Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Giuseppe III's Civilitatem Maxima - Ultimate Mod Collection: Description
By GiuseppeIII
Description for Giuseppe III's Civilitatem Maxima - Ultimate Mod Collection. This is posted as a guide as the space on the collection page caps out at 8000 characters.
   
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Introduction

Giuseppe III's Civilitatem Maxima - Ultimate Mod Collection:

Link to Associated Collection

Welcome to Civilitatem Maxima! This is an in-depth mod collection which through its installation will fundamentally alter and heighten your Civilization VI experience. All mods have been tested and tweaked to work optimally with each other. With mods touching all parts of the game, this collection could easily be seen as a complete overhaul! Below is a detailed description of each mod and when necessary, the changes I made to them as well as thoughts about how they work. To get a better understanding of what this mod changes you should read below.

While this mod collection has been tested to the best of my ability, small errors may still appear. If you find any issues or have any comments, suggestions, or concerns, I am open and extremely interested in any feedback you may have. You can either post in the comments below or the discord[discord.gg] created for this collection!

Special thanks to all the mod author's whose work appears in this collection. Especially Josh Mate, Masked Man, and p0kiehl who allowed me to make custom versions of their mods to fit this collection.

Due to the 8000 character limit for steam collection descriptions, the majority of the description for this collection will be posted here. To go to the collection click here

NOTE: Two mods More Barbarians - Mods Compatible and Radiant Mountain and Deer have not been rebuilt after the Gathering Storm update. While these mods still work, the game is not sure if they do and will warn you. All of these warnings can be safely ignored!

WARNING: Do not try to make a PerfectWorld6 map while Detailed Worlds 2.12 is enabled. This will result in an error as Detailed Worlds 2.12 makes some adjustments oo all mapscripts, breaking PerfectWorld6. Instead disable Detailed Worlds 2.12 before making a PerfectWorld6 map.
Settings
Game Setup

These are the options that I use in game. Obviously there are no wrong or right choices here, but this mod collection is the most tested with these settings.

Map Options
  • Ruleset: Expansion: Gathering Storm
  • Game Difficulty: ~Emperor I'll go up or down depending on how much of a challenge I want.
  • Start Era: Ancient Era
  • Map: One of the Detail World or Perfect World map scripts.
  • Map Size: I prefer larger maps, so huge and up.
  • Old World Start (Only available with the Perfect World map script) : No preference
  • Game Speed: I prefer longer games so standard and down.
  • Number of Civilizations: Dependent on map size, generally a few more than default
  • City-States: I love city-states so generally two to three per player
  • Disaster Intensity: No preference
  • Resources: Standard and up
  • World Age: Standard
  • Start Position: Standard
  • Temperature: Standard
  • Rainfall: Standard
  • Sea Level: Standard
  • Temperature: Standard

Victory Conditions:

I generally only play with the score victory conditions. I don't love the idea of an AI having more tourists than me, or able to launch a rocket a little sooner than me deciding that he has a better civilization than me. While the score victory has a lot of problems with it (I am still waiting for Alternate Score Victory to be updated to work with GSco_R_ow), most of my games are multiplayer matches that include AI. At a point we as the players kind of just agree when somebody has won. While the winner might not get a 'You Won!' screen, it is more fun for us to play this way.
  • Culture Victory
  • Diplomatic Victory
  • Domination Victory
  • Religious Victory
  • Science Victory
  • Score Victory

Advanced Options:
  • Limit Turns: Custom (The reason this is not turned off, is because no turn limit automatically disables score victory and therefore the ability to look at the score screen to compare empires.
  • Max Turns: Some absurdly large number
  • No Duplicate Civilizations:
  • No Duplicate Leaders:
  • No Barbarians:
  • No Teams:
  • No Tribal Villages:
  • Teams Share Visibility:

Mod Overview Part 1: UI Overhaul
Overview of Mods:

Preliminary Improvements
All mods that don't impact gameplay or game setup, but are still incredibly important!
  • Quick Start - Takes you straight into the game skipping the intro logos.
  • Enhanced Mod Manager - Improved mod manager, among other improvements, allows you to easily see what you do and what you do not have installed.

In-Game UI:
Mods that effect the various UI elements in game. Delivering information to the player in the most efficient and optimal way!

In-Game UI Features:
Not a lot to differentiate this from 'In-Game UI' but these are mods which add UI tools to assist your Civilization skills!
  • Radial Measuring Tool - Useful tool that allows one to have better control over their city placements. It does have one issue in that it makes hidden rivers visible through the fog of war. If this issue is too much for you feel free to leave this mod out as it not critical.
  • More Lenses - Adds several new lenses to the game that helps empire management and the speed in which one can find information.
  • Even More Reports - Adds in a demographics, diplomacy, and graphs panel into the game, giving interesting visualizations on various subjects.

Game Setup UI:
Mods that affect the setup of matches. Allowing the player to control and see more!

Note: If you want to play a vanilla-esque game with only improvements to the UI stop here!
Mod Overview Part 2: Non-Gameplay Changes
Setup Options:
Mods that give you more options when creating your game!
  • Larger Map Sizes - Mod that adds three larger than huge map sizes to the game. Supposedly crashes for some people when revealing the entire map after launching the Earth Satellite on the larger maps. On my laptop I wasn't available to replicate this problem through multiple tests, but if you run into this problem you can install Disable Satellite Map Reveal , which while not a full fix is a workaround to the problem.
  • Catastrophic Disaster Intensity - Ver. Civilitatem Maxima - Adds a setting that allows for even greater disaster intensity. We are using a custom version of this mod that doesn't include the submergible lowland tile changes. This is for people who want to play with no game play changes. For those that do, another mod later on pushes this value back up. You can view the original version of the mod here.
  • Truly Abundant Resources - Adds two new resource settings and makes some positive changes to resource placement on all resource settings. For this reason if you want to play a game with no game play changes, make sure not to download this mod.

Maps:
New Map-scripts that create more interesting and diverse maps!

Cosmetic Changes:
Graphical changes that help make your game look better!

Cosmetic Writing:
New and updated name lists and writing diversity. These mods will help the text in the game feel fresh and new!

AI:
Mods that make the AI smarter, allowing them to give you a greater challenge!
  • Real Strategy - Improves the AI without giving them anymore cheats than they get from the base game.
Note: If you want to play a vanilla-esque game with no gameplay changes, stop here! You should also not have Truly Abundant Resources and Detailed Worlds 2.12 as discussed earlier as they change things on all settings. You could also get Tomatekh's Historical Religion which is under the 'Religion' header. It only adds new religous icons that you can choose from. (It technically changes gameplay as it also alters what religions leaders choose to what they would have historically from his added icons.)
  • Friends with Benefits - Stops the AI from getting upset with you for having troops near their borders when you are friends.
Mod Overview Part 3: Gameplay Changes Part 1
New Resources:
New resources to help give enough unique resources for larger maps and increase map diversity!
  • CIVITTAS Resources - Adds new resources with good looking icons, map graphics, and balanced effects.
  • Sukritact's Resources - Adds new resources with good looking icons, map graphics, and balanced effects.
  • Reindeer - Adds a new bonus resources, reindeer, which replace deer on tundra tiles.

Barbarians:
Mods revolving around barbarians, enhancing their role in the game!
  • More Barbarians - Mods Compatible - Increases barbarian camps by allowing there to be more per civilization and decreasing the minimum distance between barbarians encampments, each other, and cities.
    NOTE: This mod has not been updated since the release of Gathering Storm. It is still completely functional, but you will get a warning which you can safely ignore.
  • More Barbarian EXP - Ver. Civilitatem Maxima - Allows one to get more experience from barbarians, going well with the previous mod where you have to deal with more as well. We are using a custom tweaked down version of this mod that changes the level cap to 3. You can view the original version of the mod here.

Goody Huts:
Mods revolving around goody huts, enhancing their role in the game!
  • Good Goody Huts - Makes goody huts more powerful, varied, and appear more often. This allows the early game to stay fun and forces you to compete in exploring even more with the other civilizations, without unbalancing anything too far.

Units:
Mods about units adding new ones and increasing their diversity!
  • Steel and Thunder: Unique Units - Adds an extra unique unit to every civilization in the game, allowing civilizations to be even more distinctive from each other and varying play styles.
  • Steel and Thunder: Unit Expansion - Adds new units to flesh out the unit upgrade trees, while maintaining balance and making associated changes to keep balance with the base game regular and unique units.

Religion:
Changes and expansions to the religious aspect of Civilization!
  • Tomatekh's Historical Religions - Adds new religious icons to the game and makes the assoicated changes to leader preferences so the choose their appropriate historical religion.
  • Ancient Egyptian Pantheons - Adds new pantheons to choose from increasing religious diversity.
  • Lady of the Reeds and Marshes++ - Buffs the Lady of the Reeds and Marshes pantheon by applying its bonus to logical features from the dlc. You can look at this as a consistency fix as much as it is a buff.
  • Religion Expanded - Large mod which increases the amount of religious buildings and adds many new pantheons and beliefs to the game to increase religious diversity. When pared with Tomatekh's Historical Religions, this mod also increases the max number of religions in a game to sixteen. Still debating whether to make this modifier lower as while more religions are cool, it takes away a bit of early challenge and conflict. If you have any thoughts about this please post!

City-States:
Changes and additions to city-states in the game!
Mod Overview Part 4: Gameplay Changes Part 2
Tall Buffs:
Mods to make playing tall more of a viable option. These mods were take from and are in the order displayed in p0kiehl's [Collection] Buffs to Tall Play.
  • p0kiehl's Improved Specialists - Makes district citizen yields greater, indirectly buffing tall civilizations which have more districts per city.
  • Production From Population - Ver. Civilitatem Maxima - Makes taller cities better by giving cities passive production per citizen which increases exponentially per citizen (and era). We are using a custom version of this mod which greatly reduces the buffs while still giving nice benefits to taller empires. You can view the original version of the mod here.
  • Rebalanced Mines - Ver. Civilitatem Maxima - Mod that de-buffs mines and increases the value of farms and lumber mills. Not sure that this mod greatly buffs tall play, besides that it increases the value of farms. We are using a custom version of this mod which reduces the buffs to lumber mills a little to stop them from being flat-out better than mines, especially with the Happy Districts- An Appeal Balance Mod we will be adding later. Not sure if I am fully satisfied with the balance here and may have to de-buff lumber mills a little more or rebuff mines back up a little. If you have any thoughts on this balance I would be glad to hear! You can view the original version of the mod here.
  • Deep Sea Fisheries - Mod that slightly buffs tall and coastal cities by allowing fisheries to be constructed on ocean tiles making ocean tiles a little better. Synergies well with our pared down custom version of Better Coastal Cities and Water Tiles that we will be adding later.
  • More District Trade Route Yields - Gives some trade routes increasing yields for districts, buffing tall civilizations who will have built more districts per city.

Misc. Buffs:
Buffs to various aspects of the game to make alternate play-styles more fun, add logical features, or create more depth to decisions!
  • Better Coastal Cities and Water Tiles - Ver. Civilitatem Maxima - Gives large buffs to coastal cities to increase their viability. I believe it over corrects the issue and so we are using a greatly pared down custom version. It's possible that this still leaves coastal cities under-powered so I would be glad to hear any thoughts on the topic! You can view the original version of the mod here.
  • Oasis Caravanserai - Gives commercial hubs an adjacency bonus when next to oasis. This gives a small buff to deserts and allowing Egypt to get any terrain adjacency bonuses when building commercial hubs on non-hill desert tiles.
  • Radiant Mountains and Deer - Gives deer +1 food bonus, bringing more in line to the modded reindeer resource. Also gives pastures +1 food for adjacency for mountain tiles. This besides being logical, makes mountain tiles a little more viable to build near.
    NOTE: This mod has not been updated since the release of Gathering Storm. It is still completely functional, but you will get a warning which you can safely ignore.
  • Better Great Wall Tile Improvement - Ver. Civilitatem Maxima - Allows units with the Garrison promotion to get the boost when standing on a tile with the Great Wall improvement. We are using a custom version which does not include the changes to terrain placement of the Great Wall and officially updates the mod for the Gathering Storm update removing the file warning! You can view the original version of the mod here.

Wonders:
Additions and changes to both natural and world wonders!
  • Terra Mirabilis - Ver. Civilitatem Maxima - Mod that adds in a new and makes the effects more consistent of natural wonders. We are using a custom version of this mod which triples the max amount of natural wonders per map (besides on colossal which allows 50 wonders, a little over three times but allows one to have all of the natural wonders in the game on a single map) and decreases the minimum distance they can appear from each other. You can view the original version of the mod here.
  • Wondrous Wonders (Gathering Storm) - Changes the effects of world wonders to make them more powerful. Forces to make one to make tough decisions between getting wonders or fulfilling other tasks. Also adds in national wonders into the game, which reside in the civic tree giving a little more weight to culture.
Mod Overview Part 5: Gameplay Changes Part 3
Speed Changes:
Changes to the speed and general flow of the game. This section has one of the largest impacts on how games feel!
  • Historic Speed (Extended Eras) - Ver. Civilitatem Maxima - Has a very large effect on the game.Its main effect is re-balancing game speed so that research times for techs and civics are greatly increased, while keeping unit and building prices near the same level. It includes a wealth of other changes to complement the above two changes. We are using a custom version of this mod which changes back this mods changes to boosts and eurekas, increased the time for techs and civics a little, decreased the research times more for the early game technologies and civics, made slight adjustments to the road changes, adjusted the calendar changes to better fit the tech progression increased rather than decreased golden age thresholds and moved dark age thresholds back to normal; especially important due to the increased natural wonders from Terra Mirabilis and further decreased CO2 effect from units. There are a lot of changes here so your thoughts about these alterations are greatly appreciate! You can view the original version of the mod here.
  • Historic Speed: Higher Unit Costs - Ver. Civilitatem Maxima - Increases the cost of units to attempt to mitigate the problem of unit spam by the AI in Historic Speed. We are using a custom version of this mod which decreases the unit costs a little to 145%, the building cost to 155%, wonder cost to 220% due to the new power of wonders in Wondrous Wonders (Gathering Storm) , national wonder cost to 200%, project costs to 180%, and district cost to 140%. Like the previous mod, there are a lot of changes here so your thoughts about these alterations are greatly appreciated! You can view the original version of the mod here.

Districts:
Changes to districts giving them new elements and unique considerations!
  • p0kiehl Precinct of Amun-Ra - Gives Egypt and Nubia a unique district as well as three unique building. While this might be considered an unnecessary buff to Egypt, it looks cool and adds fun gameplay opportunities as Egypt and Nubia. Feel free though to not include this mod if you feel it upsets balance to greatly.
  • Happy Districts- An Appeal Balance Mod - Districts change the amenities of cities based on tile appeal. Makes appeal a lot more important and district placement having an even greater impact on the game. Gives a lot of gameplay reasons to try to help the environment versus just going for more production.
  • Unique District Production Bonuses for Units - Districts give 20% boosts to varying types of unit production, further increasing complexity on what districts to build as well as giving a small buff to tall builds.

Energy and Climate Change:
Changes and new features regarding energy and the climate!
  • Renewable Energies Complexity - This gives renewable energy more depth as well as buffing it if you use it correctly. Helps give more consideration between clean and un-clean energy.
  • Zee's More Reliable Reactors - Ver. Civilitatem Maxima - Buffs reactors and fixes the annoyance of having to constantly recommission them by making the time between the varying degree of catastrophe longer. We are using a custom version of this mod which does not increase the times as greatly. You can view the original version of the mod here.
  • Zee's Normalized Climate Change - Ver. Civilitatem Maxima - Slows down the rate at which climate change occurs but makes it more impactful when it does end up occurring. Pushes back flood barriers so you can be worried about the sea levels for longer but have more time to try to stop it. We are using a custom version of this mod increases the eligible floodable tiles even further. You can view the original version of the mod here.
  • Flat Cost for Flood Barriers - Gives flood barriers a cost that does not raise with the number of floodable tiles, but triples the base cost. This goes along well with Normalized Climate Change as the increased floodable tiles in that mod would mean that flood barrier prices would skyrocket. Also gives a nice boost to coastal cities which aren't burdened with as big of a pride for coastal tiles.

New Misc. Features:
Interesting new features that would not fall under one of the aforementioned categories!
  • Strategic Forts - Allows claiming of territory with forts. Also creates an early game unit that can build forts and claim territory at the expense of wasting your early game production. Forts now also allow bonus healing, sight, and the ability to see hidden units. While this is quite a large buff to forts, it adds an extra layer of strategy to the game.
  • Gift it to Me - Allows giving away of units to other civilizations and city-states. This allows you to fight in proxy wars, but be warned that while helping out a civilization will make them happy, the civilizations that they are at war with will be angry at you.
Changelog
Change Notes:

3/21/2019: Initially Made Public - Still in Beta
3/22/2019: All custom mods completed. Full release!
3/27/2019: Updated custom mods to stay in line with official versions. Removed Terra Mirabilis
worker lag warning as the issue has been fixed! Also fixed a small issue that occurred when attempting to use Historic Speed: Higher Unit Costs - Ver. Civilitatem Maxima when subscribed to both versions of Historic Speed (Extended Eras).
4/19/2019: Updated custom mods to stay in line with official versions. Removed Zee's Decommission Power Plant as similar functionality was added in the Antarctic Late Summer update.
23 Comments
Sugam 18 Aug, 2022 @ 3:30pm 
I was just looking for a way to increase AI civs, but it looks like a lot of the mods have been abandoned in general and things have changed in the games coding making the game less fun and more communist, just like Sid is like IRL.
FalseZen 7 Sep, 2021 @ 4:23am 
Since Perfect Wold 6 is out dated and will not allow any game to load while it's active, and Detailed Worlds has been taken down completely, I would avoid trying to use this mod for now. I don't see how it could possibly work. Very sad. :steamsad:
LetGoMyLegHo 19 Aug, 2020 @ 2:53pm 
@SockleS I would advise against it, it's fairly outdated by now.
SockleS 19 Aug, 2020 @ 10:37am 
hey anyone know if this still works, using rise n fall btw
Kronic Math Debater 18 Sep, 2019 @ 9:58pm 
im having the trading issue too :(
mjdogliani 18 Sep, 2019 @ 1:25am 
answering my own question, it was a CUI issue so I had to disable it and everything else is working well.
mjdogliani 18 Sep, 2019 @ 12:45am 
Hello guys, I'm using Civilitatem Maxima without the historic era mods, and I'm having an issue where I can't create a trade out even though I have plenty of routes available. I can select the route, but when I click "begin route" nothing happens. Anyone with the same issue? any workaournd?
LetGoMyLegHo 24 Jul, 2019 @ 5:35pm 
@Giuseppelll any updates to this now that we're a few months down the line?
GiuseppeIII  [author] 31 Mar, 2019 @ 10:47am 
Yep just used google translate. I was trying different combination of words till I found something that sounded cool. When I put in greatest Civilization (with a capital C) it gave me Civilitatem Maxima. I appreciate the advice but I don’t really feel it is really worth changing the name on everything now. Especially as I could be using that time to improve the collections gameplay! Regardless appreciate the Latin insight!
mills 31 Mar, 2019 @ 8:08am 
Where does the name come from? It seems to me you may have used an online translator or something because that phrase doesn't quite make sense in Latin. If you're meaning something along the lines of "greatest governance", than I think you're looking for "Civilitas Maxima", since "civilitatem" and "maxima" do not agree. Hope I could be of some help.