Sid Meier's Civilization VI

Sid Meier's Civilization VI

Customization VI
189 Comments
Zegangani  [author] 5 Jul @ 1:34pm 
@blm1123581321, It applies for both AI and Player.

@hardyje1915, that was never an Option from this mod, maybe another one.
blm1123581321 4 Jul @ 5:45pm 
Does the unit movement setting apply for ai and player or just player?
LibraLix 2 Jul @ 11:05am 
"Remove Rock Bands" is an option, thank you so much!
FicusMaStar 1 Jun @ 7:50am 
i hate giant death robots, bless be this mod
XIII 10 Mar @ 11:18am 
nice I was looking for a mod to remove the golden/dark ages! Thanks!
hardyje1915 4 Mar @ 2:51am 
i think this mod removed the "no ice near land" option (to help with circumnaviation). am i mistaken?
OFFLINECHARACTER258 22 Feb @ 11:13pm 
Does this allow you to give yourself gold/ production boosts?
bozicpredrag7 17 Feb @ 11:43pm 
make wonders (construct-able) be turned on or off for ai
aieeegrunt 29 Jan @ 1:01pm 
This is indeed a Must Have.
Dodeca_JACS 23 Jan @ 1:22am 
Can you use this to rename your leader or civ
phil77zone 1 Jan @ 4:55pm 
does this allow you to give yourself and other civs more unique units? would be nice to have more for each civ its not historical but more than steel and thunder for variety like say 5 to 10 unique units
Spavit 27 Dec, 2024 @ 6:04am 
It's a musthave for everyone, even if you are playing vanilla.
InDGoes 19 Nov, 2024 @ 1:18pm 
Thank you.
Zegangani  [author] 17 Nov, 2024 @ 10:31am 
You're Welcome! Nice to see that the mod helped with your Issue.
As for your other request, I will add it to the to-do list.
InDGoes 17 Nov, 2024 @ 6:16am 
Edit to below: Actually the compatibility request may not be necessary as my goofy ah didn't actually click subscribe to your cultivation mod. XD
InDGoes 17 Nov, 2024 @ 6:14am 
That mod is a Godsend! Thanks!
As for production values, I want it to be global alterations. Not just for Players or AI. Actually this mod you suggested has done well for dealing with the Unit Spam problem early on, as the Bards seem to thin the herd as it were.

Would you be willing to make a 6T compatibility patch for your Resource Cultivation mod by chance? I may join discord and hash it out further with you if you're still interested.
Thanks a bunch for that mod recommendation.
Zegangani  [author] 16 Nov, 2024 @ 5:21pm 
@aieeegrunt, You're Welcome!

@InDGoes, I'm not sure what you want the options for production values on buildings/units/settlers to apply for based on your statement, like only for Human Player or also for AI? or only for AI? And you also seem to have issues with it in a specific Era only, which wouldn't make a general Production cost modifier work well here. You can contact me on Discord (Zegangani), if you have an account there, and tell me about those issues in detail.

Have you seen this recent mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353581836
I think it covers most of what you're looking for. If not, then you can leave a comment here (or on Discord) on what it doesn't that you're looking for.
InDGoes 16 Nov, 2024 @ 4:58am 
I found a mod that allows you to customize the number of settlers. Could you add customization options for production values on buildings/units/settlers as well? I've found on quick games the AI floods the map with seas of units in the Ancient Era.

Also, is it possible to add more customization options to Barbarians? Number of camps, how far apart they can be, unit spawn rate/limit, wandering ranger, etc? I got some disposable income if you have Paypal, I don't do KoFi.
aieeegrunt 16 Oct, 2024 @ 2:34pm 
Thank you!
Daemonic Gerbil 15 Oct, 2024 @ 6:25pm 
OMG, thank you sir, you are truly a gentleman and a scholar!
Zegangani  [author] 15 Oct, 2024 @ 2:45pm 
That makes sense now. Firaxis hardcoded the Min and Max number Players in multiplayer in a UI File. So this Mod's Map Size Changes can't affect that (bc it doesn't touch that file).

There are some Mods that increase those Caps by rewriting that UI file. try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818432275 (might be incompatible with some Mods altering the same files though, like YnAMP and Suk's Civ Selection Menu Mods). Seems to be the one most up-to-date.
Daemonic Gerbil 15 Oct, 2024 @ 11:34am 
btw, this is the only mod I have installed
Daemonic Gerbil 15 Oct, 2024 @ 11:33am 
Wow, thanks for the quick response! However, I may not have described the issue properly. In the game setup I am not seeing the options for Major or Minor Civs. I got the mod primarily to play a round with 2 of my friends and up to the max of 12 ai, but I still can't add 9 ai's to get to the max of 12. So, I was hoping to add major and minor civs but that doesn't see to be working. Do I need to host by cloud or just the usual play internet or something?
Zegangani  [author] 15 Oct, 2024 @ 11:15am 
@austindlange, will look into that.
Zegangani  [author] 15 Oct, 2024 @ 11:14am 
You probably reached the Max AI Slots for a given Map Size. This Mod actually doubles that amount (ex: standard Map has 28 Max Players instead of 12).

If it's not that then it's most likely another mod, maybe a UI Mod.
Daemonic Gerbil 15 Oct, 2024 @ 10:15am 
I'm not seeeing the options for adding more ai civs to a game. I see some of the other options, but I still can't add more ai players. Do I have to use a certain map or something?
aieeegrunt 21 Sep, 2024 @ 12:19pm 
Any chance to update the option to remove Religion? It seems to hang the game when someone gets a Great Prophet
Zegangani  [author] 9 Aug, 2024 @ 12:53pm 
Thanks man! I appreciate the kind words :heart_eyes_yeti:!
Darktowerz (R4ge) 9 Aug, 2024 @ 12:14pm 
Thank you for the fast response. Love the mod, VERY well done o7 :steamthis:
Zegangani  [author] 9 Aug, 2024 @ 11:21am 
No, it doesn't have an option for that. but you can enable both mods with no issues if you want.
Darktowerz (R4ge) 9 Aug, 2024 @ 10:54am 
I apologize if this has been asked, but does this mod give the ability to enable working on the 4th or 5th ring around our cities for more neighborhoods/wonders? Everywhere I have seen says it is a very difficult process. I have managed to find a mod for the 4th but badly want this mod instead lol
Obb 17 Jul, 2024 @ 9:48am 
Well that’s pretty interesting to hear !
andrews94 17 Jul, 2024 @ 4:01am 
OH thanks I found it , and yes they do seem to work together with no real issues.
Zegangani  [author] 16 Jul, 2024 @ 3:38pm 
@andrew94, about your other question, it's among the other Pulldowns, I think below all the map settings. hover over it and the tooltip will show some more details.
Zegangani  [author] 16 Jul, 2024 @ 3:33pm 
Thanks, @andrew94, I appreciate that! I think they are compatible and shouldn't cause any issues when used together. They might overwrite some same values (but game would work fine), although I doubt that.

@Obb, about custom settings saving, I'm already like 90% done with a mod that does that with all Game settings, and even other mods' settings, but I need to finish some stuff first before I can finish the 10% left of the Mod. And non-coincidently, it will be an upgrade of this Mod, but released as standalone, because it will change many UI stuff, and I don't want to force that update on People who don't want that and are subbed to this mod.
andrews94 14 Jul, 2024 @ 9:42pm 
Firstly great mod makes the game loads better, thank you.
I use a mod called deity++ which increases the AI starting units and gives huge bonuses to everything for the AI only, will this mod interfere with that?
I cannot find the ;ASSIGN STARTING PLOTS LUA FILE OPTION TO DISABLE IT; where is that option please? thanks
Obb 12 Jun, 2024 @ 2:25pm 
Yep
raizel 12 Jun, 2024 @ 2:22pm 
What minor civilizations mean here? City States?
Obb 20 May, 2024 @ 2:47am 
I customized the config file to have different default settings ;
I’d like to do the same for the game’s own default settings, but I never succeeded !
I googled, found a file supposed to do that, but no matter what I put in it, it changes nothing…

Could I manage them through the mod maybe ? If I could add those settings somehow, and be able to change them as easily as the one from the mod itself ! It’s out of the mod’s scope though ^^ But maybe someone could help me to figure at all !

Anyway, thanks much for the mod ! Excellent.
i love cute chinese boys :3 18 May, 2024 @ 10:14am 
is this compatible with better balanced start?
DelegateDV 21 Mar, 2024 @ 11:03pm 
if I had to leave just one mod enabled, this would be The One. Getting rid of disasters, loyalty and ages really makes the game fun again.
Kevkos 24 Nov, 2023 @ 10:44am 
Hello. I really like this mod, it ads needed customization for game setup. I have one issue with Passive Religion however. Lack of Apostles means it's not possible to evangelize religion. Do you think it would be possible to get Apostles without option to convert or maybe to get evangelization for the faith?
Zegangani  [author] 5 Nov, 2023 @ 12:01pm 
@Zeimaster, that's right, it's just 15, currently. I'll increase it in a future update of the Mod.

@RebelKillSwitch, you mean you receive era score and can go into golden/dark ages and get their Dedications? or that you just get the Normal Age Dedications? that's odd, will try to fix if possible.
RebelKillSwitch 21 Oct, 2023 @ 5:20pm 
first off wanted to start off by saying love this mod, must have imo. Secondly I have a problem, "disabling golden and dark ages" doesn't seem to remove it at all. Dedications still pop up as normal
Zeimaster 27 Sep, 2023 @ 7:13pm 
I got a question concerning custom starting distances.
Is the max setting for Min. distance between major players only 15 or can it be even higher then that? I personally enjoy not having to deal with other major civs on turn 4
Zegangani  [author] 5 Jul, 2023 @ 2:15pm 
This Mod removes the espionage capability, so Spies shouldn't be able to start an operation even if there are Spies in the Game, but maybe it's hardcoded to work only on human players. And it also makes the Spy Unit not buildable by any Player + the Modifier that grants spies give trade capacities instead. The Only ways players could get a Spy Unit is via a lua script or if they have a custom modifier that grants spies, which I have no idea why anyone would add that. I have used this Mod alongside most popular Mods in the workshop (I always have Espionage disabled) and I never experienced that. I have no Idea what mod could be conflicting with it.
jims 5 Jul, 2023 @ 12:24am 
I've got Espionage set to off but still getting espionage attacks - can't find any mods that affect spies (other than a goody hut mod that I have set to no spies as a reward) - anyone have an idea what might be happening (no Catherine de Medici or Wu Zetian in this game btw)
Zegangani  [author] 30 May, 2023 @ 5:28pm 
EX: IIRC they have an Option that changes Barbarian behavior, which this Mod adds a pulldown for to select their aggressiveness, so using both options might cause some conflict.

I would advise for settings from both mods that are similar, to only use one at a time. For example, in the case of the Barbarian Options, if you want to use Brave New Worlds's settings then just leave the option from this Mod at "Default Settings", so it will leave it at vanilla values and also BNW to make its own changes instead.
Zegangani  [author] 30 May, 2023 @ 5:21pm 
I have never tested it, but I think they work fine together. I'm just not aware of what all Brave New World is changing in the Game, so they could be touching things that this Mod is also changing, in which case the mod with the higher load order will get prioritized to make those changes.
gr8mattatude 30 May, 2023 @ 2:13pm 
is GoldenAge - Brave New World compatable?