Sid Meier's Civilization VI

Sid Meier's Civilization VI

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AREX (2.8.7) - [Discontinued]
   
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6.047 MB
23 Jun, 2019 @ 7:39am
16 Feb, 2020 @ 2:53pm
27 Change Notes ( view )
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AREX (2.8.7) - [Discontinued]

In 2 collections by Knasp
AREX --- Recommended mods [Discontinued]
16 items
AREX --- Likely compatible mods [Discontinued]
35 items
Description
UPDATE: I'm no longer developing this mod so compatibility with other mods and new content is unknown!

INTRODUCTION

Agricultural Revolution Expanded (AREX) is a mod for all who enjoy more historical accuracy or resemblence for their Civilization experience. This mod is a collection of fixes for annoyances and nitpicks, a revision of the entire tech tree and various gameplay changes.

CHANGES

NOTE: You can directly open the Civilopedia by right-clicking on items in the Tech tree, Unit portraits in the bottom-right corner and also items in the City production list. Most of the changes are recorded in the in-game descriptions!

SUMMARY
  • Techs and Civics are more expensive, progressively increasing with each era. The tech tree has been edited in order to force a more historical progression and to reduce the weird beelining that often occurs in Civ 6.

  • Resource maintenance has been changed for many units. All horse-units require Horses as upkeep (no niter cavalry), otherwise Gunpowder units require Niter, some Ships require Coal and other vehicles require Oil. Without the resource, these units will generally be reduced to 1 movement point, 1 sight range and the standard -20 CS penalty.

  • Sight range has been reduced to 1 for (almost) all units on flat ground, but units can see further upon hills. Settlers, Recon class and Flying units all start with 2 or more base sight range.

  • All combat units suffer attrition damage of -2 HP per turn outside your borders and all but recon class suffer an additional -2 in enemy territory.

  • All kills grant +4 Great General or +12 Great Admiral points, depending on the unit.

  • Field Cannon, Machine Gun, AT-Crew and Modern AT now act as Support units, offering their escorting units a ranged attack and/or other combat bonuses, like improving City ranged strikes. (In order to make this work, all melee-oriented units now start with 1 ranged strength and 0 range).

  • Naval movement has been scaled up to reflect the historical benefits of sea travel. Ocean tiles require more movement. Use your naval units to escort embarked units at their higher speed.

  • Most units after the Ancient era now require Buildings, like Barracks and Stables, in order to produce them. Production and resource costs have been reduced overall but maintenance costs are increased.

  • Builders can now build all roads, except railroad.

  • Recon units have been improved in several ways and Military Engineers are now much more useful.

  • Walls start with higher CS but cost more to build and maintain. City strike strength does not increase automatically after Medieval era. Cities with urban defenses (Steel tech) grant enemies full damage vs. outer defenses when adjacent, which means it should be possible to conquer cities in the later eras without Siege units.

  • Ancient era lasts 60-100 turns, and all other eras will require 40-100 turns. World Congress starts in the Renaissance era, instead of the Medieval era. Difference between Dark and Golden age loyalty pressure reduced to 0.5 (was 1.0).

  • Food yields have been reduced overall, and it should require a bit more planning and effort to get cities to grow. City Centers and Harbors grant neighboring water tiles +food. Fishing Boats can now be built on all Coast/Lake tiles, but water yields now depends a lot on having a Harbor district and its buildings. Fishing Boats can be built on Ocean tiles after Cartography is researched.

  • Tundra has been renamed to Taiga (as it makes a lot more sense). Farms can now be built on flat Taiga terrain, after researching Bronze Working. Many other changes to resource and feature placement rules, yields etc.

  • Campus now receives adjacency bonus from Resources instead of Mountains/Rainforest.

  • All Civilizations' Trade Routes now yield +1 Science/Culture for every Tech/Civic that the sending Civ is behind the destination Civ and trade routes give the destination Civ approximately 50% of the amount of Gold that the sending Civ receives.

  • Meeting City-states no longer grants free envoys and sending envoys no longer gives you bonuses to all Buildings in your entire Civilization, instead each level gives a flat bonus to the Capital. The unique Suzerain-bonuses have been left intact!

REQUIREMENTS

EXPANSIONS
Requires both Expansions (1 & 2).
OTHER DLC
Should work with or without DLCs. If enabled, the DLC's unique units and other content will be affected by this mod's changes.
Not tested with "Frontier pass" content!


MOD COMPATIBILITY [Pre Frontier pass]

NOTE: I'm no longer developing this mod so compatibility with other mods is unknown!

ADD-ONS
Steel and Thunder: Unit Expansion ===> Add-on here

POSSIBLY COMPATIBLE?

NOT COMPATIBLE
This mod is built upon (and therefore includes) Dunklosteus' Agricultural Revolution mod. Don't try and start a game with both enabled!

The following mods are built into this mod (at least partly), and are therefore NOT compatible:
The following mods are also NOT compatible:

NOT WORKING?

  • Try starting the mod with no other mods enabled.
  • If it still doesn't work, try unsubscribing and subscribing again.
  • If that doesn't work you can try to 'verify the integrity of game files' (right click on the game in your library > Properties, and then you have a button in one of the tabs).
  • Reinstalling the game is another thing that you could try.

CURRENT

MOD VERSION: 2.8.7 (2020-02-16)

CIVFANATICS THREAD: https://forums.civfanatics.com/threads/agricultural-revolution-expanded.647512/

NOTE: I'm no longer developing this mod so compatibility with other mods and new content is unknown!
Popular Discussions View All (4)
35
24 Oct, 2020 @ 9:25am
Bug reports & Mod compatibility issues
Knasp
20
10 May, 2020 @ 3:41am
Feedback & Suggestions
Knasp
12
12 Nov, 2019 @ 12:07am
Balance/tweaking
Knasp
112 Comments
Junky 5 Oct, 2020 @ 2:41am 
Can you explain me, why you decided to give all tiles a -1 penalty on food instead of increasing citizen food consumption to 3 ?
Spartak 30 Sep, 2020 @ 9:12am 
@Knasp Hello mate! The author of the mod "Golden Age" said that he tried to implement the lose HP outside friendly territory feature and that was crashing the game! I think he found the cause to these crashes here too, could you give a look at it?
Thank you!
Knasp  [author] 16 Aug, 2020 @ 4:18am 
It's sad to hear about the weird crashing and thanks for reporting the issue in the bug thread. I don't own or plan on getting the Frontier pass so I'm not able to test the game with that enabled.

I started a game with all the pre-frontier DLC and my mod, using the Autoplay mod, and it works fine for 200+ turns.

Hopefully it's an issue that Firaxis can fix, because without errors recorded in the logs it would be quite difficult and time consuming to find out the cause of the crashing. One way to go about this would be to remove bits of code until there's no more crashing and then try to ísolate the specific changes/code that seems to be causing the issue.

I would invite anyone willing to test this, and if they'd like they could upload their version(s) of the mod and I'd link to it from this page. In fact, feel free to use any of my code for any mod project you'd like. I mean, this mod started out with Dunklosteus' code and expanded upon it.

Spartak 13 Aug, 2020 @ 3:52pm 
It's really sad, this mod is the unique that improve the warfare system , it really needs a update. Atm is crashing the game
LordOfChange 9 Aug, 2020 @ 12:49pm 
3 out of 5 games i have started with this mod crashes after about 50-80 turns. Sometimes it helps loading a savegame from 6 turns prior, bit will crash again soon after. I dont have the Frontier pass and use 2 other mods, CQUI and 8 ages of pace
Spartak 8 Aug, 2020 @ 1:56pm 
Anyone playing with this mod is getting crashes?
elio_emperor 4 Aug, 2020 @ 2:49pm 
Hi is this compatible with NFP and Ethiopia pack?
Spartak 9 Jul, 2020 @ 12:56pm 
The presence of Spy and espionage from the begining of the game is made by this mod?
Bluur 23 Jun, 2020 @ 2:15pm 
Thanks Knasp. I found the problem. There was a conflict with the seperate Production Que mod I was using.
Knasp  [author] 23 Jun, 2020 @ 4:43am 
@Bluur: I tried starting a new game with just the expansions and the old DLCs enabled and placing districts works fine for me. I haven't got the "Frontier pass" so I cannot test if the mod is compatible.
The issue could be caused by another mod though. You could upload your "database.log" and "modding.log" files to Civfanatics (link above) if you want me to take a look.