Sid Meier's Civilization VI

Sid Meier's Civilization VI

AREX (2.8.7) - [Discontinued]
112 Comments
Junky 5 Oct, 2020 @ 2:41am 
Can you explain me, why you decided to give all tiles a -1 penalty on food instead of increasing citizen food consumption to 3 ?
Spartak 30 Sep, 2020 @ 9:12am 
@Knasp Hello mate! The author of the mod "Golden Age" said that he tried to implement the lose HP outside friendly territory feature and that was crashing the game! I think he found the cause to these crashes here too, could you give a look at it?
Thank you!
Knasp  [author] 16 Aug, 2020 @ 4:18am 
It's sad to hear about the weird crashing and thanks for reporting the issue in the bug thread. I don't own or plan on getting the Frontier pass so I'm not able to test the game with that enabled.

I started a game with all the pre-frontier DLC and my mod, using the Autoplay mod, and it works fine for 200+ turns.

Hopefully it's an issue that Firaxis can fix, because without errors recorded in the logs it would be quite difficult and time consuming to find out the cause of the crashing. One way to go about this would be to remove bits of code until there's no more crashing and then try to ísolate the specific changes/code that seems to be causing the issue.

I would invite anyone willing to test this, and if they'd like they could upload their version(s) of the mod and I'd link to it from this page. In fact, feel free to use any of my code for any mod project you'd like. I mean, this mod started out with Dunklosteus' code and expanded upon it.

Spartak 13 Aug, 2020 @ 3:52pm 
It's really sad, this mod is the unique that improve the warfare system , it really needs a update. Atm is crashing the game
LordOfChange 9 Aug, 2020 @ 12:49pm 
3 out of 5 games i have started with this mod crashes after about 50-80 turns. Sometimes it helps loading a savegame from 6 turns prior, bit will crash again soon after. I dont have the Frontier pass and use 2 other mods, CQUI and 8 ages of pace
Spartak 8 Aug, 2020 @ 1:56pm 
Anyone playing with this mod is getting crashes?
elio_emperor 4 Aug, 2020 @ 2:49pm 
Hi is this compatible with NFP and Ethiopia pack?
Spartak 9 Jul, 2020 @ 12:56pm 
The presence of Spy and espionage from the begining of the game is made by this mod?
Bluur 23 Jun, 2020 @ 2:15pm 
Thanks Knasp. I found the problem. There was a conflict with the seperate Production Que mod I was using.
Knasp  [author] 23 Jun, 2020 @ 4:43am 
@Bluur: I tried starting a new game with just the expansions and the old DLCs enabled and placing districts works fine for me. I haven't got the "Frontier pass" so I cannot test if the mod is compatible.
The issue could be caused by another mod though. You could upload your "database.log" and "modding.log" files to Civfanatics (link above) if you want me to take a look.
Bluur 21 Jun, 2020 @ 6:54pm 
Great mod and it encompasses many of the changes I have tried to make it my personal mods. However, I can;t build any districts. When I try to build them all the city tiles are grayed out even when I should be able to build. Is there a mechanic in the mod I am missing?
Knasp  [author] 8 Mar, 2020 @ 8:18am 
@Junk: It might be but I wouldn't recommend it.

@Anonymous: Interesting idea! I'll have to think about it.
Junk 7 Mar, 2020 @ 9:15pm 
SM's Theater Square Rework wouldn't be compatible would it? Gives adjacency from luxuries and natural wonders.
Anonymous 22 Feb, 2020 @ 1:59am 
Ever considered working with Angryr on future mod compatibility??
You two's mods (Agri Rev vs. Military Tactic & Supply Logistic) seems to have similar intent of making the game more realistic/historically accurate...
Knasp  [author] 17 Feb, 2020 @ 10:36am 
No, I don't think it's more difficult than the base game, but it might take some time to understand some of the changes and to take that into account when playing. I know there's a mod called Real Era Stop but I haven't tested if it works with my mod.
Raederle 17 Feb, 2020 @ 7:53am 
This mod sounds significantly more challenging than the base game. Do you recommend playing at a slightly lower difficulty than you're used to when trying this mod for the first time? As a side note, for those of us who find the modern eras (everything past Knights and Crossbowmen) unsightly and prefer to live in the past . . . Do you know of any mods that trim the tech tree so that the game simply doesn't have these later eras?
Knasp  [author] 11 Feb, 2020 @ 10:55pm 
Thanks! I'm glad you enjoy it. While this mod tries to correct many
annoyances, it's far from what is possible to mod since I haven't learned Lua code yet. And another issue is that it's difficult to estimate the impact of changes and I've been very cautious about changing the core design.
Anyway, the current version has some issues that I hope to fix shortly. The most obvious being a mistake that let's Field Cannon boost all cities ' ranged attack. Also resource costs for units is simply too low.
Anonymous 10 Feb, 2020 @ 9:19pm 
Anyways, I really hope that this mod is kept up to date for as long as this game releases patches. Civ6 imo really downplayed the historical accuracy on many things and most victory route (cultural, diplomatic, scientific, religion) just straight up doesnt make any sense.
After all, i really don't see how a country dominates the world by having the most tourists, or having everyone follow your country's religion, or being the most agreedable one in world congress, or building rockets...
Anonymous 10 Feb, 2020 @ 9:11pm 
Read my posts from top to bottom because steam wont let me post more than 1k letters or something each time
Anonymous 10 Feb, 2020 @ 9:11pm 
Honestly, it is rather sad to see that civ6 really underplayed the importance siege warfare and the importance of having a city besieged, since if i have it correctly, throughout the ancient times, from classical to medieval, any towns with walls is usually very difficult to straight out scale and assault (often times even with siege engines as we approach medieval age) as long as they are well supplied and they have enough army in walls to defend all sides.
Anonymous 10 Feb, 2020 @ 9:11pm 

Assaulting and scaling a well defended fortress. no matter the size of the atking army usually causes a lot of casualties to the point where most strategist/generals decide to blockade and patiently sit in instead, despite the time cost. In fact, if i understand correctly, most of the sieges in the medieval ages are often done that way due to the difficulties of scaling and forcing assault on a well defended, well built wall. Meanwhile on civ6, i could literally take down a town with ancient/ or even medieval walls with just two legions and a battering ram/catapult, which i find it really... weird....
Anonymous 10 Feb, 2020 @ 9:11pm 

While civ 6 does have a lot of content, it is rather sad that civ6 kinda downplayed historical accuracy when it comes to a lot of tactical mechanics in game play.. and I am glad to see that this mod fixed many parts of it.
Knasp  [author] 31 Jan, 2020 @ 12:20pm 
@Lucius: Yes, the mod makes only one change to all base game governments, which is to give all Civs' trade routes: +1 science/culture for every tech/civic that you are behind the destination Civ. Any new governments will not receive this bonus but otherwise there shouldn't be any conflicts.
I have changed 5 policies, but those changes shouldn't really conflict with any other mod unless the mod removes the policies themselves.
I'm not sure if my mod works together with the mods you name but feel free to try. If you face any problems, crashes or such then let me know and I'll look into it.
Lucius, the Heavenly Dragon 30 Jan, 2020 @ 12:57pm 
Hello there Knasp, I would also like to ask if this mod changes the governments in anyway?
I'm asking because I would like to try the game with some mods from JFD's Rule with Faith Collection, specifically, the Starting, Revised and Alternate Governments Mods. The Policy mods from the RwF are also fun, I figured they're not compatible.

Also, would this conflict with SeeingCats Epithet, Nomina, and Rosetta Mods?
Knasp  [author] 20 Jan, 2020 @ 12:02am 
@Lucius: looking up the pantheon mod it seems that it coukd help the A. I. make better decisions. I'm considering integrating those changes, while keeping the food bonuses more in line with the rest of the mod.
Lucius, the Heavenly Dragon 19 Jan, 2020 @ 1:09pm 
Thanks for the response.
Knasp  [author] 19 Jan, 2020 @ 8:56am 
@Lucius: I'm not familiar with the changes in those mod but there are some slight changes in my mod to Pantheons and such. Reducing food yields mostly. If you encounter any problems let me know!
Lucius, the Heavenly Dragon 16 Jan, 2020 @ 4:45am 
Would p0kiehl's Pantheon and Religion Mod be compatible with this mod or does this mod change religious beliefs too? I couldn't find any indication that religious beliefs were changed though.(Although I might just have missed it).
Junky 12 Jan, 2020 @ 7:57am 
See you changed all INSERT to INSERT OR REPLACE statements. Good idea!
All mods I have, now work with yours together.
Big THANK YOU.
Knasp  [author] 11 Jan, 2020 @ 2:15pm 
Updated once again to fix some glaring problems. Noticed that Farm on Bananas received a crazy amount of food...
Knasp  [author] 11 Jan, 2020 @ 2:31am 
New update should solve a lot or at least some of the compatibility with other mods and the game failing to start a new game. Please report any compatibility issues that you still face.
Knasp  [author] 10 Jan, 2020 @ 11:36am 
@Junky: I actually believe it's unnecessary as the mod already goes further than JNR's, which I'll explain below. But if there are mods that don't work and give errors/crashes, then I wouldn't mind looking into it.

Stone In the current version (2.8.2):

Stone can also be placed on Plains and Taiga including hills as well as Desert Hills.
You need Chemistry to "harvest" Stone.
You can build Forts or Roman Forts on Stone.

Base yields are still +1 production for Stone and Quarry both.
A Quarry on Stone, Gypsym or Marble provides +1 production when producting buildings or wonders.
A Quarry on Stone also provides +1 production when producing Districts.
A Quarry in Woods receives -1 production (since you don't have to remove the Woods to build it).

Also:
Quarries receive +1 gold for being adjacent to River.
Quarries receive +1 gold for every 2 adjacent Coast tiles.
Quarries receive +1 gold for every adjacent Commercial Hub, Harbor and Industrial Zone.
Junky 10 Jan, 2020 @ 5:11am 
I could do. But I made researches to find the issue and found out that your mod is not compatible with JNR s mod Stone Rocks.
Don't know why there were problems loading a game after disabling any mods and reactivate yours. Think the cache data had to be cleared.
A game with your mod alone now starts.
Can you please check if JNR and you make the stone rocks mod compatible to each other?
I gave a comment in his mod too
Knasp  [author] 9 Jan, 2020 @ 1:02pm 
@Junky: Do you think you could upload modding.log and database.log to my CivFanatics thread? https://forums.civfanatics.com/threads/agricultural-revolution-expanded.647512/
Junky 9 Jan, 2020 @ 11:52am 
I get errors in database.log with just your mod enabled and cannot start any new game.
Knasp  [author] 7 Jan, 2020 @ 10:45am 
New mini-update 2.8.2 just uploaded. Some minor but important tweaks.
cluetasticjr2 4 Jan, 2020 @ 11:46am 
oh
Knasp  [author] 4 Jan, 2020 @ 8:41am 
@cluetasticjr2: Yes, all melee combat units have a ranged attack with 1 strength and range 0,
. Thiis is necessary in order to allow them to use Field Cannons and such ranged support units.
cluetasticjr2 4 Jan, 2020 @ 6:55am 
i cant use the ranged attack tho
cluetasticjr2 4 Jan, 2020 @ 6:50am 
are warriors meant to have a ranged attack?
Knasp  [author] 3 Jan, 2020 @ 9:23pm 
Add-on for Steel & Thunder Unit Expansion is now uploaded: here
Knasp  [author] 3 Jan, 2020 @ 8:53pm 
Finally 2.8 is uploaded and I hope it will be working fine. It's quite a big update and unfortunately I'm no longer able to keep a log of all the changes. Most changes should be recorded in the game however. Please let me know if you find any issues, things that aren't working and such.
Knasp  [author] 1 Jan, 2020 @ 9:39am 
The biggest timesinks with modding at the moment is probably testing if new changes work as intended, followed by adding and updating text, but also just keeping track of all the changes made.
Knasp  [author] 1 Jan, 2020 @ 9:32am 
@cluetasticjr2: It will be featured in the update to be released shortly, but it should be easy enough to make a simple add-on to remove it.
cluetasticjr2 1 Jan, 2020 @ 6:09am 
i like the idea but i would like a way to toggle this on or off
Knasp  [author] 1 Jan, 2020 @ 3:32am 
Also they can be captured by enemy units.
Knasp  [author] 1 Jan, 2020 @ 3:32am 
Basically, they are no longer combat units themselves and instead they boost the combat effectiveness of the unit they're attached to. For e.g. an Infantry with a Machine Gun will receive a ranged attack and a small melee bonus vs. Infantry, Spec Ops, Artillery. An AT-crew will similarly grant the Infantry a melee bonus vs. Tanks. Anti-air Gun grants a bonus vs. Helicopters (in addition to the normal anti-air ability).
cluetasticjr2 31 Dec, 2019 @ 2:47pm 
what do you mean by "converted to support units"
Knasp  [author] 31 Dec, 2019 @ 7:25am 
I expect to upload a, new update in the coming days, with a lot of changes and fixes:

Removed the increased gold maintenance for being in enemy territory.

All combat units now suffer 1 attrition damage per turn outside player's borders and 2 damage per turn in enemy territory (with some exceptions).

Combat units are generally cheaper to produce and resource costs have been reduced by a lot.

Field cannons, Machine Guns and other gunpowder ranged units have been converted into Support units.
Similarly AT Crew and Modern AT are now also support units.

Battering Rams and Siege towers now both grant the same ability to damage walls fully and should be able to complement one another.

Steel tech grants opponents full dmg in melee vs your cities to allow cities to be conquered without artillery in the later eras.

And much more.

In addition to the update I'll upload a compatibility add-on for Steel & Thunder Unit Expansion.
Knasp  [author] 8 Dec, 2019 @ 4:04pm 
@BezaoBuilder: No, all horse-units require horses. Tanks and Helicopters require Oil. Edited description to clarify this.