Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Jedi
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
103.395 MB
28 Apr, 2017 @ 7:33am
29 Jun, 2018 @ 1:41pm
3 Change Notes ( view )

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Jedi

Description
WARNING!! THIS MOD IS BROKEN AGAIN

Apologies, but this mod has been broken by a patch to the core game.

Note that even if the core game is altered to fix the issue this mod will not work with Rise and Fall without something like Enable All Leaders for Rise and Fall https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1320449193, or it may not work at all with Rise and Fall.

I'm leaving the mod in place so that hopefully the developers can analyze and accommodate the issue(s) in future patches, not that I'd imagine they'd care, but you never know; they might want to include units of their own in a DLC that operate similar to the Jedi units.




A long time ago in a galaxy far, far away....

gets a lot closer as Jedi Master Lexindri leads a group of intergalactic explorers after the civilian leadership dies in the crash landing on Earth at the dawn of civilization, but can you lead the Jedi in creating a civilization to stand the test of time?

A longer version of the backstory is in the screenshots and more in the civilopedia entries, and I won't duplicate it here. Instead I thought I'd share the concept:

Jedi units. The Jedi are not an army, they're individuals, so the idea of putting production in to make them is ridiculous, so I soon realised that they had to be bought with faith. However, people who are Force sensitive, though extremely rare, can be discovered anywhere, so I added a chance to find them in villages, barbarian encampments and captured cities.

Of course the upgrade path had to be from Padawan to (eventually) Jedi Master. I figured three units was too few, hence: Padawan — Jedi — Jedi Knight — Jedi Master.

And of course the Jedi units had to rock. Hence I made the Jedi Promotion Tree, made up of promotions most of which dwarf all but a few promotions scattered across the other promotion trees.

To get these promotions isn't going to be easy, but Jedi learn fast, so prompted by their similarity to Scouts visually, as individuals, and frequently in their role, I gave them the benefit of Survey.

A leader. I was always inclined to use my favourite character from SWTOR, the main advantages being:

• I could make screenshots for the images
• (To make her character feel three dimensional while I was playing) I wrote a 255 page 14+ prequel to her Star Wars: The Old Republic adventures (called "The New School" — here's the URL: https://docs.google.com/document/d/1TymJI4hB3BA_NpIBHMn1vCVZnK7rVS5cNGYjObLqgV0/edit?usp=sharing) so I know that she has a skill set and propensities that are actually useful as a Civ leader.
• She doesn't have the problem any canon character would have — death in the existing or later canon.
• I'd be lying if I suggested pandering to my own ego didn't come into it at all.

So I asked myself what would the Jedi, and more specifically what would Lexi, do?

Obviously they couldn't have much technology left after the crash or they'd be overpowered, so I decided that all they have left are a few thousand circuits salvaged from the remains of the ship.

Lexi is heavily into education, as are the Jedi, so I figured she'd reserve those circuits for the Jedi's main educational technology, holocrons, but without the specialised circuits designed for holocrons the end result wouldn't be quite the same, and I thought of the similarity between the top of a Monument and some of the holocrons and thought maybe the technical limitations could make these new holocrons have to be big. Hence Holocron became the Monument replacement, an educational tool available to the public.

The Jedi are a martial order, and Jedi is half religion half science. So I figured that their buildings would be in the Encampment District and that they'd provide extra science and potentially enough extra faith to take the edge off the dual draws on it — Missionaries and Jedi. The original monstrous Jedi Temple on Coruscant would have been considered a Galactic Wonder. I didn't want anything that big, but one of the buildings had to be a Jedi Temple and it had to be big, providing huge benefits with a fitting cost.

So here are the Jedi, led by Lexi.

Will you step into her shoes (not that she wears any) and build a civilization to stand the test of time?


P.S. I want no compromise in this mod. If you see any bugs please tell me.
P.P.S. As "The Jedi" is plural, this mod removes the text "joins the world stage" in all languages. I really don't think the loading screen suffers from the loss (and TBH I consider that string to be a waste of space that some mods might need for text), but I figured as it's a change that will affect all civilizations I ought to mention it.
97 Comments
civilization  [author] 19 Nov, 2019 @ 1:18pm 
Thanks, Zombie Matt. That's great. It sounds like it's at least playable, which is a huge achievement given the totally broken state it was in before. :)

FYI I still have no plans to mod it again unless I could be sure that I could relatively easily get it back to as it was before the game patch broke it, and probably not even then; I've been playing quite a bit of Civ V recently and consider it a better game so I'm really waiting for VII. When that comes out I'll certainly at least look into recreating this, but only if they give us comprehensive help with the modding and commit to not breaking stuff with later patches.
Zombie Matt 17 Sep, 2019 @ 7:09pm 
I have created a patch for this mod. https://github.com/ZombieMatt/Civilization-Jedi.git

You will no longer need to us my enable all leaders for this to work. Is now compatible with Rise and Fall and Gathering Storm. Jedi units are no longer invisible and their animations work. Crash to desktop has been fixed, except for when exiting the game to the main menu it may crash. There is still a bug that is preventing padawans from spawning but instead of crashing the game it just ignores it, and then may crash when you exit. Buying Jedi units with Faith works fine. I also added moment illustrations.

@civilization If you decided to release an update beyond file replacement please make sure to check mark compatibility versions inside modbuddy project properties as it overrides the hard coding in Jedi.modinfo
civilization  [author] 14 Apr, 2019 @ 7:53pm 
REMINDER: THIS MOD IS BROKEN. Nothing has changed since July 2018 AFAIK.
5knights10 1 Apr, 2019 @ 1:29pm 
Game crashes when buying a Jedi. Great mod otherwise.
civilization  [author] 11 Oct, 2018 @ 7:07pm 
ilujade, I'm sorry I have no idea. I wasn't keeping track of versions when it went pear shaped.
Juju 15 Sep, 2018 @ 2:54am 
What is the latest compatible version, with which the mod worked without problems?
Major_BAKA 8 Sep, 2018 @ 9:21am 
crashes game when clearing barb encampment
civilization  [author] 18 Jul, 2018 @ 2:49pm 
As far as I can tell the designers have changed the game so that having a unit that promotes to a ranged unit bugs. I think we're going to have to consider this mod as (at least temporarily) broken. As far as I can tell there's nothing I can do about it and (as I've mentioned before) I've lost patience with the lack of support (not to mention the poor design choice that led to this bug). I'm writing this mod off again for now. I'll leave it here in case someone else finds a solution and so the developers can (if they wish) address the issue(s) in any further release, but until the situation changes I'm done.
pbfandco 17 Jul, 2018 @ 3:07am 
Having enjoyed this mod in the past I decided to give it another go but landing on a goodie hut crashed the game. I used the resume game feature to get back in and did score a jedi unit from the original hut, but along came another hut and the crash struck again.
I'm no expert at fixing this sort of thing so I will await further developments
Woody 14 Jul, 2018 @ 7:53pm 
ugh. I had it tweaked so it was working for me with the ranged units simplified to melee units... then it updated mid-game and the game crashes...