Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mutation Mode - Random Policy Card from Civics
14 Comments
Geometrical 565 14 Apr, 2024 @ 10:18am 
Just checked, isn't working for me-maybe due to compatibility issues with the dozens of other mods i have downloaded :steamsalty:
Geometrical 565 14 Apr, 2024 @ 10:16am 
Does anybody know if this still works?
see two 11 Jul, 2019 @ 3:29am 
random districts from techs anc civics could artificaiily set the possible victory types (1 for anicent era, but more for later era starts)
BoiledInPilk 3 Jul, 2019 @ 9:13am 
I tried and it does seem to work.
Luke ✞ Jesus Saves ✞  [author] 3 Jul, 2019 @ 12:18am 
@NorthKorea.gov I haven't tested yet but from my developer perspective it should. Please help me try. Unfortunately I do not have the game with me currently so I cannot do it myself.
BoiledInPilk 2 Jul, 2019 @ 5:16pm 
is this compaitible with base game?
see two 5 Jun, 2019 @ 2:40am 
is it possible to increase the cost of every tech and civic or apply the 50% modifier to all culture and science gain?
Luke ✞ Jesus Saves ✞  [author] 27 May, 2019 @ 7:57pm 
@foodlord1 yes it is possible. I may look into it later, but as for the near future, I am quite occupied with my work, so probably there will be no new mod for a while.
foodlord1 27 May, 2019 @ 11:40am 
for the techs, could eurekas and inspirations be randomized?
TheZuma 23 May, 2019 @ 4:12am 
Uhhh, that sounds exciting, I'll look forward to see what you come up with ;)
Luke ✞ Jesus Saves ✞  [author] 23 May, 2019 @ 4:03am 
@TheZuma I can make it even more chaotic (don't worry about the research cost) =)
TheZuma 23 May, 2019 @ 3:51am 
In every era, the order of the techs are randomized
Luke ✞ Jesus Saves ✞  [author] 23 May, 2019 @ 3:10am 
@TheZuma how does that work?
TheZuma 23 May, 2019 @ 3:08am 
Could you make a random tech-tree as well? I know someone once made it, but he took the mod down