Sid Meier's Civilization VI

Sid Meier's Civilization VI

102 ratings
DB's Civ VI Gold
5
2
4
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.057 MB
Jul 1, 2021 @ 6:07am
Jan 4, 2024 @ 6:58am
35 Change Notes ( view )

Subscribe to download
DB's Civ VI Gold

Description
Compatible with every version of Civ VI

Subscribe to this mod, and unsubscribe from all my other ones. I do not plan to update any of my other mods, just this one. I likely won't even respond to comments on those mods.



Description
"At a higher level, these increased player choices - or as Sid would put it, 'interesting decisions - are a theme which can be found throughout Civ IV." (Civilization IV player manual)

"According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice." Rollings & Morris (2000)[www.half-real.net]

This mod provides several tweaks that create more interesting decisions for the player. Each tweak is programmed as an option that can be turned on or off from the Create Game screen, so you can play with only the options you like. (By default, my recommended options are enabled.)

Here is how I created interesting decisions for the player:
- Try to make all districts equally valuable so that when you commit to a Campus there is pain for not-having a Holy Site or Commercial Hub.
- Try to make all paths of victory viable so that if you go all-in with military, you're leaving yourself vulnerable to a religious takeover.
- Religion is potentially much more powerful (which can have dozens of beliefs if your opponents fail to contest the Great Prophets), but when you spread it to foreign nations, you give all its benefits to your opponents.
- The mod encourages "tall" play to earn decent science, culture, and great people points... so that if you just spam settlers, you'll probably fall behind.
- Ancient Walls no longer provide a ranged strike (so you'll have to keep an active military throughout the beginning of the game), but Medieval Walls provide one and Renaissance Walls provide two.
- You learn techs and civics from other civilizations.
- You get money from tourism, so there's a good reason to get it aside from a cultural victory.
- The pantheons are extreme... they provide bonuses in very limited circumstances (e.g. Apollo only favors Sheep) but the bonuses are so strong that players are filled with murderous rage when they see their "holy ground" occupied by someone else.
- Units hide in trees, so you need to bring scouts on your war campaigns (scouts can spot invisible units like privateers).
- Monuments, Wonders, Theaters, and Entertainment Complexes provide loyalty pressure on all nearby cities. And when you have some net loyalty pressure on a foreign city, you get vision in that city (so there's a good reason to pursue loyalty even when you can't cause an opponent's cities to rebel).

Additionally, this mod cleans up many aspects of Civ VI. It fixes several promotions that weren't described properly. It provides nuanced explanations of important concepts like unit combat, city combat, and embarked units so that you don't have to Google those things on the side. It gives you a better combat preview and a detailed notification of the actual outcome of your battle (which is incredibly useful in a Hotseat or Play By Cloud game). Great Generals and Admirals enhance all units that come before them (e.g. Napoleon would have no problem leading an army of swordsmen and knights).



Details
Details of every Game Option. Too lengthy to fit on this page!



Quick Start: Single-player
Just subscribe to this mod and play.



Quick Start: Multiplayer
- Subscribe to this mod.
- On the Game Setup screen, scroll down to the "Only Multiplayer Options" section and check all of them.
- Play.



Background
The Civilization series came to life for me with "Civilization II: Multiplayer Gold Edition." I had casually checked out the predecessors at friends' houses, but it was the multiplayer capability of the Gold edition that led me into civ fanaticism.

Multiplayer is still what I prefer to play. I don't get nearly the satisfaction beating soulless computers that I do from besting my brother. And while Civ VI has good multiplayer capabilities, my impression is that the game was fundamentally designed as a single-player game. For example, why does every civilization and leader have its own unique bonuses and units? In single-player that gives the game loads of replayability. I have to do things much differently when I'm Gandhi than when I'm Simon Bolivar. I get a whole new experience and also get to learn about some of the history that makes those societies unique.

But for multiplayer, this design choice is trouble because it's next to impossible to balance the bonuses and units for 30+ civilizations. One guy starts with Columbia's free movement and free comandante generals (that stack an additional +5 CS on top of normal great generals), and another guy starts with stepwells. Again, for single-player that's not terrible. It doesn't all have to be balanced to have an enjoyable game. But neither I nor my brothers want to play out a game with such a severe handicap.

I have a lot of mods here at the Steam Workshop, and most of them are just tiny little tweaks. Things like limiting religious units to only 2 movement or removing the condemn heretic function. But here's the deal: these tweaks were designed to work together. I created them as separate mods originally because I want players to be able to customize the game to their liking a la carte. But when you're starting up a multiplayer game it is extremely cumbersome to get all the players to subscribe to 31 different mods. And how do I communicate to my followers that I no longer think a certain tweak should be used anymore?

The breakthrough for me was when I learned how to bundle all these tweaks together as Advanced Game Setup options. And this is the mod that has them all.




Compatible Mods
A list of the mods that I use and other compatible mods can be found in this thread.



Credit for the awesome ring graphic goes to Lethal Chicken[www.artstation.com]
Popular Discussions View All (5)
3
Nov 7, 2023 @ 11:46am
Changes that aren't optional (always load with this mod)
DB
1
Oct 23, 2022 @ 12:14pm
Direct Download?
Dan H(A)VOC
355 Comments
Illmatic Jun 6 @ 3:55am 
Can i have all Holy site buildings (temple, mosque, cathedral etc) with this mod? Thanks
mikejj Jun 2 @ 9:58pm 
This doesn't seem to be compatible with cypryan's workable outer rings mod
Display Name #KillTF2 Apr 30 @ 4:37pm 
Hello, I have a problem in Rise and Fall with this mod making governors promotion screen empty. The "no more stirrings" option is also cannot be turned off.
adi 4k Apr 11 @ 6:52am 
I have a question on Balanced Walls: what is the effect of Urban Defenses?
- Ancient Walls have no ranged attack.
- Medieval Walls get a single ranged attack with a range of 1.
- Renaissance Walls get two ranged attacks with range of 2.
- Victor's Embrasure promotion provides an extra ranged attack AND an extra range.
InfoManiac Apr 3 @ 3:51pm 
crashing on map load. This is my collection https://steamcommunity.com/sharedfiles/filedetails/?id=2891073319 please help v.v
WorstplayerNA[TPA]Huro Mar 19 @ 11:36am 
Since you are not working on the other mod is there not a way for you to remove them from the work shop? I am not sure if there is myself since I am not a Mod maker but a person who adds mods to customise the game. I am going to try adding this mod since I am annoyed with Religion in this game since the AI can dev. command to spawn 20+ Missionaries and so on in 1 turn and really had to counter or eliminate when trying to do a Science Run of the game,
VModBAddict Mar 5 @ 5:37pm 
@Doocoo - I had the exact same issue but isolated it to the 'TC Unit Limit Enforcement' mod. Are you using that one by any chance?
VModBAddict Mar 5 @ 5:36pm 
I have likely the same issue as Jetstream Sam below - opening dialogue audio (when game launching or loading) does not play. But I can confirm meeting other civs in game works fine. This is with the 'no more stirrings' option either on or off.

I've also identified this mod conflicts with JNR's Wetlands mod, since late last year (previously worked fine together). Having just this mod and Wetlands active makes is impossible to load a game, even when every DB Civ 6 Gold option is turned off. IF that's an easily identifiable issue it would be great to have compatibility back!

Regardless, this is a great mod and I really love the ability to tweak so many settings. I build my mod lists (usually 100+) around this one!
jtdice Feb 13 @ 7:52am 
Love this mod! Quick comment, the Olympic Pantheons feature where certain resources gain faith adjacent to a holy site. For Peter / Russia, their unique site the Lavra doesn't seem to be recognized as a holy site to get this faith bonus applied to resources (e.g. Olives for Athena pantheon).
DB  [author] Jan 15 @ 8:58am 
Hi Thaco!

It's been a while since we I've looked at the code, but I think the area you're interested in is here:

DB - Civ 6 Multiplayer Gold\!LUA_UI_Includes\DB_Includes_UI.lua [line 879]

I'm noticing that my comments about how this works doesn't match the actual values in the code. (e.g., the comment says +20 for meeting, but the code says 0) I changed the values at some point to satisfy some players.

Have a great day!

Kind regards,
DB