Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Strategy Core
232 Comments
poppek 6 Feb, 2024 @ 11:43am 
Yes, it works great ;-)
AimAce 16 Feb, 2022 @ 10:52pm 
Does this mods still work
Junky 30 Apr, 2021 @ 1:47pm 
Dont know why, but this mod is incompatible to Resource cultivation. Just to inform you.
٩(˃̵ᴗ˂̵)۶ ~~~ 29 Apr, 2020 @ 1:57pm 
This Mod dont works
冰室零 11 Apr, 2020 @ 12:13am 
this just sounds like a harder version
FearSunn  [author] 6 Dec, 2019 @ 4:24am 
Everything works for me. If you want me to debug whats wrong on your side Pastebin.com Database.log and Modding.log
ChimpanTV 5 Dec, 2019 @ 3:35pm 
i shall be the other complaint fear, i have around 100 mods, yet this one breaks the entire lot, and disabling it allows them to run again, somethings broken bro
FearSunn  [author] 22 Oct, 2019 @ 5:19am 
@Lion,
This mod works perfectly. I get no complains from other users.
Zolk Ironblood 22 Oct, 2019 @ 2:56am 
enabled only this mod and game says it cant load it and then crashes. avoid this mod
DokkaebiHerself 22 Jul, 2019 @ 8:16am 
can it affect civ that is created by others
FearSunn  [author] 12 Mar, 2019 @ 1:19pm 
Adaptive Difficulty mod (previously included into More Strategy) is updated and is recommended to use along with this mod.
FearSunn  [author] 21 Feb, 2019 @ 4:14am 
In order to facilitate compatibility this mod now reduced to CORE database changes.
All additional sophisticated Lua script features (like Opposition, Adaptive Difficulty, Etc.) removed. Those will be available as add-ons (separate mods) later.
lilMobStick 19 Feb, 2019 @ 3:00am 
please update for gathering storm. right now the mod breaks districts and makes them all available since turn 1 and they all cost 1 turn to build.
FearSunn  [author] 1 Feb, 2019 @ 10:52am 
Mouse over Leader portrait Tooltip. "Happiness" score. Difference between your score and leader score constitutes loyalty Penalty amount.
MisterDbro 1 Feb, 2019 @ 10:38am 
I'm already using your other mod but I'm not sure where you can see the happiness of other civs with it.
FearSunn  [author] 31 Jan, 2019 @ 10:05pm 
And yes, it is pity the game does not allow to simply close borders without denouncing.
FearSunn  [author] 31 Jan, 2019 @ 10:02pm 
It is made by intention. You should be really carefull to whom you open borders and also to whom trading surplus luxuries. Another my mod Visibility Matters will show you in advance what happiness level other civ has.
MisterDbro 31 Jan, 2019 @ 12:52pm 
Good, anyways I think I've found why it was crazy hard. I had a mod which do "Ameneties for bonus ressource". So meeting a civs on another continent who had conquered 4-5 others civs and opening border with them without knowing of much ameneties they had got me way too much opposition.
But in the same time I think I'm seeing a bit of a problem there even without the "ameneties for bonus ressource" as others continents with more luxury ressources than the one you're in can create an overwhelming opposition. I don't know if this was intended as to be really carefull, still I wish there could be a way to close border without denouncing..
FearSunn  [author] 31 Jan, 2019 @ 12:31pm 
My intention is to move LoyaltyOpposition into a separate mod. Soon after GS expansion.
MisterDbro 31 Jan, 2019 @ 12:24pm 
Hi, I really enjoy the difficulty of the mod.
I would just like to know if there is a version without the loyalty opposition mod. I'm using ressources mods and it's impossible to keep up in mid game without getting bankrupt trying to maintain amenities building and/or trying to trade with stupidly greedy AI. The only way I could play like this is by trying to be smallest as possible, which is not something civ is quite made for if you want to win the game in the end by my opinion.
But still, it's a really nice upgrade in difficulty for the others parts.
Eden Elvis 30 Jan, 2019 @ 11:41am 
okay thanks
FearSunn  [author] 30 Jan, 2019 @ 11:26am 
Districts Encampment, Campus and HolySite are available from the beginning. Something wrong on your side.
Eden Elvis 30 Jan, 2019 @ 11:22am 
For me I have to research writing, and I can't see any conflicting modwhich would change that
FearSunn  [author] 30 Jan, 2019 @ 11:06am 
Campus should be available from the start, you don't need to unlock Campus.
Eden Elvis 30 Jan, 2019 @ 10:56am 
I'm not suggesting that you need to change the mod but if you could tell me where to find the 'no science from population' so I can delete it maybe
Eden Elvis 30 Jan, 2019 @ 10:55am 
I know and I would be fine with that but it takes near 100 turns on standard to even unlock the campus and you have to rush straight for it, because if you don't and the AI gets it first they are instantly producing at least 6x your science and just crush you with swordsmen
FearSunn  [author] 30 Jan, 2019 @ 7:04am 
Science yield is somehow increased for AIs due to computer gets science from combat.
Science yield for human is somehow decreased because population does not produce science (nor culture) anymore. You need buildings and specialist to get anything with this mod. I have no intentions to change that.
Eden Elvis 30 Jan, 2019 @ 6:33am 
Does this mod reduce science yields early game? or might it be a conflict between my mods? If the former is the case, is there any way to remove that effect? I find it incredibly frustrating
Boerwar 30 Dec, 2018 @ 8:49am 
Thanks
FearSunn  [author] 30 Dec, 2018 @ 8:02am 
It is finished as single player only. Multiplayer is still work in progress and probably someday will be released as separate mod.
Boerwar 30 Dec, 2018 @ 7:50am 
Hi, in the description you wrote that it doesn't work with multiplayer, but in comments you say it is finished. Will it work on multiplayer now?
FearSunn  [author] 24 Nov, 2018 @ 3:37am 
Hey. I am consider this mod is in its final stable state now. I am happy with the result and have no plans to add anything new to it.
As for upcoming 2nd expansion we shall see how it will change the things. Most likely just before expansion some patch with bug fixes and general improvements will be issued (lets hope so). This might break compatibility. I will do my best to restore it in this case. But I am sceptical towards new expansion and new content coming with expansion. If base game AI is not improved, then all this new hyped features will not work as expected.
Rose 24 Nov, 2018 @ 3:13am 
Hey FearSunn, been a while. Checking up on your mod, seeing if you have anything planned for the future? Not enough to go on with the new DLC, but I'm eager to see what you do when it comes out.
FearSunn  [author] 16 Oct, 2018 @ 10:46pm 
This is what I've said just a few post below: Civ 6 is a wide game in its essence. There is no dilemma to go Wide or Tall. You always forced to go Wide. This is base game design. I have no intentions to change that.
But I don't see how this conversation could lead to something productive therefore I am closing it now. Clean up pending.
Skeev 16 Oct, 2018 @ 1:32pm 
Furthermore:
Larger -> More Citys -> More possibilities for bueiling districts -> more outcome

Very simple....
Skeev 15 Oct, 2018 @ 12:06am 
The thing is the mod take a little disadavantage and make a huge one. The biggest issue is the promise to make the game more challenging but in fact it became more biased and unbalanced. It now favors one special aproach even more than it did in vanilla and this you call "for advanced players"


The wide spread civs advantage was only one of some other.
FearSunn  [author] 14 Oct, 2018 @ 11:09pm 
Civ 6 is a wide game in its essence. This mod has no ambition to change that.
Skeev 14 Oct, 2018 @ 9:12pm 
Nice ideas, but too messed up in balancing. Widespread Civs got even more advantages than in the vanilla.

Too ambition in my eyes.
FearSunn  [author] 13 Oct, 2018 @ 3:59am 
Tom, as already stated, this mod is for advenced players. It forces human to utilize every possible tools not just to win but to stay alive.
In your example all you had to do was to open borders with Russia to allow your people visit this wonderfull country. Alternatively you could try to be on par with Russia on tourism (and tourism is not the same as culture, as you probably know).
As for computer players Ai is not affected by Loyalty Tourism in any way. Therefore you comment on AI is irrelevant.
Tom 'The Troll God' 12 Oct, 2018 @ 3:51pm 
This mod utilizes one of the few unbroken components of AI and breaks it, loyalty. For example, in the medevial era on emporer difficutly, my city (i was playing on large earth map) in western England was so affected by Russia's tourism (mind you I had only built two less wonders then them) that it created -20 disloyalty in the form of opposition. The city had +2 amenities, and was surrounded by friendly cities. However, russia somehow had -20 disloyalty influence (russia was not even ahead of me in tech, and only in culture by a little bit) so the city rebelled, even though it was very happy, and it was my second farthest city away from russia. (continued below)
Tom 'The Troll God' 12 Oct, 2018 @ 3:51pm 
(Continued ) When they rebelled then, they did not even end up joining russia, so that makes no logical sense (rebel cause russia is so great, then don't join them). Overall cities rebel way to easy, yet the computer players are no smarter, so it just makes AI spammier then ever without fixing the fundamental flaw that they don't know how to strategize. If you like spammy AI install this, otherwise, I highly recommend avoiding it.
FearSunn  [author] 22 Sep, 2018 @ 11:11pm 
Yes. Check Detailed initial core changes list just above in Discussions.
Moyocoya 22 Sep, 2018 @ 8:53pm 
Trying your mod for the first time : I can build a holy site, a campus and an encampment turn 1 ? Is this expected ?
FearSunn  [author] 18 Sep, 2018 @ 9:56am 
No.
Avalen 18 Sep, 2018 @ 9:50am 
Is the AI affected by opposition?
FearSunn  [author] 15 Sep, 2018 @ 8:54am 
Yes for the First part. NO for the second. Your people will know there is a country with a lot of tourist attractions and will demant you get open borders for that country.
Avalen 15 Sep, 2018 @ 8:52am 
i mean the amenities opposition
Avalen 15 Sep, 2018 @ 8:52am 
Okay. So if you never open your borders you will never suffer from negative amenities? Loving the mod btw. But finding it almost impossible to build wonders on higher difficulties. Currently making a mod to restrict wonders to only a few civs each to make it possible to get some
FearSunn  [author] 15 Sep, 2018 @ 8:49am 
Thera 2 elements for Opposition loyalty:
First you rightly identified Amenities difference. If other civ you have open borders with (to or from) has better overall amenities per citizen then you get Amenities loyalty penalty.
Second: if other civ you have NO open borders TO is signifficanly ahead in visiting tourism than you are, then you will suffer Tourism loyalty penalty.
Avalen 15 Sep, 2018 @ 7:52am 
So how exactly does opposition work? It seems to be the same value across all of your cities. Is it dependant on the oher civilization having more amentities than you?