:03pm 
One of my favorite mods, works great and adds a whole new layer of strategy (i.e. think twice about going to war in/near winter) without being fiddly.
Doc_Furtado Dec 11, 2022 @ 3:18am 
Great mod and ideia, but, for the game works better, maybe you can make only two seasons, normal and winter, this last with only few turns, short with comparison with normal time, and only on that little part of the year receive the worst changes
spartan1204 Dec 3, 2022 @ 9:57pm 
Can someone provide an example to how severity affects the effects?
Chrissant Oct 8, 2022 @ 6:17am 
It's a great concept, but winter nerfs to food can be game breaking and simply eliminate and weaken all starts that do not have a surplus of food. So I think it needs adjustments, or scaling effects. Perhaps just reducing the food penalty in winter to -1 and making autumn neutral like summer would be better.
paulekelly1 Sep 29, 2022 @ 5:56am 
Can you disable the mod during a save game or are you stuck with it once you begin a game with this mod active?
Junky Jul 24, 2022 @ 6:34am 
Can you penalize the shoot range of walls in winter severities of 6 to 0?
I think when land units can't shoot because of no movement, walls shouldn't be able too. Espacially for gameplay reasons.
damianvincent Jul 24, 2022 @ 12:03am 
All in all, amazing mod, amazing work, just had to tweak a few things to my own personal liking. Keep up the great work and thanks for sharing your creativity with the community!
damianvincent Jul 24, 2022 @ 12:03am 
Really love this mod, although I had to tweak some stuff around, like the movement penalty in winter, only during winter severe 5 is it -1, & severe 6 is it -2, but increased movement penalties for sea movement, so that only levels 1, 2 provide any kind of sea movement during winters, which can be overcome as tech advances, but during classical antiquity in particular, sea travel during winter was basically a nonstarter, and that's what I went after with that. Also adjusted some values around food prod as well, it would be amazing if we could store food for those penalties during winter, but it's basically grow, grow fast, or lose pop with how its set up currently, so I nerfed the penalties to only the most extreme severe 5, 6 during winter, and gave some more buffs to Autumn as this was crop harvesting season. If we could figure out a way to store food, this would be something really special.
duestere Legende Jul 7, 2022 @ 7:02am 
hm your mod makes a bug.. after some fights, cant moving or ability using for many turns.. units standing like to sacrifice and doing nothings, cant upgrade too units.. cant use farmers..

i saw in your icon for weather, fight fatique? maybe is this the reason? makes so never sense if own units get handycap and attackers can free attack me without handycap..
duestere Legende Jul 6, 2022 @ 8:23pm 
works this mod for complete world or in different zones?
𝕐øHαΝ𝔫 ✠ Jul 4, 2022 @ 8:04am 
french version
poe Jul 2, 2022 @ 1:55am 
Seems like it. Cool mod but the mobility kill during severe winters ruins it.
MXcream Jun 23, 2022 @ 12:02pm 
Is it possible that winter from this mod has complitelly stopped most of the units's movement?
spartan1204 Jun 15, 2022 @ 7:47pm 
https://hoi4.paradoxwikis.com/Weather
Have you ever looked at how Hearts of Iron handles weather for inspiration?
Junky Jun 15, 2022 @ 11:13am 
Thanks for the link!
braytard Jun 14, 2022 @ 6:46pm 
For some reason it isnt working for me. Im On turn 64 and it says it will start Autumn on turn 9 or 13, please help
H.Humpel Jun 11, 2022 @ 3:23pm 
Hi sharpNd,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Junky May 28, 2022 @ 5:30am 
Hi sharpNd, Hi CivFans,

German Translation will be available in a couple of days in the German translation Mod here: Civilization VI Mods - German translations
I would be very happy if you could insert a link in your mod description here, that these users can find the translation by an easy click on it.
In this mod many other civ6 mods are translated (and translations will only be loaded if you use the mods). If you make any changes to your mod we will translate the updates as soon as we can.
We do this to let you develop your mod independently of us and not have to worry about it.
Thanks in advance.
Spartak May 28, 2022 @ 3:51am 
Can you boost the Winter Severity (lower healing, more expensive upkeep...) so we can face "General Winter" challenge? Please? Youre doing Devs work my friend! Thank you so much
Puddings May 27, 2022 @ 7:38am 
Does severity of the seasons get worse as global warming gets worse?
Twitchey May 26, 2022 @ 3:01pm 
Agreed, the update notes sound great, thanks for going the extra mile there.
Vengeance 1791 May 26, 2022 @ 10:45am 
absolutely love this mod
love the update
bravo 10/10
她惹绿色 笔吴 (猫 ㅇㅅ May 21, 2022 @ 12:07am 
And maybe the opposite (-0.5 science/faith, etc) in low severities where you gain massive food/production yields.
她惹绿色 笔吴 (猫 ㅇㅅ May 21, 2022 @ 12:05am 
I think higher severity (4-5) seasons should give other tile yields as compensation. Maybe 1 science from severe winters, 1 faith from severe summers, something along those lines.
judeklindra May 20, 2022 @ 10:52am 
If you settle during Winter your city will be insane
green tea is life May 20, 2022 @ 6:15am 
it's time to make granary shine?
maybe add some feature to granary to help the citizen survive to winter. it's has been invented for this job
SparklingWater420 May 19, 2022 @ 5:49pm 
I think autumn should have a buff to food, to represent the harvest
Junky May 19, 2022 @ 1:04pm 
Can you insert a Localisation in your Tooltip in Four_Seasons_UI.xml.
I'm going to translate to german language. Not much work at the moment.
I can't translate the season names. I think they are hardcoded in your lua-File. Can you change that too?
COMRADE May 18, 2022 @ 8:02pm 
想法很好,观望一下
CIGARETTES May 18, 2022 @ 6:13pm 
amezing
Hajnc May 18, 2022 @ 2:07am 
The overall idea is great, but execution just sucks out all fun from the game for me. I would suggest that only winter should give severe debuffs, spring should be neutral or give small buffs, summer should give big buffs and autumn be neutral or give small debuffs. Using your severity system for that would be great, mild summer could give massive buffs due to having weather good for vegetation, while a severe one could actually grant debuffs due to droughts. Same goes for every other season.

Also it would be great if seasons would impact weather related catastrophies - more droughts, tornadoes and hurricanes in summer, blizzards outside of tundra in winter, more floodings (due to rain) in spring and autumn etc.

Overall a great idea, but current execution just makes the game less fun. Also non severe seasons should't affect production, leaving it off just to food yields would be enough in my opinion.
MAO May 17, 2022 @ 10:49pm 
Great work, but suffering...
sharpNd  [author] May 17, 2022 @ 1:43pm 
@Shuricas Sure, yes. Feel free to use everything as long as you give credit.
Gleb Cornery May 17, 2022 @ 12:57pm 
@sharpNd i have some ideas how to improve this mechanic. And I make mods. Can I use core of this mode to make an improved version (with link to this mode in description)?
Twitchey May 17, 2022 @ 12:09pm 
I would presume he is referring to a lack of food causing starvation, which effects happiness/loyalty and might result in revolution in certain cases.
sharpNd  [author] May 17, 2022 @ 9:55am 
@Twitchey I like the idea of the summer giving bonuses based on a severity. Will focus on that.

@Fernando_R See above & regarding loyalty: I never had any loyalty problems in the testing process, is that really a thing? Would love to hear more about that issue.
Fernando_R May 17, 2022 @ 9:28am 
Nice idea, but in the actual game it just brings torture cuz you never see positive bonus from any of the seasons (especially summer, which should have provided plus food or production), and autumn & winter always brings minus status, causing cities to starve and lose loyalty till it collapses. I personally suggest an improvement on the balance...
green tea is life May 17, 2022 @ 7:13am 
should we add natural disaster for each season?
like blizzard in winter storm in summer etc.
Twitchey May 17, 2022 @ 5:58am 
Sorry for the posts being a bit jumbled due to the character limit, read the last one first and it makes more sense ;)
Twitchey May 17, 2022 @ 5:49am 
Another thought in regards to the timescale/calender issues could be to change the basic idea of the mod to suggest that instead of a seasonal change that is occurring, that the amount of years that pass in turns are full of particularly bad or moderate winters, or particularly fruitful or neutral summers.

This would almost completely change the nature of the mod and would remove the need to even represent autumn and spring at all, but it would make more sense within the logic of the game.

Perhaps that could just be a separate mod idea too though. It doesn't have to be perfect to still be a great mod.