Sid Meier's Civilization VI

Sid Meier's Civilization VI

planktung's Prussia, led by Frederick II 'the Great'
24 Comments
my second Favorite modded Civ in the game right behind Stalin's soviet union.
MΛRCUS HΞLIUS 19 Jul, 2024 @ 9:09pm 
This is cool but that trade route bonus is insane. The unique unit seems a bit OP as well.
Arnold 14 May, 2024 @ 1:45am 
Early Era Cities have the african/arabian/mediterrenean looks. Pls fix
Senkaimon 28 Apr, 2024 @ 2:27pm 
I rarely write reviews but damn, this is so well made. Thanks for this mod it has such a nice gameplay loop and the design is topnotch as well.
Psylocke_Rogue 24 Apr, 2024 @ 11:02am 
@Luke I suspect the Zollverein ability is meant to represent Prussia's leading role in Germany's unification and the various alliances they made with the other German states (German Confederation, etc.) in the lead up to unification.
SCHLAWyN3R 15 Mar, 2024 @ 11:56am 
Why does Prussia use Southamerican houses? Is this only an issue I have or a bug in the mod?
Tiroztam Mabi 7 Feb, 2024 @ 2:27pm 
I am a tad confused as to the origin of the abilities that Prussia gets, seems a tad disconnected from historical Prussia.
1. The flat buff to all units seems odd, doesn't really imply discipline and cohesion, I just think it would make more sense if say, Units don't lose combat strength from heath, or gain extra HP regeneration when near other units. Since that has more to do with ya know, cohesion.
2. Zollverein is quite odd an ability for Prussia, it's entirely predicated on trading with city states, while yes Prussia did do this, their main source of power was always their army and technology, seeing as the Prussians developed quite a nice university system. I would probably rework this ability to involve city states less, and grant more science & production. Potentially one could have the prussian ability convert faith to production & science, call it "protestant scholasticism" or somthing.
RG 2 Jan, 2024 @ 9:53pm 
I'll check it carefully, it should work. Thank you again.
IR62 1 Jan, 2024 @ 10:52pm 
Further to the below, sometimes when you copy and paste hyphens, your text file editor converts them into longer dashes. It's not something I've run into doing xml or sql edits with Civ 6, but that would cause a problem if it happens.
RG 1 Jan, 2024 @ 10:11am 
Okay. I'll play around with this tomorrow. Thanks
IR62 31 Dec, 2023 @ 8:53am 
Two possibilities:

- Totalslacker says not to use enforced TSL with the PTW_GiantEarth map.

- It doesn't work with mods like advanced cheat menu-lite.

It works for me, so I can only suggest you re-do the edits, and then check that the punctuation, spacing, etc is precisely the same in the two inserted lines as in the existing lines.
RG 31 Dec, 2023 @ 5:17am 
Thanks for the help, but something doesn't want to work, it's hard for me to survive without this mod.
IR62 29 Dec, 2023 @ 9:02pm 
Part 2:

- insert this row in the <MapStartPositions> section where the mod civs are listed (it will paste as one line)
<Row Map="{0ffac96e-140c-4389-8ae8-6c0cd6391c40}Maps/Giant Earth/PTW_GiantEarth_WB.Civ6Map" Plot="9073" Type="CIVILIZATION" Value="CIVILIZATION_PKT_PRUSSIA"/>

- Insert this row in the <MapLeaders> section below:

<!-- <Row Map="{0ffac96e-140c-4389-8ae8-6c0cd6391c40}Maps/Giant Earth/PTW_GiantEarth_WB.Civ6Map" LeaderType="LEADER_PKT_FREDERICK"/> -->

FTG should start in the tile next to Berlin.

Happy Xmas!
IR62 29 Dec, 2023 @ 9:01pm 
RG, to get TSL working on Totalslacker's Play the World version of the giant earth map, you need to work out a unique starting plot for the Prussia Civ, and insert it in the map values mod support file. You also need to insert a leader line reference to FtG so the mod recognises him. TSL on that map uses a plot number to identify the hexagon, not X/Y coordinates. Try this:

- Go to the mod folder (with standard installation it should be C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2242698031).

- go to the sub-folder 'Maps', then to the subfolder 'Giant earth'

- open the file MapStartPositions_ModSupport.xml with Notepad++ (a free download) (and as always, keep a save of the original ;-)

- Go to part 2 of this comment -
RG 18 Dec, 2023 @ 8:53am 
I don't want to bother you, I meant Play The World, specifically the giant map. There was a good mod with this aggressor, but it is out of date. Thanks for the answer.
Cirdan the Chadwright 24 Nov, 2023 @ 11:31am 
keyboard warrior detected
Errortrek 20 Nov, 2023 @ 7:39am 
From someone who wanted prussia but with no coding experience. THANK YOU
𝔊ᛁLᚩᚺ𝔘ᚢᛏEᚱ 18 Nov, 2023 @ 10:36pm 
very good :steamthumbsup:
IR62 17 Nov, 2023 @ 10:33am 
RG, which map/s do you want? If you write two sql tables that nominate start locations for the civ, and the leader, and paste them onto the bottom of an existing sql file this mod loads, that usually has the desired result. However sometimes the ynamp maps can get a bit tricky and you need to do some custom edits to the map.xml files in the ynamp map package mods, not this mod, so they recognise the civ and the leader. It's a bit unfair to ask planktung to do all of that.
Lucius, the Heavenly Dragon 13 Nov, 2023 @ 4:33am 
Awesome work though!
Lucius, the Heavenly Dragon 13 Nov, 2023 @ 4:33am 
I think the Screenshot with the Junker Estate is meant to show yields but they are off...
Strudeler of the Tart Society 12 Nov, 2023 @ 4:31pm 
Ah, you beat me to it. Well done.
Alf.Net 12 Nov, 2023 @ 9:45am 
Nicely done.
Sailor Cat 12 Nov, 2023 @ 9:08am 
Get that prussy