Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Radiant Light National Wonders
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
8.448 MB
Aug 15, 2018 @ 11:34am
Aug 18, 2019 @ 12:52pm
4 Change Notes ( view )

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Radiant Light National Wonders

Description
This mod adds 8 National Wonders buildings with original effects (based on Magil's National Wonders Mod) and a "stand by" City Project.

Working with R&F only (Im using some modifiers from there)

~~~~~~~~~~~~~~~~~~~ UPDATE STATUS ~~~~~~~~~~~~~~~~~~~

Updated on 17/08/2018. Adding a new & useful "stand by" project. See the details with the change notes button.

~~~~~~~~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~~~~~~~~

Before starting, you guys must know that this mod only exist thanks to Magil's Wondrous Wonders mod (check link below in special thanks). I think i wouldn't ever have the idea myself to make these National Wonders. By looking at his mod many times, playing many games with it, i felt totally convinced and i think it could have even been an official release. Let's praise creator's kindness, because he allowed me to make my own mod of these National Wonders based on his mod's concept, which is always just so you know a generous decision in the modding world. That being said, if in the future this mod brings you balance problems, bugs, conflicts or any kind of issue, this will not be Magil's fault but only mine.

Why did i feel the need to make a cover of these National Wonders ? Well first of all I don't pretend to make better ones, but it's more another interpretation of what National Wonders could have been in another guy's head.

Here are the main differences i thought about :
  • I wanted to create a compacted/light alternative version with only 8 National Wonders so i can still have them in a game, but much in a more discreet way.

  • Each one of them is affected to a single district and they gather several similar bonus effects you can already find in Magil's mod + few new ones i brought back from my knowledge and some tweaks.

  • They are not available at the same time/era (so always in the same order), letting you do your preparations when one of them is coming.

  • Each of their production cost is really heavy, and their maintenance cost is high aswell. To sum things up : A nice bonus in sight, But ! You will have to deserve it, working your a** out to seize it !

And that's all, this is how i would have conceived National Wonders myself ! Try it out and i hope you will love them !

(Won't ever do it for Amenity district because amenity is already a almost too much powerful in this game.)

~~~~~~~~~~~~~~~~~~~ MOD CONTENT ~~~~~~~~~~~~~~~~~~~

Let's see what this mod do in detail :

-------------------- Adding National Wonders (Unique City Exclusive Buildings) --------------------

Each of these National Wonders has heavy production cost depending of its era, and a heavy 5 gold maintenance cost. They also often require a first building to be built.

---- Elite Forces Quarters ----

District : Encampement
Civic required : Military Training

+ 8 City Inner Defense (Ranged attack power).
+20% Production in this city towards Land units.
+20% Experience and +4 Combat Strength bonuses for Military Lands units produced in this City.
+1 Great General point per turn. 

---- Navy Master Carpenter ----

District : Harbor
Civic required : Naval Tradition

+20% Production in this city towards Naval units.
+1 movment for all sea units tained in this city.
+20% Experience and +4 Combat Strength bonuses for Military Naval units produced in this City.
+ 1 Great Admiral point per turn.

---- Grand Temple ----

District : Holy Site
Civic required : Divine Right

3 Slots for Religious Works of Art or Sculptures and 2 slots for Relics which can be all themed.
Your Apostles get the chaplain promotion for free.
+2 monks units if you have requirement (You already founded your religion).
+1 Great Prophet point per turn. 

---- Golden Bazaar ----

District : Commercial Hub
Civic required : Medieval Faires

+1 Trade Route capacity.
Domestic routes from this city provide +2 Gold.
International routes related to this city provide +2 Gold to both cities.
Each luxury resourced worked by this city provides +2 Gold.
Each bonus ressource worked by this city provides +1 Gold.
+1 Great Merchant point per turn.

---- Metalworks ----

District : Industrial Zone
Civic required : Nationalism

+15% Production in this city.
+2 Production to each strategic resource worked by this city.
+1 Great Engineer point per turn.

---- National Culture House ----

District : Theater
Civic required : The Enlightement.

+20 % Culture in this city.
2 Great Writing slots, 3 Great Art slots, and 2 Great Music slots, automatically themed when filled.
+1 Great Writer point per turn.
+1 Great Artist point per turn.
+1 Great Musician point per turn.

---- HighTech Facility ----

District : Campus
Civic required : Cold War

+20% Science in this city
+30% towards Space Race projects in all cities.
+1 great scientist point per turn.
+1 great engineer point per turn.

---- International Airport ----

District : Aerodrome
Civic required : Rapid Deployment

+100% Tourism pressure from this city towards other civilizations in the Modern era or later.
+20% production toward Air units in this city.
+20% Experience and +4 Combat Strength bonuses for Military Air units produced in this City.
+10% Culture in this city.
+2 Great Merchant points per turn.

---- City Savings Operation ----

Type : Project
Tech required : Writing
Production Base Cost (only for refreshing it) : 1000 x Gameprogress% (end @10000)

10% City Production Output Turned into Gold. (City with 40 production will generate 4 gold per turn while this project is active)

~~~~~~~~~~~~~~~~~~~ MOD COMPATIBILITY ~~~~~~~~~~~~~~~~~~~

This mod only work when a whole new game is created while activated and can't work fully on already existing saves. Sorry it couldn't be avoidable. (It actually can work if you never has such infos, never built them but it's not advised)

This mod is not compatible with :

- Magil's National Wonders Only
- Magil's Wondrous Wonders

Though it should work fine if you take only his "World wonders Only" mod which is not related with National Wonders.

~~~~~~~~~~~~~~~~~~~ SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~

The mod creator Magil (Napstablook) of course and his National Wonders mod : https://steamcommunity.com/sharedfiles/filedetails/?id=877194807

~~~~~~~~~~~ RADIANT MODS & SUPPORTING ME ~~~~~~~~~~~

You can find all my mods by searching "Radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod's tittles.

If you always dreamt about such mod and feel like im deserving a donation for all these passionate working hours, here is my paypal : shiroifushicho@gmail.com.

Beside that, if you still want to greets me more, there is another way invaluable to my eyes ...
I am a comic artist irl, like one, i struggle a lot to put my personal project on the saddle (still in the making). By just joining my facebook page here [www.facebook.com] (the best place for now) you will see my work, updates and i really deeply hope to see you joining me there. Any solider in my ranks means a big deal to me !

16 Comments
xxx78 Mar 1, 2020 @ 11:34am 
Is this "universal fix for DLC load order" any useful current GS patch?
Dark Lord of History Mar 5, 2019 @ 9:39pm 
I hope you get better, Kimu. This is a great mod.
Shirohô  [author] Feb 15, 2019 @ 7:35am 
I will type a general message here for news about new exp : I don't if my mods are fine with it, because i don't own it yet and don't know about the new data trees. Sad thing is i have no money for now to buy it, nor time to work on this because i have some serious health issues to solve before. let's hope i will be back the soonest possible and not in 5 month : / but make no worries, Civ 6 is still one of my top favourite games and it's a matter of time i get my hands on it. My mods were all created with lot of work and patience and with the goal to be as much compatible as they can, thus it means some of them could perform perfectly fine on this new expansion with me without needing me to do anything with their code and some others probably won't. Just test them and give me bug/glitches is there are until the day i come back.
lunkey Aug 24, 2018 @ 1:08am 
well kimu i did the last commend and I wanted to copy and paste the database fil, but their were more than 1000 words in it so I can't post it



Shirohô  [author] Aug 23, 2018 @ 6:52am 
@Mr King, follow the instructions on the readme, and you will be set for hundred of more complicated mods. If this is not working again. You will proceed these steps S1 : Launch your game with only my mod and R&F. S2 : Start a game, and wait for your game to crash (with that error message). S3 : Shut everything, the error window, the game, back to desktop. S4 : Now on your computer go to Mydocuments at this place (\Documents\my games\Sid Meier's Civilization VI\Logs). In that Logs folder, there will be plenty files, i only need what's in one : "Database.log". If you can open it, copy everything there is in it and paste it to me in a message or simply here. I will know what's going on and can help you further (if it was not fix with first hypothesis).
Shirohô  [author] Aug 23, 2018 @ 6:46am 
@Mr King. Okay ! No pbm Mate i will help coz i think my mod rocks and you will love it : D So ! Two things, First, if you are a bit new to Civ6 modding, it's possible so far you might not have installed the universal fix to bypass dlc load order. If you don't remember doing that, this is the first thing you need to do ! For some mod like this one that edit sensible value, you have to install manually that fix (Firaxis messed up something here, not our fault). This won't break your game, even vanilla, etc, it's 100% harmless and just tweaks game load order dlc to accept mods better. https://www.dropbox.com/sh/1jt0bjpos5u18q5/AABOD2-HOBcU71m1BFksx59ga?dl=0
Mine is far to be the only one to require that, i think i will add it to description but it's another modder's Link.
lunkey Aug 23, 2018 @ 2:02am 
@kimu well it did not chrash but this is what happend. I turned off all my mods accept for this one and stared a new game with R&F. after it says loading please wait, it lead me back to de main screen with saying "there was an error starting the game. we recommend disabling any mods and trying again. Error - 3045188730''. I dont know what to do and I hope you can help me with it.

P.S sorry for the bad English
Shirohô  [author] Aug 22, 2018 @ 5:23am 
@Mr. King Yeah it seems you are the only one for now (got around hundred only positive returns so far since last update) but don't worry i can help you to solve that. It's strange it's crashing if this is the only one active, it shouldn't be. My first question can sound silly but i have to ask : Did you make sure you noticed it was a mod working only with R&F expansion ? Then if yes, i can start to help you : you will have to copy paste what it is in the Database.log file there Documents\my games\Sid Meier's Civilization VI\Logs right just after your game crashed.
lunkey Aug 22, 2018 @ 1:00am 
am I the only one who's doesn't work. every time I load up a game with only this mod, it crashes
Prestige_ Aug 19, 2018 @ 11:27am 
@Kimu - ya i thought as much, will do if i ever get R&F! :)