Sid Meier's Civilization VI

Sid Meier's Civilization VI

Leugi's Wildlife ++ (New Game Mode)
139 Comments
Radon 18 Jan @ 10:08am 
great mod!
PepePichas 1 Jan @ 5:38am 
have spanish translation?
meow 26 Nov, 2024 @ 1:17pm 
I really don't like the way animals will spawn inside city borders and then pillage on the next turn
super.aguri 11 Oct, 2024 @ 8:03am 
I have problem. I have instaled, bud if I play animals nowhere. Notihing on map. Ones was all alright, but now... nothing.
Obb 31 Jul, 2024 @ 12:45pm 
I know the pain !
edboltz 31 Jul, 2024 @ 11:27am 
That's it. Thanks.
Obb 29 Jul, 2024 @ 11:36pm 
Maybe you reached asset limit ?
edboltz 29 Jul, 2024 @ 1:41pm 
This mod often seems to break Civ Vi from running or at least causes graphics flickering
star_emc2 19 Jun, 2024 @ 6:33pm 
not sure if something got loaded wrong or something... but if i run this with the Prehistoric Wildlife mod the dino AI seems broken... they just kinda stand there
starverse 26 May, 2024 @ 7:33pm 
Does this work with the prehistoric wildlife mod by Deliverator?
Wahops 28 Apr, 2024 @ 10:20pm 
One of the most annoying mods on civ6, the wildlife is relentless....how the f&*k does a wolf kill a tank!? re balance needed and the wildlife should a attack human barbarians too.
MimiWimi 9 Mar, 2024 @ 8:38pm 
Is the mod still working? It doesnt seem to be compatible with JNR's 6T. The Wildlife mod seems to fail inserting the statements, which causes the issue. Changing the load order doesnt do the trick. Tried rewriting the xml files to sql but those do not run. I ensured that I was referencing the correct file in modinfo's UpdateDatabase and Files. Ill be more than happy to help, just let me know if there's something i to check to make the files run
Puddings 25 Feb, 2024 @ 7:23am 
@CryoNymph I recommend the 3 or 4 setting. 5 is too much.
Be_Le_Me 8 Feb, 2024 @ 12:43am 
Awesome mod! Can't believe I'm only just finding it
Rex Bellator 20 Jun, 2023 @ 5:24pm 
Too bad Civ VI doesn't have a plague system, it would work nicely with your bushmeat mechanic; as population grows you run the risk of having a virus jumping the species barrier. Would make for some spicy late-game pandemics haha
Xaela 12 Jun, 2023 @ 8:36am 
I saw the comments about having the mod on the not the game mode caused bugs, so I was trying to have it on, but with spawn rate set at 0... but they actually spawn quite frequently.

Haven't tested extensively, so perhaps it comes from animals being on map spawn? If that's the case though, boy there's a lot.
Davide_Italy_83 14 May, 2023 @ 9:10am 
it would be nice to create a prehistoric age mod, what do you think?
CatSayInk 7 May, 2023 @ 2:16am 
Great!
kongkim 29 Mar, 2023 @ 2:20pm 
Do this add Prehistoric animals also?
And are there less sea animals then in the orginal mods as that was way too much :)?
Ichsuisme 6 Mar, 2023 @ 7:46pm 
Any plans to add some heroes that play up the green/eco theme? Johnny Appleseed maybe?
Black Wolf 26 Feb, 2023 @ 10:13pm 
Nuts! Thanks!
Junky 26 Feb, 2023 @ 5:07am 
The german translation of this mod will be updated to the new version of this mod shortly.
Tanslation mod can be found here: Deutsche Übersetzung für Civilization VI Mods
Junky 26 Feb, 2023 @ 3:54am 
Hey Leugi,
LOC_PEDIA_CONCEPTS_PAGE_LEU_WILDLIFE_CHAPTER_EXHIBITS_PARA_2 in WildlifePediaManual_Texts.sql is existing twice
AsmodeusUltima 22 Feb, 2023 @ 6:06pm 
After exhaustive disabling and reenabling of mods to determine the source, I discovered that this mod is the one causing a strange problem for me. Then I come to the comments and see that I am not the only one: as described a month ago by darKStar, when I create a game with this mod enabled but the game mode not used, then try to load said game, all UI mods fail to load. Just disabling the mod allows new games to work/load correctly, but the saves that already have the problem are not fixed, and unsubscribing from the mod entirely makes it so the saves cannot be loaded at all because they say they are missing the mod (even though the game mode wasn't enabled so I don't think that save was even using it?)

Anyway, hopefully this can be fixed in the future, because it is a neat idea!
Puddings 10 Feb, 2023 @ 9:33pm 
Works in mp?
Vidyflan 10 Feb, 2023 @ 2:58am 
in the document"Wildlife_6TComp_Icons.sql", the sentence "WHERE Name ? 'ICON_POLICY_LEU_WILDLIFE_EMANCIPATION';" have the syntax error. i use much time to find it.
darKStar 22 Jan, 2023 @ 4:07pm 
With this mod and wildlife enabled in the mods menu, but not at the create game screen, I run into a problem where all of my save files created with this setup will load with most of my UI mods disabled. disabling them both in the mods menu is what solves it again
el-hades 21 Jan, 2023 @ 8:26pm 
it's working now.
I unsubscribed from both mods and i subscribed again.
I don't know what the problem is, but it seems to be working now.
el-hades 21 Jan, 2023 @ 5:36am 
update the game to the latest update, i get the same problem.
el-hades 20 Jan, 2023 @ 6:56pm 
it won't let me use this mod, I've been trying to try it for days, but it won't let me start a game.
I already deactivated all the mods I use, just leave the Wildlife one, but i get the same problem.
i have the version 1.0.12.28
I meet the requirements of the mod
Any recommendation?
Furubayashi 13 Jan, 2023 @ 4:58am 
The mods is fun and all that..but wildlife can pillage? That a weird one.

Good work thou.
Muchuu 6 Jan, 2023 @ 8:56pm 
National parks!? like wolves in Yellowstone
Davide_Italy_83 22 Dec, 2022 @ 6:20am 
hi Leugi, is the effect of the "animal exhibits" permanent?
Fury of the Tempest 19 Dec, 2022 @ 2:43pm 
Been playing around with the Wildlife for a while now, and I have to say I rather enjoy the system. Bushmeat for early growth, Local Fauna for Science and Faith, or turning them into enterainment later on. Very fun and creative uses of the Wildlife, and you can change your plan for them on the fly, which is fantastic!

There's just one issue currently: It's incredibly difficult to actually capture Local Fauna unless they somehow stumble into the Preserve Ring. Baiting them to chase you only works so long, and then you need to carefully coral them while hoping the City States don't kill it, and you can't never guarantee that they'll move in the right way... is there any way to improve the animal's pathing AI to make it easier to capture them?
Teetis 16 Dec, 2022 @ 9:37am 
AMAZING work.
It´s totally on par with the official game modes, surpassing a good junk of them
Sadly i haven´t got it to work in multiplayer, but then desync seems almost omnipresent anyway these days, so probably not worth the trouble.

Two bugs. When capturing Manta Rays it bugged out my interface. At the end of the round it always brought me back to the ray but i couldn´t enter any commands. i also got to nickname it.

I had to force end turns with Shift+Enter. From there on captured fish did not appear on their tile ever again.

I LOVE that Whales and sharkes are catchable, though i do wish the preserve had some effect on sea tiles to not make it feel like such a waste building one on the coast.

Suggestion :
An artificial reef District to mimic the land preserve would be the icing on the cake, giving increased yields to surrounding sea tiles for every different living species in there
Crafty 10 Dec, 2022 @ 12:11pm 
Starting a game with this mod installed and NOT enabling the new game mode seems to cause all other mods that don't affect save games to break when reloading. Discovered this after all of my UI mods stopped working when loading a save. Unsubscribing from this mod caused the issue to go away.
Davide_Italy_83 7 Dec, 2022 @ 3:17am 
hi Leugi, is the effect of the "animal exhibits" permanent?
it would be interesting to have this fantastic mod of yours interact in some way with the "national parks", such as if with the preserve you capture them they are directly transferred to the national parks, or the national parks "captures" the animals as the preserve. what do you say? thanks and great job!!
Boa of the Boaians (ᜊᜓᜀ) 6 Dec, 2022 @ 7:39am 
Welp, this game mode has not only made recon units useful, but absolutely necessary, I can’t shoo those pesky animals out of my civ efficiently without recon units now… love that particular idea btw, not only does it breathe some new life into the underutilized recon units, but it also feels right and makes sense, with recon units basically being hunters/pest control units now! Must play around with this mod further, I also love how wildlife-loving I can get with those neat Preserves in every civ game now 😁👌

(Side note, for me this means a certain group of pesky civs familiar to me would be calling the shots with this game mode, their unique units are basically very strong skirmisher replacements…)
Leugi  [author] 5 Dec, 2022 @ 4:39am 
@johnthepatriot: Not difficulty, but depending on how many land tiles your current map has it might feel stronger. There is an Slider at the setup screen to change the spawn rate however, so you can configure it as you wish.
johnthepatriot 5 Dec, 2022 @ 4:24am 
Excellent work :) spawn rate is a bit high for me. Does difficulty level effect it?
孟德擒龙 3 Dec, 2022 @ 5:18am 
UPDATE LocalizedText SET Text = Text || "XXX." WHERE Tag = "LOC_XXX";
A small suggestion to change "WHERE Tag = "LOC_XXX" to "WHERE Tag = "LOC_XXX AND Language = "en_US"
It would be fine for other translators to translate your mod more easily.
Shyning 3 Dec, 2022 @ 4:49am 
I love the idea, I will not be using it because it does fit the game I want to play, but the idea itself is great and nicely implemented! I am surprised that it works so well in the end, good job really.
WiX87 2 Dec, 2022 @ 2:59am 
Oh so you can herd the animal that interesting, thanks for the information
Leugi  [author] 1 Dec, 2022 @ 7:19am 
@WiX87: Breeding depends a lot on luck, you need an animal already on a preserve and once its lifespan finishes it can birth a new generation. The main problem however is that the chance is kinda low until you get a Sanctuary (which increases the chance by a lot). So before Sanctuaries you are better off herding animals to the Preserve.
WiX87 30 Nov, 2022 @ 10:44pm 
Very well made mods, really lots of feature and even there new policies, i love this mod like giving mini gameplay inside the game and this mods really help a lots to winning culture victory.

btw i'm still confuse how to breed animal sometime animal spawn on my preserve once but after that disappear and never get again even i made lots of preserve on my civ animal only spawn in one of my city once, and trying to cheat to spawn the wild animal as unit instead i get wild animal as resource, so yeah i'm still confuse how to breed animal work on this mode
Revolterius 28 Nov, 2022 @ 3:44am 
First of all, great way of adding something new and interesting in the game, but is it just me or anyone else zombie spawn rate is multiplying like crazy? Not that i hate that tho, its just I'm literally the only civ who could afford to make any progress whatsoever in solo mode
Greatly Annoyed Niko 27 Nov, 2022 @ 7:40pm 
I appreciate it! I missed it completely. Thanks.
Leugi  [author] 27 Nov, 2022 @ 7:14pm 
@Slightly Annoyed Nico: There is a slider added on the setup screen to reduce spawn rate, and if that still proves too much there is a checkbox to make them weaker.
Greatly Annoyed Niko 27 Nov, 2022 @ 7:04pm 
Is there a way to somewhat tone down the spawn rates? I can't build anything but military units because I'm (almost) literally surrounded by wolves and bears at all times, and one turn after i kill one, another spawns to take its place.

That's just way too much.
Fenragon 26 Nov, 2022 @ 5:28am 
Oh dearie me. Earlygame is horrific with this.
I thought "I'm just gonna build galleys to explore then."

Jokes on me, there's sharks in the water.