Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Colony and Empire
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18.378 MB
Oct 15, 2021 @ 5:37pm
Jan 15 @ 4:51am
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Colony and Empire

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Description
Colony and Empire

Overview
This mod is an experimental overhaul and rebalancing mod for Civ6. Focuses on introducing new features such as Corruption, Stability, and Colonies, enhancing International Trade Routes and Strategic Resources, and improving AI and Combat systems. The goal is to make the game more historically realistic and strategic. Details.

News
2023/12/31:
- Support for the "More Maritime: Seaside Sectors" mod.
- Support for the "Offshore Aerodrome" district added by the "Coastal/Waterfront Speciality Districts" mod.
- Overall balance adjustment.
- New buildings "Great Temples" have been added.

Features
Corruption and Stability
In the original Civ6, it was all about increasing the number of cities. Territorial expansion penalties (city maintenance costs like in Civ4, global happiness like in Civ5, etc.) do not exist in Civ6. Therefore, the more cities you build, the more powerful your civilization becomes, like a snowball, and the more you can overwhelm other civilizations. Infinite City Spam (ICS) is probably the best strategy in Civ6.

However, in this mod, Corruption and Stability have been introduced. This means that the more cities a civilization owns, the less output and loyalty it has per city.

Each city suffers a penalty of "total number of cities * -5% output" and "total number of cities * -2 loyalty" due to increased Corruption and decreased Stability. For example, if a civilization owns 10 cities, each city suffers a penalty of -50% output and -20 loyalty. if a civilization owns 20 cities, each city suffers a penalty of -100% output and -40 loyalty.

If there are too many cities, the growth of each city will stop, the total output of the civilization will decrease, and a lack of loyalty will lead to rebellion. This makes a small number of large cities more efficient than a large number of small cities, and makes tall plays more advantageous.

In addition, the government has added effects that increase the output and loyalty of each city. For example, Monarchy gives each city +30% output and +12 loyalty. Synthetic Technocracy gives each city +50% output and +20 loyalty. As you move to a more advanced government, the Corruption/Stability penalty can be offset and you can own more cities.

Anarchic City/Direct-Controlled City/Colony
In this mod, cities are divided into three different states.

- Anarchic City: A city immediately after settlement is anarchic. Anarchic cities have drastically reduced output and are virtually non-functional. For a city to function, a City Hall or Governor-General's Office must be built.
- Direct-Controlled City: A city where a City Hall is built becomes a direct-controlled city. The direct-controlled city will recover its original output and become available for development.
- Colony: A city with a Governor-General's Office becomes a colony. The colony itself remains sharply reduced in output, but increases the output of civilization's trade routes and direct-controlled cities.

Cities built by their own civilization can also be colonized. However, it is more profitable to colonize cities taken from other civilizations. Up to 8 direct-controlled cities can be owned. Thus, all other cities become colonies.

Creating districts and buildings in colonies has little effect and wastes maintenance costs. Therefore, it is rational for the colonies not to develop and continue to produce projects. This saves time and effort in city development. The colonial system is intended to reduce micro-management when the number of cities increases, as in the case of the vassal states in Civ 4 and the puppet cities in Civ 5.

Economic Interdependence
In the original Civ6, international trade routes are less important, and autarky (self-sufficient economy) is encouraged. Even a civilization isolated from the rest of the world can develop sufficiently through building output and domestic trade alone. Moreover, isolation is more advantageous for development because there are fewer competitors and more cities can be built.

In reality, this is not true. Regions that have not interacted with foreign countries have not been able to introduce advanced technology and culture, and their development has been slow. Also, free trade countries that can take advantage of the vast global market are more likely to develop than protectionist countries.

This mod greatly increased the science and culture available from international trade routes, and also gave nearly the same amount of output to both the origin and destination. This will allow civilizations that mutually send each other international trade routes to develop faster than those that use only domestic trade routes. This will solve the problem of initial location disparity, as isolated civilizations will have an advantage in territorial expansion because there are few cities of other civilizations, while civilizations in densely populated areas will have an advantage in technological development because they have many trading partners.

In addition, the available trade route capacity has been increased. In addition to Markets and Lighthouses, Airports and technological development will also increase trade route capacity. As the weight of trade routes in the economy and research has increased far more, civilizations that are cut off from international trade will be far behind in their development.

Strategic Resources
In this mod, all units consume strategic resources. Strategic resources are now very important. In addition, resources are now supplied by buildings. For example, the Armory supplies Niter, and the Hangar supplies Aluminum. This will ensure the minimum amount of strategic resources required. Personnel, Devotees, Materials, and Manpower have been added to the new strategic resources.

Immigration
Newly added Recruitment/Immigration projects will allow for population movement between cities. Recruitment project consumes the city's population to obtain Manpower resources. Immigration project consumes Manpower resources and increase the city's population. The import and export of Manpower to and from other countries allows for migration between nations.

Economic Victory
When the total gold revenue per turn is +10000 or more, the World Bank is built. Upon completion, Diplomatic and Cultural Victories are assured, effectively achieving an Economic Victory.

Supported Languages
  • Japanese
  • English (Partially automated translation)

[Caution]
Due to a glitch in the UI, the technology tree will freeze when selecting a technology after the Information Era, so please select your research target from the World Tracker.

Links

Since this mod was created in Japanese, this description and the in-game text have been automatically translated by DeepL. It may contain mistranslations and unnatural expressions.
If you have any bug reports or suggestions, please comment.
Popular Discussions View All (6)
15
Aug 2, 2022 @ 10:19am
PINNED: Bug Report
HktkNban
9
May 24, 2022 @ 2:35pm
PINNED: Supported/Compatible Mods
HktkNban
0
Mar 22, 2023 @ 4:07pm
Changelog (2023.03.21-)
HktkNban
107 Comments
12w34r May 18 @ 10:30am 
is this safe game compatible or do i have to start a new game?
Antipatros Χυ Jan 15 @ 5:54pm 
Good to see that "More Maritime: Seaside Sectors" is supported and I like the idea of Corruption and Stability.
HktkNban  [author] Jan 15 @ 5:02am 
@Artist Raccoon
Thank you for your report.
Duplicate bonuses for multiple grand temples is clearly an unintended behavior. :steamfacepalm:
After hotfixing, grand temples already existing in occupied cities are now automatically removed.
Artist Raccoon Jan 14 @ 2:07pm 
hello, beautiful mod thank you for your hard work <3. I have a bug report which breaks the game. Medieval Grand temple, which is a once per empire building can be stacked by conquering other cities that has the building. It makes it work 2 times which makes religion give crazy amounts of science and culture. Can you see if you can recreate the same issue or is it just me?
Have a nice day!
HktkNban  [author] Jan 6 @ 11:50pm 
@LINYEEEEE
資源の乏しい文明が急に大軍を保有するのは不可能なのはまあ意図したバランスです(なので、制覇勝利を目指すには戦略資源確保が肝要となる)
それに全体的な資源供給量を増やすと、人間もAIプレイヤーも大量のユニットを保有可能になり軍事力がインフレするので、相対的にはあまり変わらない可能性があります。
HktkNban  [author] Jan 6 @ 11:50pm 
@Doc_Furtado
A certain amount of strategic resources are supplied by districts and buildings, ensuring that AI players can also hold units.
Furthermore, on higher difficulty levels, AI players gain additional free strategic resources, allowing them to have even more units than the human player.
LINYEEEEE Jan 6 @ 10:30pm 
素晴らしいModの配布ありがとうございます。楽しく遊ばせていただいてます!
個人的な意見なのですが特に巨大マップで遊んでいると戦略資源(特に兵員)の不足が苦しく、多方面、大軍戦略が困難でした。資源供給をより豊富にすること(例えば資源1タイル、1建造物からの供給を1.5倍、2倍にする等)のようなもの、可能でしょうか?
Doc_Furtado Jan 1 @ 6:04am 
Nice ideia, but, for being complex, will AI deal right with the bonus and penaltys of the city? ALL UNITS pay resources, it means, the spearman, the swordman, the horseman, catapult, and every ancient medieval too? My point is, the AI will not build this units without resources, and they dont look for as us.
forumite13 Dec 31, 2023 @ 11:50am 
This mod makes Domination Victory impossible.
HktkNban  [author] Dec 18, 2023 @ 4:26am 
Unfortunately, making this mod compatible with Project 6T requires many modifications and is currently not in sight.