Sid Meier's Civilization VI

Sid Meier's Civilization VI

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17 Oct, 2019 @ 6:28am
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Civics

Description
Plentiful of Changes to the Civics System.

Alot of Cards have been merged or removed.(Won't list all the removed cards on here, if you want to see all changes look at the in-game Civic tree or look in the "Civics_Script.sql" file)

New Cards (in no particular order):
  • Workaholic : +1 Housing in all Districts.
  • Apple Trade :
    All Trade Routes Grant
    +2 Faith.
    +1 Culture, Science per District.
    +1 Production per Strategic Resource improvement.
    +1 Gold per Luxury Resource improvement.
    +1 Food per Bonus Resources improvement.
    +2 Loyalty from Domestic Trade Routes.
  • Rapid Expansion : +75% Production towards Settlers. 75% Cost reduction for Purchasing Settlers with Gold. 80% Reduction for Purchasing Tiles with Gold.
  • Fortifying : +100% Production towards Military structures.
  • Birth Right : Units start with a free promotion.
  • Pillager : Pillaging only cost 1 Movement point. Yields gained from pillaging are doubled.
  • Vampirism : All units heal up to 50 hit points when they eliminate an unit.
  • Community : +100% adjacency bonus to all districts.
  • Phasing Out Equipment : 75% Gold and resource discount on all unit upgrades.
  • Self-Inflicted Wound : -10 Production and +10 Amenities in all Cities.
  • Domestic Agriculture : +1 Food from all Food Improvements.
  • Domestic Production : +1 Production from all Production Improvements.
  • Fueling Passion : +2 Science and +2 Culture in all Cities when not at war.
  • Nuclear Deterrent : All improved Uranium yields +1 additional resource per turn.
  • Funded Clones : Get a free copy when producing units.
  • Genetic Superiority : +5 Combat Strength for all units.
  • Sanctioned Fertilization : -90% Growth in Cities with over 25 Citizens.
  • Comptroller General : +3 Trade Routes
  • Work Force : +30% Production towards Builders. Newly trained Builders gain 2 additional Build actions. Builders ignore movement penalties.
  • Concrete Jungle : +1 Amenity to all cities for every 2 districts.
  • Big Brother : Enemy Spies level reduced by 1 in your lands.
  • Marvels : +15% Production towards all Wonders.
  • Unified Standards : +3 Production in all Cities.
  • Squireship : 100% Combat Experience for all units.
  • Spoils of War : Combat victories provide Gold equal to the Combat Strength of the defeated unit.
  • Corporal Arms : +30% Production towards all military units.
  • Beautification : +1 Gold on all tiles with an Appeal of Charming or Breathtaking.
  • War Stories : +2 Amenities & +6 Loyalty per turn for cities with a garrisoned unit.
  • Patriotism : Accumulate 50% less war weariness than usual.
  • Standard Template Construct : +200% Production towards Buildings and Districts.
  • Behavior-Modification Circuitry : +30 Loyalty in all Cities.
  • Supply Control : Strategic Resources yield +1 Additional Resource.
  • Cultural Race : +15% Production toward all City Projects.
  • God Emperor : +5% Growth, +1 Faith, +1 Culture in the Capital.
  • Line Formation : +1 Movement to all Military Units.
  • Slavery : Defeated land units turn into friendly builders
  • Mortar Spotter : +1 Range to All Military Units
  • Hunker Down : +15 Defense Strength to all Cities.
  • Lobbyism : +5% Gold, -2 Amenities in all Cities.
  • Stupification : -10% Science, +5% Production in all Cities.
  • Technological Stagnation : -95% Science in all your Cities. -20% Science in all Cities owned by other Civilizations.
  • Plastic Oceans :
    +1 Production, -1 Food to all Coastal and Ocean Tiles.
    -2 Appeal on all Coastal tiles.
    -1 Amenity in everyone's Coastal Cities.
  • Big Spender : -200% Production towards Carbon Recapture for all Civilizations.
  • Atheism : +50% Science, -50% Faith in all Cities
  • Altruism : +5 Food in everyone's Cities.
  • Green Planet : +1 Diplomatic Favor in Cities that don't have a Coal, Oil, or Nuclear plant.
  • Cybertronic Imperative : Units Passively Heal 20 Hitpoints every turn.
  • AI Benevolence : +4 Amenities to everyone's Cities.

Reverted to Pre-Rise & Fall :
Rationalism
Before : Extra Science from buildings in Campuses: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus.
Now : +100% Science from Campus district buildings.

Free Market
Before : Extra Gold from buildings in Commercial Hubs: +50% if city population is 10 or higher, +50% if district has at least +4 adjacency bonus.
Now : +100% Gold yield from Commercial Hub district buildings.

Simultaneum
Before : Extra Faith from buildings in Holy Sites: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus.
Now : +100% Faith yield from Holy Site district buildings.

Grand Opera
Before : Extra Culture from buildings in Theater Squares: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus.
Now : +100% Culture yield from Theater Square district buildings.

Integrated Attack Logistics
Before : +1 Movement if starting turn in enemy territory. +50% Production for Giant Death Robots.
Now : +50% Production for Giant Death Robots.

"Rapid Deployment" grants Paradrop to all military units(needs more testing).

Lumbermills on Rainforests nolonger requires the Mercantilism Civic and instead uses the same Construction Technology as regular Lumbermills

Allows formation of Corps by "Military Training" and allows formation of Army by "Nationalism"

Future Civics are always visible now
Changes Future Civic Policies to not all be Wildcards

Removes all Government exclusive cards

"Religious Order" changed from Economic to Military Slot

Known bugs :
"Birth Right" grants a free promotion to all your units and can be reequipped to give even more free promotions, it's suppose to only work on newly created units.
"Funded Clones" does not seem to work at all.
"Slavery" sometimes applies to all units of all players.
16 Comments
Nolo 25 Oct, 2019 @ 2:54am 
It worked, just had to keep forcing the turn until I got another military policy
Oni  [author] 25 Oct, 2019 @ 1:55am 
@dnarik Probably a modifier that is set work, i'd have to look further into next week. It should update the different yields you get as your city is changing too.
Oni  [author] 25 Oct, 2019 @ 1:53am 
@Nolo Did the force end turn work?
see two 24 Oct, 2019 @ 7:47pm 
hey, so, I have confirmed that in my modpack apple trade only gives bonuses from improvements on resources in sender city. I can send screenshots, if needed. Also it changes if you change tiles between cities, but that's good I guess
Nolo 24 Oct, 2019 @ 3:13pm 
I do not, your two mods, this and the religion one, are the only ones I run
Oni  [author] 24 Oct, 2019 @ 6:31am 
@Nolo It should become obsolete when Revelations or Humanism has been unlocked.
Strange, do you have any other mods that change the civic policies?
Oni  [author] 24 Oct, 2019 @ 6:28am 
@dnarik I think they should only apply to trade routes you've made. But if you're sending inbetween two of your own cities and look at loyalty with that card active you should see 2 loyalty from trade routes in the loyalty screen when looking at a city.
Nolo 23 Oct, 2019 @ 5:26pm 
@Oni Sorry I missed you! The policy that allows you to capture enemy units as workers became obsolete when I built a worker, and as I hadn't unlocked any other military policies at that point, the game forced me to fill a policy slot I couldn't fill. I didn't know you could force end the turn though, so I'm sure that would solve the problem.
see two 23 Oct, 2019 @ 1:27pm 
about the trade routes bounses. I don't know if it is one of the mods I have, maybe the "Better trade route screen" displayes yields wrong, or smth else, but I only get bonuses from a sending city
Oni  [author] 23 Oct, 2019 @ 7:48am 
@dnarik Yes Birth Right uses that same modifier if i remember correctly. There's probably some way to make it work with modifiers, if that isn't possible i'd have to code it into a lua script.
I'd have to look further into it when i come back to modding civ 6