Sid Meier's Civilization VI

Sid Meier's Civilization VI

33 ratings
Agricultural Revolution [GS]
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
3.526 MB
28 Jan, 2019 @ 9:59am
6 Jul, 2019 @ 9:58am
9 Change Notes ( view )
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Agricultural Revolution [GS]

Description
I ran out of characters when trying to put a full list of changes here. Please see my thread on Civfanatics for a complete list.

full list of my changes:
https://forums.civfanatics.com/threads/agricultural-revolution.641211/

The basic gist is: all tiles have -1 food, there are numerous changes to technology requirements and eurekas, 4 new technologies and general rebalances of combat and gameplay.

The main goal of this mod was to change how the ancient era is played, and to experiment with the ramifications of those changes throughout the rest of the game. A professor in a history course I took in university impressed on me that the single advantage of agriculture over subsistance hunting and gathering was that farmed land could support 100x as many people per square mile as un-farmed land. The quality of life and health of neolithic farmers was however far, far lower than that of their mesolithic hunter-gatherer counterparts. But with that in mind, I noticed that each unit of population in a city consumes 2 food and a grassland tile grants 2 food. This meant that a size 36 city, which ostensibly would have somewhere upwards of 20 million people living in it, could survive entirely if it's borders were fully expanded, and it only had flat, unimproved grassland tiles with no resources or features and contained no buildings or technologies. Since the city center tile itself would grant +2 food minimum, this 20+ million person city would actually be GROWING when every one of those 20 million people was just hanging around in a gigantic open field every day. Somehow they'd all be finding enough food to survive.

So that's a bit ridiculous. The change I wanted to make in response to that was to reduce the food yields of all tiles by 1. This basically guarantees that no single un-improved tile can fully support a city. You have to farm. I have games in un-modded Civ 6 where I can actually get to the modern era without putting down a single farm, and that feels intrinsically wrong to me. So I made this mod to offer a game style where you have to adhere more to how societies and early civilizations developed. You will feel that your cities don't grow nearly as quickly anymore, and you'll have to decide how that changes your strategy. You may find yourself building settlers in cities with only 2 or 3 population, and you'll feel like barbarians are a lot scarier than they used to be.

I hope you enjoy playing this mod.

48 Comments
hugacarrot 31 Aug, 2024 @ 7:27pm 
Civ's agriculture dynamics could be more realistic. This mod is a great start. I think it would be great to make a mod that includes discovering crops and picking which crop to grow on a tile. For example, growing rice instead of wheat in a tropical area near the equator should result in a higher yield.

The ability to make a random farm that increases food yield by one didn't ever make sense to me. There's only a few main staple crops. Makes sense to pick one for your tile. But not sure how to work out climate dynamics.
green tea is life 25 Aug, 2022 @ 3:06am 
Khmer laugh in the holy granary
Dunkleosteus  [author] 13 Feb, 2022 @ 6:15pm 
@Mk Z Catalhoyuk did not practice agriculture in the lower layers, and survived on hunting and gathering. Only in later periods did they adopt farming.
Mk Z 13 Feb, 2022 @ 1:21am 
@Dunkleosteus, Catal Hoyuk was an agricultural settlement
there were no cities before agriculture
Thorqemada 13 Feb, 2022 @ 12:21am 
I love this mod, it makes feeding the population as limited as it should be!
BrickRedDonut 21 Nov, 2019 @ 5:16pm 
Great mod, but I have a small nitpick. Maybe you could rename the school of Philosophy to the Academy?
lokiredking 23 Sep, 2019 @ 4:10pm 
@Dunkleosteus - I'm hoping you find time to get this mod updated. It really made the early game better!
Dudey 4 Sep, 2019 @ 2:17pm 
Yeah, sorry, Dunk..
Haven't had the time.. didn't even notice your comment until now.
tonycoolbek 4 Sep, 2019 @ 10:02am 
BROKEN. Won't load. (No other mods in use) Please fix. Owns ALL DLCs.
Dunkleosteus  [author] 15 Aug, 2019 @ 3:59pm 
@dudey if you tell me which mods I might be able to see what the problem is.