Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Historical Victories Mode
   
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4.296 MB
27 Aug, 2024 @ 1:04am
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Historical Victories Mode

Description
New game mode with unique historical victory conditions for each Civilization. Civilizations and Leaders receive three unique Historical Victories. These consist of multiple objectives that must be completed by a time limit for each victory condition. Completing all three victories unlocks the Historical Victory project which can be completed at any time to claim the victory. Requires all Expansions. Compatible with the Historical Spawn Dates mod. Designed for Huge Earth maps but can be used on any map type.

Victory Conditions
Victory objectives can have a time limit based on Era or Year. Open the World Rankings menu in-game to view the objective progress for the player and all AI leaders. Only leaders you have met will reveal their victory progress. Objectives will be marked based on whether they are incomplete, completed, or failed. Objectives are assessed at the beginning of each player's turn, after they have founded their first city.

View all victory objectives on GitHub:
https://github.com/totalslacker-civ6mods/Historical-Victories/blob/main/README.md

Explanation of the time conditions:
  • None - No time limit. Objectives can be completed at any time.
  • < Year - Objectives must be completed before the turn year.
  • == Year - Objectives are assessed on the turn year (or immediately after)
  • <= Era - Objectives must be completed before or during the listed era.
  • End of era - Objectives are assessed during the Era Countdown at the end of the era (final 10 turns of era).


Custom Victory Conditions
Victory conditions can be changed from the HistoricalVictory_Data.lua file.
View on GitHub: https://github.com/totalslacker-civ6mods/Historical-Victories/blob/main/Scripts/HistoricalVictory_Data.lua

Objectives can be changed mid-game, provided they have not been completed or failed. You must save and reload your game for changes to take effect.

Objective descriptions are generated dynamically based on the victory conditions, ie: if you change a numerical value or database value, the in-game text will automatically change.

Victory names are defined in HistoricalVictoryText.xml with the following format:
<!-- ROME --> <Replace Tag="LOC_HSD_VICTORY_CIVILIZATION_ROME_1_NAME" Language="en_US"> <Text>Pax Romana</Text> </Replace> <Replace Tag="LOC_HSD_VICTORY_CIVILIZATION_ROME_2_NAME" Language="en_US"> <Text>Imperium Romanum</Text> </Replace> <Replace Tag="LOC_HSD_VICTORY_CIVILIZATION_ROME_3_NAME" Language="en_US"> <Text>Mare Nostrum</Text> </Replace> <!-- JULIUS CAESAR --> <Replace Tag="LOC_HSD_VICTORY_LEADER_JULIUS_CAESAR_1_NAME" Language="en_US"> <Text>Gallic Wars</Text> </Replace> <Replace Tag="LOC_HSD_VICTORY_LEADER_JULIUS_CAESAR_2_NAME" Language="en_US"> <Text>Bread and Circuses</Text> </Replace> <Replace Tag="LOC_HSD_VICTORY_LEADER_JULIUS_CAESAR_3_NAME" Language="en_US"> <Text>Richer Than Crassus</Text> </Replace>

Compatibility
Not compatible with other victory mods that replace WorldRankings.lua.

Please report any bugs or crashes. The victory project does not have a unique graphic at this time, and there is no victory movie. This is the first version of the mod, so victory conditions may be unbalanced and are subject to change. Recommended for use with the Historical Spawn Dates mod. Suggestions welcome in the comments below. Thanks for checking out the mod.

Disclaimer: Generative AI was used in the making of this mod.
24 Comments
M 6 Jan @ 6:26am 
Hi TotalSlacker, another fantastic mod by you. I've been playing this on YNAMP Earth maps which adds flavour for me.
Are there any mods that you recommend to play with this mod?
Piippain 1 Dec, 2024 @ 9:25am 
I have the same problem as Younesmegou12. I have completed all my project with Mali and there is still no possibility to make the historical victory project.
I really love this mod, it's like a renewal of civ VI, so it's a shame that he doesn't work for me... Maybe it's because I desactivate diplo, science, culture and religion victory ? Do we have to activate all of the victories to make the historical one work ?
younes 15 Nov, 2024 @ 10:31am 
I don't understanf why, but this mod is not working for me at all. I just got all the projects finished as Canada, and for the last 20 turns, there has been no way to do the historical victory project despite having completed all three goals in time.
Rabs Warren 11 Nov, 2024 @ 9:38pm 
This is so cool! Is the AI aware of these victory conditions and actively pursues them? I'm just thinking if this mode is activated I would want to disable all other victory conditions (except maybe domination) so the AI has no choice but to try and complete these. I agree with xyaphiel as well, I can't see a lot of these being completed by a specific time limit, would be a nice option to disable that. Love this idea though
Xyaphiel 7 Nov, 2024 @ 2:06pm 
the mod is good on paper but the era or date conditions are really annoying. We win well before, and some civs are really disadvantaged by this limit. Maybe delete them ?

Great job otherwise, I love the concept :)
chris_lee_bear 20 Oct, 2024 @ 11:02am 
A Question please:

Does this mod work with modded Civilizations/Leaders or just vanilla/DLC ones?

Thank you for answering, Chris
Lesswite 1 Oct, 2024 @ 11:43am 
Well done! I love this concept in Civ 4's Rhye's and Fall's total conversion mod.
nea_baraja 23 Sep, 2024 @ 7:09am 
Amazing work
Wizzy 10 Sep, 2024 @ 1:47pm 
Sometimes no reaction when I achieve the victory conditions(one of the three though).
For example, Byzantium building the Saint Sophia can correctly complete its first task.
But Brazil building Christ the Redeemer and Maracana Stadium while having 5 Minas Geras doesn't complete its third task.
Tried reload/restart the game.Is it a bug or just some problems happen to me?
love the mod btw!
Yumi 10 Sep, 2024 @ 12:21pm 
Thanks for your reply, i may try working on the reward. It would be really amazing if you make a patch for Better World Ranking.