Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nuclear Prerequisites
6 Comments
ECHO  [author] 11 Nov, 2024 @ 4:07pm 
@Ryan
I have not tested this with any of the mods from 6t, and I'm unfamiliar with what 6t does.
Internally, this mod updates Projects database. So if 6t deletes the vanilla nuclear projects within Projects, this mod should do nothing.
Ryan 10 Nov, 2024 @ 8:28pm 
compatible with 6t?
ECHO  [author] 10 Jul, 2024 @ 6:39pm 
@Obb
It's a very simple mod that just adds the prerequisites without touching the AI behaviour.

The prerequisites should affect the AI, but from my experience on the lower difficulties they rarely use nukes even without this mod. This just slightly encourages human players to be more tact rather than "haha everything go boom".
Obb 10 Jul, 2024 @ 2:30am 
Yes indeed it’s working just fine with the two prod. panel mods I tried !

Well, made some games since :
It really makes the nuclear race more interesting, less dull and straightforward.
That makes more sens both from the logic and the gameplay side, I really like it !


I’m wondering, what does it change for the AI ? They have the same restrictions, right ? Does it make it harder for them or do they manage it just the same ?

I’d say so, at least I haven’t seen a difference, also tried with and without AI mods, but I admit I have a hard time watching the AI to see how they handle different mods ! ^^
ECHO  [author] 31 May, 2024 @ 10:56pm 
@Obb
It should work with UI mods. Tested with CQUI-Lite.
Obb 30 May, 2024 @ 1:56pm 
Interesting !
Compatible with UI mods that modify the production panel ?