Sid Meier's Civilization VI

Sid Meier's Civilization VI

Essential Mod Collection for vanilla Civ 6
34 Comments
titan_vfaf  [author] 20 Mar, 2020 @ 3:08am 
Keeping my collections up-to-date would require lots of testing and tweaking on regular basis because there are too many parties making decisions about different things in each collection. I simply don't have time nor motivation to develop such never-ending projects. Sorry about this.
sageblood 8 Feb, 2020 @ 8:58pm 
visibility matters min-makes my screen lose all UI.Unit report screen-stops me from promoting all units.
Bindle 1 May, 2019 @ 1:47pm 
Been having an issue at the start of turns where it takes away the hud and I cannot do anything. is there a fix for this?
titan_vfaf  [author] 17 Dec, 2018 @ 4:31pm 
My new Mod Collection is ready! Here is a direct link:
Essential Mod Collection for Civ 6: Rise & Fall
titan_vfaf  [author] 6 Dec, 2018 @ 3:07am 
I've started to build totally new Mod Collection. Obviously compatible with Rise&Fall also.

Don't know when it's ready for publication, but the more I have inspiration for developing it, the sooner it will be worth publishing and sharing.
C64 Mat 24 Nov, 2018 @ 3:51pm 
It's ok! I appreciate the work you've put into creating a balanced collection :)
titan_vfaf  [author] 24 Nov, 2018 @ 1:30pm 
@Mataeus
That is a good recommendation. But I must add that nowadays the whole collection is quite obsolete. So much has happened in the frontier of new mods since my last update. I apologize for neglecting developement of the collection completely. Just been too busy elsewhere.
C64 Mat 24 Nov, 2018 @ 12:33pm 
HI! I'd like to recommend you replace the Resourceful mod with Resourceful 2. The original is legacy now and won't be updated :)
titan_vfaf  [author] 24 May, 2018 @ 8:56pm 
@LostSemicolon
I do recall one occasion when I had one unit somewhere for which had been given orders to move from a to b. For some reason it couldn't proceed where it was ordered to, nor it never auto-selected itself despite the fact that it still had movement points left. And this caused exactly that issue you described - I couldn't end my turn until I figured out that I needed to find that unit and give new orders for it.

If you are certain that no units have movement points left, something else must me causing your issue. Something has not been done yet on that turn, and for some reason you have not been informed about it. Investigate.
LostSemicolon 22 May, 2018 @ 12:12am 
I'm having an issue where clicking on the giant button that directs things you need to do this turn (like giving troops actions, selecting a science, etc) is not responsive when I click on it. I am currently at a point where it will not let me even finish my turn. Have any solution?
Captain Pirate 25 Apr, 2018 @ 5:20am 
(not the fault of the modpack.) Unfortunately I really don't like Civ 6 for so many reasons, as I found out yesterday. I'll keep trying but god this gameplay is so much worse than 4 and 5.
titan_vfaf  [author] 25 Apr, 2018 @ 2:15am 
Ok Captain.
I'm trying to find time to figure out what's wrong with Eric's Improvements Patch - what causes it to crash so often with Rise&Fall. I have consulted an expert modder on this matter, he has given me some great tips how to investigate this issue. But haven't found time for this yet :(
Captain Pirate 24 Apr, 2018 @ 5:08am 
Just got a new promotion with more specialized work but way less of it, I'll be glad to test this out and alleviate my boredom.
titan_vfaf  [author] 12 Apr, 2018 @ 1:58pm 
@Panda
Cool that you are willing to try :)
I on the other hand am excited to hear what you (and others as well) feel about the game experience itself. Actually NO ONE has yet given me any concrete feedback about how its like to play with this collection :/
Lemon 10 Apr, 2018 @ 7:49am 
I'm usually only playing with very few mods but this looks very interesting. Thanks for the effort of putting those seemingly awesome mods together and the deep insight description. I'm excited to try it out!
titan_vfaf  [author] 26 Mar, 2018 @ 8:09am 
I have so much going on irl at the moment that concentrating to develop this project is not possible. But this is only temporary I believe. Hope you can enjoy the collection as it is.
titan_vfaf  [author] 21 Feb, 2018 @ 6:18am 
I don't feel uncomfortable at all. Maybe I'm just a little bit of frustrated because people seem to be so guarded tovards the collection while I'm just trying to share what I find to be something brilliant...
titan_vfaf  [author] 21 Feb, 2018 @ 6:11am 
I'm sorry if you feel that way, that is not my intention. I'm just so confident about all of this that my attitude can easily be misunderstood I guess. You can ask anything you want related to this collection and I shall answer. But please do concider to do what I asked and just go for it...
FearSunn 21 Feb, 2018 @ 6:04am 
Good. But still if you are kind of endorsing and recommend mods in this collection you should be ready to answer sometimes not very comfortable critical questions. Not just saying go try yourself.
titan_vfaf  [author] 21 Feb, 2018 @ 6:00am 
As far as I know those new buildings are not represented visually. But occationally you get gossips which do confirm that they do. Also, if you capture a City-State or some other AI-civ City, you can see that they have built some of those in that particular city.
FearSunn 21 Feb, 2018 @ 5:56am 
How do you know AI builds those buildings? Are they represented somehow visually?
titan_vfaf  [author] 21 Feb, 2018 @ 5:54am 
Yes.

Why don't you just actually try this collection and then we talk more ok? :)
FearSunn 21 Feb, 2018 @ 5:49am 
And what about new buildings? Does AI actually build those new buildings from mods?
titan_vfaf  [author] 21 Feb, 2018 @ 5:42am 
Well quite obviously I'm playing with MoreStrategy because it couldn't be more essential part of this collection!

I don't actually care whether AI settles where it's supposed to by coincidence or intentionally, as long as IT DOES. And it does. I think this way of thinking is totally ok. But I quess you don't agree?
FearSunn 21 Feb, 2018 @ 4:28am 
If you play with More Strategy mod enabled (and I assume you do) then settling behavior is altered in a way AI prefers settling near luxury resources as a priority. By this coincidence AI is somehow more indifferent to fresh water. But this is just a coincidence.
titan_vfaf  [author] 21 Feb, 2018 @ 4:03am 
By "water" I assume you mean freash water . You're often right about AI stuff and everything related to it in theoretical level. But...

Sometimes it's way more important to do actual testing instead of just content oneself with plain theories. Besides, I believe you're clearly overthinking this issue about housing anyway. Here are the facts:
- By stating that settling near fresh water is not so important anymore, doesn't mean AI can't cope with this situation, even if it prefers to keep doing so. Because it still fills the map with cities.
- Farms provide +1 Housing insteaf of +0.5. This is mainly where I based my statement of reduced importance of fresh water. AI tends to always build alot of farms (maybe in order to get more food). So, if it settles out of fresh water which it sometimes does, it still builds farms and gets the extra housing from them, even if it doesn't "realise" this.
FearSunn 21 Feb, 2018 @ 3:10am 
Good stuff really. It is not finished yet, but it is already obvious it should be a "must read" for every player (and modder also).
Only one general remark if I may...

When considering my own new mod or evaluating others people's mods I always ask myself one question: Does AI "know" how to handle these new features. For me this is single most important question to answer.
Now lets take an example from your collection.
You say water is now not so important for settling for one can get housing from improvements. My first impression was positive, but then I've recalled there is settling behavior coded in the core game and according to this AI evaluates new settling spots very much based on water availability. So... You (human) know that water is not so important now, but does AI "know" that? I guess not... And this is just a game (or better say this particular mod) breaker for me.
titan_vfaf  [author] 18 Feb, 2018 @ 9:36am 
Alright Tag. I was myself just about to start summarizing a list of changes how exactly this collection affects to vanilla.

By the way, I do highly recommend to use all these mods at once. I've had quite a lot experience in this matter and everything related to it so I'd like to think my opinion, again, in this matter , is worth taking seriously at least. But ultimately it's of course all up to you individually what kind of mod combination you want to build yourself, eventually. Just make sure any other mod out of this set doesn't make the wholeness unstable somehow due to for example compatibility issues.
Tag 18 Feb, 2018 @ 8:54am 
Hadn't had a chance to sit through a game using More Strategy yet but probably in a few hours.
titan_vfaf  [author] 17 Feb, 2018 @ 5:47pm 
Or actually I meant today. After all it's already sunday.
titan_vfaf  [author] 17 Feb, 2018 @ 5:41pm 
Thank you for showing interest towards the collection!

Have any of you had any trouble at getting science developement up and running in the beginning? I know this particular task may seem quite a challenge at first if you're totally new to More Strategy Mod. But no worries, it'll get easier for you once you learn a proper early-game strategy ;) Like I promised, I shall give my own insight about this and everything else too which I deem appropriate. I'll start working on it tomorrow and try to get it done the same day.
Tag 17 Feb, 2018 @ 1:54pm 
Good job picking these out.
_Dennis 17 Feb, 2018 @ 12:44am 
These mods do look more interesting than R&F, let's see :P
titan_vfaf  [author] 14 Feb, 2018 @ 4:32pm 
Someone other than me added this to their favorites!

Who? Identify yourself! :P