Sid Meier's Civilization VI

Sid Meier's Civilization VI

62 ratings
Mistake Era(Future Era Update)Ver 1
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
56.753 KB
Apr 11, 2022 @ 8:06am
Dec 31, 2024 @ 7:47am
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Mistake Era(Future Era Update)Ver 1

In 1 collection by Alterd-Rushnano
Civilization 6: Mistake Era(Beyond Earth Prequel Pack)
6 items
Description
※ Change the future era to match the lore of Civilization Beyond Earth. - New Dark Age Civic. Barbarian GDR, and option to start from future era

(USELESS) LORE QUOTES

Since the earliest of civilizations we have made much progress.
but that progress came with a cost.

Our world has changed.
And despite our advances in both science and technology, We can no longer deny what is clear.

....Our time on earth is ending.


What is the Mistake Era?
Mistake Era is a modified form of the future era. Reflecting the "Great mistake", one of the canon of Civilization Beyond Earth, this era contains a reflection on the stagnation and decline of civilization and the possibility of overcoming it.

The key features implemented at this point are:
1.GDR can be spawned and use by barbarians.
2.Future Tech and Future Civic Change



Rogue AI: Barbarian GDR
In the early days of the GS release, barbarians could operate the Giant Death Robot, which was fatal to each civilization. Although Firaxis removed that element for balance reasons... The Great Mistake doesn't take that into account.

Removes GDR constraints from barbarians and minor civs in this mod. As a result, towards the end of the game, you will encounter a barbarian GDR that will attack all nearby civilizations.
So never leave the barbarians alive until late in the game.

●GDR can now fire WMD. Be careful. (Still rogue AI = barbarians can't do that)



Future Tech Eureka
No one knows how technology will develop in the future. However, anyone can guess what triggers it will develop. This mode allows you to secure a eureka moment about future era technology based on this idea.

OFFWORLD MISSION:
Start the game from the Future era

SEASTEADS:
Adopt the Near Future Governance civic</Text>

ADVANCED AI:
Own 3 Giant Death Robot units

ADVANCED_POWER_CELLS
:Build 3 Geothermal Plants

CYBERNETICS
:Kill a Giant Death Robot unit

SMART_MATERIALS
:Build 3 Spaceports

PREDICTIVE_SYSTEMS:
Build 6 Wind Farms



Future Tech and Future Civic Change
Since the earliest of civilizations you have made much progress, but that progress came with a cost.
You will find yourself in the dilemma of whether to advance technologically by persecuting society or sustain society by sacrificing technology. And it cannot be stopped.

Final tech and civic give you bonuses and penalties that accumulate each time you do research.
● Future Tech: all of your cities +8 Production and Gold However all of your cities -8 Food and Faith each time it is completed.
● Future Civic: all of your cities +8 Food andFaith. However all of your cities -8 Production and Gold each time it is completed.


New Dark Age Policy Cards: Regressive
after a long ordeal, if the hero does not appear and the pitch black darkness continues, people begin to question whether the path they have taken is wrong. When it all comes to an end, those who remain in the shadows of civilization struggle to escape this crisis - through oblivion.

Based on the existing declining Dark Age policy cards, new policy cards have been added that are tailored to the Future Era. These regressive wild card policies will be forced into use as your civilization becomes more desperate.

● 3 policy cards can be used up to future eras.: Robber Barons , Elite Forces . Collectivism
● 5 regressive wild card are add in future era

[Regressive Monasticism]
Effect:
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
Prerequisite Civic: Smart Power Doctrine

[Regressive Valor]
Effect:
All units +5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Prerequisite Civic: Information Warfare

[Regressive Inquisition]
Prerequisite Civic: Cultural Hegemony
Effect:
Start Inquisition with 1 Apostle charge.
All religious units are +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.

[Regressive Isolationism]

Prerequisite Civic: Exodus Imperative
Effect:
Domestic Trade Routes provide +2 Food and +2 Production.
BUT: Cannot train or buy Settlers, nor settle new cities.

[Regressive Letters of Marque]
Prerequisite Civic: Global Warming Mitigation
Effect:
Naval Raiders: +100% Production, +2 Movement.
Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.



Working in Progress
● Barbarian Civilian Unit - Refugee
Not just refugees. It is a large-scale evacuation procession, wandering here and there for survival, and with the development of communication technology since the modern era, the public has been exposed to the public on a large scale and their negative impact on society. If you neglect this for the sake of your own country, it will be a huge disaster.

-Spawn when creating a map or free city after researching telecommunication technology
-Provides healing and additional movement to nearby barbarian units.
-Decreases the loyalty of cities in all civilizations by -1 per unit.

Compatibility
This mod hasn't done a drastic overhaul 'yet'. I believe it will be compatible with most mods, but if you have a mod that makes drastic adjustments for future eras it will most likely not be compatible.

Note
This is the first CIV 6 mod I made. And although there is no denying that it is hasty, it is also a preparatory work for CIV:BE 2, which may be released in the future. With your help, I can make a better mod.

Originally, 'Starting from the Future Era' was included in the mod, but it was separated due to compatibility issues. Please check the Request mod again.
15 Comments
damiano.costantini Sep 7, 2023 @ 7:03am 
Alterd-Rushnano, Can you add new technologies and new civics so as to make the future age longer and more beautiful?
with new units and new buildings and improvements...
Alterd-Rushnano  [author] Aug 13, 2023 @ 5:29am 
Upcoming update: Regressive Dark Age policy card will change a lot. Because it was belatedly confirmed that quite a few mods are already doing something similar.

I'm going to drastically supplement the contents of the Regressive cards, but turn these cards into the only policy cards that can be used when taking future Civics.
Alterd-Rushnano  [author] Aug 8, 2023 @ 4:56pm 
@Rex Bellator
As a result of our analysis, there was no XML code that increased the spawn rate of barbarians. If this mod made the barbarians extremely belligerent, it could have been due to the AI code preparing for nuclear war in Major CIV.

PS: Personal, but sadly still barbarians have nukes and won't use them against other civilizations. :(
Rex Bellator Aug 8, 2023 @ 4:20am 
I appreciate your response. I'm not familiar with all of Civ 6's variables so I can't say one way or the other but I wouldn't want you to second guess yourself either. It could be just an interaction between that setting (or similar) and one of the gameplay modes, by itself barbarian clan mode is doable, but combined with zombie defense...hooboy they wear you down superfast.

That said, I didn't even know Barbs could have nukes (that is a scary thought haha). Thanks again!
Alterd-Rushnano  [author] Aug 8, 2023 @ 12:30am 
@Rex Bellator
Maybe it's the result of my misguided attempts to get the barbarians to use nukes... Anyway, I'm working on a fix for this.
Rex Bellator Aug 6, 2023 @ 2:27am 
Alright my enthusiasm aside but I'm pretty sure it's this mod (or one in the collection) that seems to be making barbarians spawn like a colony of horny jackrabbits, potentially with the Barbarian Clans Mode/Zombie defense mode turned on.

I mean I know a common complaint about Civ 6 is the way barbs spawn but this makes them 10x worse, I'm getting 2-3x the normal barb camp spawning and clearing one camp causes more to pop up immediately.

I started a new game having this collection turned off and now they're back to normal. Either it's the mod or an interaction with one of the gameplay modes or another mod (only other barb mod I use is Sukritact's Barbarian mod).
Rex Bellator Aug 5, 2023 @ 10:06pm 
Dude I love Beyond Earth and I was really hoping Beyond Earth 2 would have released or announced by now. Thank you for this!
The360MlgNoscoper Mar 11, 2023 @ 6:59am 
Is there a standalone mod that enables barbarian GDR's?
CordialVillain Jan 2, 2023 @ 7:53pm 
Is there a chance of a version where the barbs don't have access to WMDs? I really like that they can build the giant death robots, but the WMDs kind of force the game to end, rather than stay open-ended trying to survive.
jimmymhx Nov 24, 2022 @ 6:29am 
Hey cheif,i need help here,i can run 2 of 3 your beyond earth pack,only not this one-----mistake era,if i do,the game could not build and tell me that on of the mod you use is not working,do you know whats going on? THX man ~