Sid Meier's Civilization VI

Sid Meier's Civilization VI

229 ratings
Civ Reimagined 7
6
2
5
4
2
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
254.698 MB
6 Mar, 2021 @ 9:04am
14 Oct, 2021 @ 7:34pm
96 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Civ Reimagined 7

In 2 collections by wbwillis
Civ Reimagined: Multiplayer Collection
13 items
CivReimagined: Minimum Mod List
8 items
Description
An expansion overhaul for players who like a loooong game. Built from the ground up to integrate with Warfare Expanded.

***NEW LITE VERSION***
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2529851858
(May reduce some graphics glitches from too many assets, downside is you lose icons for all new buildings and techs.

Featuring 130 New Techs, 45 New Civics, over 50 New Buildings, and over 65 new policy cards!

Completely integrated with the Warfare Expanded Mod series!

Completely redone civics and tech trees, and changes to existing vanilla policy cards.

Featuring longer and more in depth eras!

New boosts! (They are rarer, harder, weaker, and now you might have to actually work for them!)

Rearranged civic and tech bonuses, and governments!

And NEW AUDIO for many of the new techs and civics! Featuring the voices of the late great Leonard Nimoy (from Civ IV), Charleton Heston as Moses, Elizabeth Taylor as Queen Cleopatra, George C. Scott as General Patton, as well as JFK, LBJ, MLK and Carl Sagan as themselves!

And finally, our recommended mod list has been thoroughly tested in multiplayer.

Civ Reimagined is a project whose goal is to extend Civ Games. With more focus on role playing, and creating longer eras and more vertical civs. (This was initially designed for personal use as a private mod among a group of gamers hence the version 6.0)

The tech tree was the first step in the process. I began modifying it to better integrate the amazing units in the Warfare Expanded Mod Series. But as I did this work the project began to grow. More techs and civics meant more buildings and policy cards were needed. Governments had to be rearranged, and tech and civics bonuses adjusted. I also began integrating many small changes I had always wanted to see in Civ. But there is still more work to be done. So I appreciate anyone who plays and gives feedback on balance and other issues that arise. Also, since there is so much more I want to do, and only a finite amount of time in life, I am on the lookout for folks who can help me create a few new units (Marines for WWII era, Paratroopers at Combined Arms, Alpine Troops at Reorganized Infantry, and more.

GAME TWEAKS
  • Stability, to maintain stability of this mod I have not used any of my own dynamic modifiers, I always just use modifiers that already existed in game. And just copy and pasted code, this I believe has really aided in the game being much more stable. As I had heard in the past some thought that mods that change Yields were causing instability in multiplayer.

  • LONGER ERAS Ever since Civ II I wanted eras to playout longer, back then I seemed to never get a chance to use my knights. Instead of using a mod that just added turns time to research I created many new techs and designed bottlenecks into the Civics and Tech trees so that certain eras would need to be played out, and there would be time for other (AI & Human) players to catch up.

  • Dilemnas, I really was frustrated by the gameification of Civ VI, all policy cards are good, and you just play your best cards. It didn't feel like governing, it felt like a mini game. When I was a kid playing Civ II, I wanted to feel like I was running an empire. And part of governing is making tough decisions. If you study history or follow politics today you will know that no piece of public policy is perfect, there are always trade-offs. So I integrated some dark era penalities into many of the new policies I created. Now you will need to govern, and make difficult choices about what is best for your people.

  • City Administration, one of the biggest issues I had with the civ series since I played it for the first time over 20 years ago was the steam rolling effect. We all know the moment when you no longer are in doubt of whether your civ will stand the test of time. It seems in civ the more you grow the more powerful your empire becomes. This was never true in history, the game should get more challenging as your empire gets larger. So I have been increasing maintenance costs for buildings, and even created a "City Administration" which costs 4 gold per turn, and is necessary to build many city center buildings as well as train settlers. The result is to make it so that as you build more cities your expenses rise. I am also looking at various ways to prevent this steam rolling effect using existing game mechanics, any suggestions are always welcome!

  • Penalizing Progress This is another concept I have integrated to prevent steam rolling. The fundamental flaw in all 4x strategy games is that they try to GIVE you a reason to progress.But with Civics and Technology we don't need additional incentive to advance. We need to in order to survive. So in this game there are negative bonuses you will receive as you progress.

    Over the course of the game the new buildings, and some new bonuses will gradually cancel these penalties out. But the idea is it slows you down. For example as you enter the Medieval Era you will be hit by multiple penalties, but by the Renaissance you will l mostly counter them, and face new challenges as you get back on track. This also forms a sort of bottleneck (in theory) where faster players get slowed down first, and more primitive civilizations can have a window to catch up. That's the theory anyway, implementing it using only existing game modifiers is challenging.

    Integration with the Plague Mod means you will also face the black death at this time. So perhaps your steamrolling empire won't survive after all!

  • Resources Revealed: Most resources are now revealed by a tech or a civic. One of the first challenges is settling your first city, with no idea where the best resources will be. You must choose based on other ideas, such as defensiveness and access to water. Then choose your techs wisely as you scour the countryside for resources.

  • Other Mods: I have integrated a few of my favorite mods, which I give credit to below. The only reason was to keep our "required mod" list low.

    CREDITS:
    LEAGUE (extended tech tree) - This was my starting point for building this mod, I used it as a template to build upon. .........................Much much credit to this amazing mod!
    ANGRYR (military tactics mod) - inlcuded some of his sql code within this mod.
    _ZEE (Normalized Climate Change) - included _ZEE's SQL in this mod.
    DESUCRATE (Don't Mine Dirt!) - Included some of this code.
    LUKE JESUS SAVES (Harder Era) - utilized this mod to help nerf era score now that eras are longer.
    MACHIAVELLI (Settlers Retreat) - Included in this mod because I think it is an essential mod to help the AI.

    Credts to required mods:
    DELIVERATOR - For all his amazing work on unit asset design (STEEL & THUNDER) I am also working on using some of his ported Beyond Earth units to flesh out the future era. But currently my version is crashing in multiplayer.
    NHC - for his work on the Plague Mod, and FEARSUNN for the initial work on the Black Death Mod.

    XYTH on Civ Fanatics for inspiring me with Civ IV: History Rewritten

    Finally to the entire Warfare Expanded Team for inspiring me to make this mod in the first place!
    HIZKIYAHU, KRUMSTRASHNI, SIAU2TIE1, ZIIPRIAN AND ANYONE ELSE FROM THE TEAM.


    SUPPORT ME ON PATREON
    https://www.patreon.com/civreimagined
    My wife recently said "Are you doing more of that free work?"
    Let's pay for her Netflix account! Making her happy means I can mod more!!

    DISCORD:
    https://discord.gg/WcXNVnSXQ7
Popular Discussions View All (5)
133
21 Jun, 2024 @ 12:40am
CRASHES
wbwillis
18
5 Sep, 2021 @ 2:13pm
New Eras
wbwillis
1
15 Mar @ 2:06pm
Loyalty issues
Liamo
530 Comments
wbwillis  [author] 23 Mar @ 3:03pm 
I’m actually amazed to hear some of you guys have this working. I had stopped work on it because there were too many things to fix.

I got too ambitious and far from the original intent of the mod. But that’s mission creep, you try to rearrange the tech tree a little and you end up building an entire overhaul mod!

The computer with the original files is long gone. Though the actual ssd might be around somewhere.

If I ever have time I’d like to rebuild it from the ground up, using the same assets but in a more stable simplified way. If anyone is familiar with XML editing and ever wants to help please let me know. For now I’m thinking about asking an AI for help with rewriting the code of this mod. we’ll see!
viddad21 1 Mar @ 1:46pm 
still crashes after a bit of play
Liamo 18 Feb @ 6:17pm 
Mine is working except for loyalty. It seems like I'm getting no positive loyalty pressure from my citizens. Policy cards, that add +2 loyalty to cites not on my continent aren't working. I keep getting hit with -12, or more, -loyalty from "other effects." I don't have a religion, and most of the cites are close to other civilizations with the same religion. A lot of my cities with this issue, aren't even near other civilizations. Any thoughts on a fix? Are there any mods that offer buildings I can build for loyalty? I see one that lets me build some if it's my civilization but what about ones that I conquer? So far, I've been only conquering Free States.
thisisincognito 2 Jan @ 4:01pm 
no
Darth Revan 1 Jan @ 8:05pm 
has this mod been fixed?
keith_teo 13 Oct, 2024 @ 1:11am 
Completely unplayable now. Crashes on settle.
evantacoguy69 9 Oct, 2024 @ 1:38pm 
Going To Comment on this so it saves
John Mission Impossible Force 20 Jun, 2024 @ 6:30pm 
The lite version worked perfectly until turn 135. Now the mod crashes regardless. Reinstall it mod and even game and still consistently crashes. I don't know how I made it worked for the first time at all.
Ashame, probably the best mod for civ 6.
Not sure if there's a substitute.
acridpunkpistol 20 Jun, 2024 @ 4:10pm 
This has been by far my #1 Civ 6 mod for the past couple years now. I struggle to play normal games without it now. Regardless of whether or not mod author returns to update I am grateful for all the extra hours this mod has helped me squeeze out of this game.
wbwillis  [author] 28 May, 2024 @ 5:48am 
Hu andersen, unfortunately I have not had time to update this mod. For the time being it is not working. If i have time to simplify and fix it before the next Civ is released I will.