Sid Meier's Civilization VI

Sid Meier's Civilization VI

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NuDDen's Tweaks for Project 6T
   
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File Size
Posted
Updated
637.617 MB
Mar 16, 2023 @ 8:44am
May 3 @ 12:05pm
14 Change Notes ( view )
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NuDDen's Tweaks for Project 6T

In 1 collection by NuDDen
Multiplayer Compatible (Steel & Thunder UU + Project 6T)
97 items
Description
Important things first:
  • This mod is only suitable for people who like to play with a relatively fixed set of rules.
  • Since this mod (incl. the modlist) changes almost every aspect of the game in minor and major ways, it is most likely not compatible with other mods (except those from the modlist).
  • This mod was made for people who like to play a heavily modded game in MP without/much less desyncs.

In order for the mod to work smoothly, you must do the following things:
  • NOTE: English language support only
  • Subscribe to the mods specified as a requirement
  • When starting a new game activate the following Game modes:
    • Heroes & Legends
    • Monopolies and Corporations
  • You can find all mods for which I guarantee compatibility in my compiled list:
    Multiplayer Compatible (Steel & Thunder UU + Project 6T)

Integrated (slightly/heavily modified) mods and therefore definitely incompatible:
All credit goes to these mod authors!

If you still feel like trying out this mod despite the tight set of rules, I look forward to your constructive feedback. I'm generally open to ideas for new additions to the game or suggestions for balancing. However, it is important to me that the core idea of this mod (slower game speed, all game elements should have a use) does not get pushed into the background.

This Mod is optimized for the following settings:
  • Difficulty: Emporer upwards
  • Pace: Standard and slower
  • Heroes & Legends
  • Monopolies and Corporations

If you want to try this mod with me and my friends in MP (based on the attached mod list), then you can send me a PM. We are German players and mostly play on Friday and sometimes Saturday evenings (9pm-2am).

Credits
CypRyan, JNR, the Community of the Civ VI Modding Helpline, Adriaman, MC ViceMoron and Chief.Ryback -- For playtesting every Friday Night :)
42 Comments
NuDDen  [author] May 3 @ 12:07pm 
1.1.3 is online. Have fun.
NuDDen  [author] May 1 @ 1:44am 
Please finish ur games. Update will come soon ;)
Isopupu Mar 17 @ 9:32am 
That would be very generous of you. I don't really have a good estimate on how long our games are, but i'd say it's on the longer side. I haven't really played with the newer versions of the mod, but the only issue i remember having when i did play is that queuing up a building with a resource cost would sometimes prevent you from building it. I don't remember having any other issues with this modpack, just really great overall.
NuDDen  [author] Mar 17 @ 9:15am 
Not really. I usually update when I finish a game with my friends. How long are ur games? I can delay the next update until end of april / start of may ... Is that OK for u? Perhaps u got any feedback? Like it? Are there things u dont like?
Greetings
Isopupu Mar 17 @ 9:10am 
Do you have some kind schedule for the mod updates? It's hard to start a new game when you
risk having to restart the whole thing when the mod gets updated.
NuDDen  [author] Feb 18 @ 9:50am 
V 1.1.1 uploaded. Savegame compatible.
Builder Jan 27 @ 2:10pm 
No those buildings he mentioned are what produces those resources, there are other building that use those resources as upkeep.
Finnish Femboy Salesman Jan 27 @ 11:38am 
So once those buildings are constructed they shouldn't use any more? If thats the case then why are resources still being 'held for production'
NuDDen  [author] Jan 23 @ 12:37pm 
U get +1 Limestone from every Limestonemasonry, +1 Granite from every Granitemasonry. You can see which building needs which resources in the name description.
Finnish Femboy Salesman Jan 23 @ 11:44am 
Do you know what buildings they are? Or what mod specifically the resources come from? Its a bit difficult to figure it out as stone isnt really common.