Sid Meier's Civilization VI

Sid Meier's Civilization VI

77 ratings
Equally Great Engineers
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod: Gameplay
File Size
Posted
Updated
11.070 MB
29 Apr, 2018 @ 6:52pm
16 Feb, 2019 @ 11:57am
4 Change Notes ( view )

Subscribe to download
Equally Great Engineers

In 1 collection by AOM
Equally Great People
6 items
Description
This mod changes the Great Engineers. Some have been moved, improved, or removed, and others have been added. Leonardo da Vinci was moved from the Great Engineer section to the Great Artist section and gives three paintings.


Please note, this mod will work with Infixo's Real Great People mod (although you do NOT need it for this one to work). That mod adds pictures of all great people. If you have that installed (which I highly suggest because it's a great mod), this mod will show pictures in place of the game's icon for all the new engineers. You can subscribe to the Real Great People mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=900089445&searchtext=great+people

The full list of engineers you will see with this mod is:

Medieval

Bi Sheng - Culture = to adjacency in this Industrial Zone
Isidore of Miletus - Unchanged
James of St. George - Unchanged
Banu Musa - Create the Book of Ingenious Devices (+8 production)

Renaissance

Francesco di Giorgio - Instantly build Ancient, Medieval, and Renaissance walls in a city (X3)
Filippo Brunelleschi - Unchanged
Leonardo da Vinci - moved to artists (provides 3 paintings)
Mimar Sinan - Unchanged
Johannes Gutenberg - Gutenberg's Workshop (+3 faith, +3 production, era points)

Industrial

Isambard Brunel - Builds the Great Western Railway in this city (+6 production, +2 culture, era points)
Gustave Eiffel - Unchanged
Ada Lovelace - Removed
James Watt - Unchanged
Joseph Paxton - Moved to the correct era
Frederick Olmstead - Central Park (+2 Amenities, +tourism, era points)
John Roebling - Moved to the Industrial era. Builds the Brooklyn Bridge (+4 culture, +4 gold, +tourism, era points)

Modern

Alexander Fleming - Adds +3 population to a city
Hedy Lamarr - +5 combat strength to naval units of modern raider and ranged class boats
Alvar Aalto - Unchanged
Nikola Tesla - Unchanged
Robert Goddard - Removed

Atomic

Fazlur Rahman Khan - Gain +4 houses in this city
Jane Drew - Gain +2 Housing and +2 Amenities in this city
Sergei Korolev - Unchanged
Gurmukh Sarkaria - Builds the Itaipu Dam in an Industrial Zone (+20 production, era points)

Information

Charles Correa - This city provides +2 Appeal to any tile it owns
Wernher von Braun - Removed
Mars Exploration Rover Team - +100% production toward Space Race projects
_______________________________________________________________
Notes:

1. By popular demand we added a late game production provider (Sarkaria) and another great "person" (in this case, a more realistic approach is to include a team, since that's what it will take to get to Mars) that will give production toward space race projects.

2. The Banu Musa will not work properly if your nation has built the Mausoleum of Halicarnassus. This is a bug that occurs due to how the mod was implemented. We're searching for a fix, but, in the meantime, if you have built that wonder, you should pass if you're offered the Banu Musa.

3. Any engineer's building that gives era points, gives the same number of points that you would get from building an old world wonder. You need Rise & Fall for this element of the mod to work because the base game does not have an era point system.
37 Comments
mattmmclain 22 Feb, 2023 @ 9:28pm 
I can't find Archimedes in the files. I want to change his ability from 5% to 15%.
Zarce 21 Apr, 2022 @ 10:19pm 
Fleming should go to Scientists!
DeadWeatherDrums 20 Apr, 2022 @ 1:58pm 
Hi, man. If ever you were to add more Engineers (why I would; I think they are some of the most interesting, useful, and powerful GPs, therefore making Great Engineers worth the pursuit) I go with a couple more that do the basic 'points for wonders' bonus. I find it so handy (and sometimes necessary) to have those guys to complete a wonder I have my heart set on, before the evil AI beats me to it, which it so often does on the highest settings.Know what I'm saying?

Love this series, man. Thanks for making these. Are they all working just fine after all Firaxis's updates and fiddles?
Havan_IronOak 2 Jan, 2022 @ 8:32am 
Came looking at mods for Engineers after taking Mimar Sinan whilst playing as Frederick Barbarosa. There's a (bug/glitch/open man-hole) in that his culture bomb doesn't work for any civ that doesn't use the vanilla Industrial Zone. Perhaps you'd consider modding that guy as well? :steamhappy:
Jerps 16 Feb, 2021 @ 12:19pm 
Any chance you could make the Leonardo Da Vinci artist change as a separate, smaller mod?
NCCraftBeer 22 Aug, 2020 @ 8:35am 
Any chance of making the improvements they build not pillageable? I just had my Industrial district sabotaged by a spy and now it will take 79 turns to repair Gutenberg's Workshop. Effectively either eliminating it or that city from production for a LONG time.
Silentshadow 21 Mar, 2020 @ 5:09am 
Does anyone know if this mod series causing conflicts? trying to troubleshoot my game.
Dr Sin 12 May, 2019 @ 2:05pm 
Cheers AOM, wasn't sure if it was a deliberate thing as a workaround to take the wonder out the game if not looked after/protected properly, or just a glitch caused by all the mods i use. Have stopped trying to repair Gutenburg's workshop in my current game and the repair time seems to go up every few turns, so glad i didn't waste production trying to fix the unfixable!

Unpillagable sounds ok, if no way to adjust the repair time to be reasonable, although being able to pillage these is sometimes a nice gameplay touch for both player and AI.

Cheers for the damn good mods.
AOM  [author] 12 May, 2019 @ 12:53pm 
Hi Dr Sin, the issue you're pointing out was unintended, and we plan to fix it. Right now, when I receive a great person that builds a structure in a city center or district, I place a spy in that area before having the person build the building. This workaround works most of the time, although, sadly, not always. Our first thought is to make these structures like other wonders - un-pillagable. If that does not work properly, we'll find another way. I find it most annoying to have this burning thing in my city that I cannot repair in a timely fashion.
Dr Sin 12 May, 2019 @ 11:32am 
PS, i usually play using the 'historic' game time mod, which may be where the problem comes from. Cheers