Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historical Victories Mode
24 Comments
M 6 Jan @ 6:26am 
Hi TotalSlacker, another fantastic mod by you. I've been playing this on YNAMP Earth maps which adds flavour for me.
Are there any mods that you recommend to play with this mod?
Piippain 1 Dec, 2024 @ 9:25am 
I have the same problem as Younesmegou12. I have completed all my project with Mali and there is still no possibility to make the historical victory project.
I really love this mod, it's like a renewal of civ VI, so it's a shame that he doesn't work for me... Maybe it's because I desactivate diplo, science, culture and religion victory ? Do we have to activate all of the victories to make the historical one work ?
younes 15 Nov, 2024 @ 10:31am 
I don't understanf why, but this mod is not working for me at all. I just got all the projects finished as Canada, and for the last 20 turns, there has been no way to do the historical victory project despite having completed all three goals in time.
Rabs Warren 11 Nov, 2024 @ 9:38pm 
This is so cool! Is the AI aware of these victory conditions and actively pursues them? I'm just thinking if this mode is activated I would want to disable all other victory conditions (except maybe domination) so the AI has no choice but to try and complete these. I agree with xyaphiel as well, I can't see a lot of these being completed by a specific time limit, would be a nice option to disable that. Love this idea though
Xyaphiel 7 Nov, 2024 @ 2:06pm 
the mod is good on paper but the era or date conditions are really annoying. We win well before, and some civs are really disadvantaged by this limit. Maybe delete them ?

Great job otherwise, I love the concept :)
chris_lee_bear 20 Oct, 2024 @ 11:02am 
A Question please:

Does this mod work with modded Civilizations/Leaders or just vanilla/DLC ones?

Thank you for answering, Chris
Lesswite 1 Oct, 2024 @ 11:43am 
Well done! I love this concept in Civ 4's Rhye's and Fall's total conversion mod.
nea_baraja 23 Sep, 2024 @ 7:09am 
Amazing work
Wizzy 10 Sep, 2024 @ 1:47pm 
Sometimes no reaction when I achieve the victory conditions(one of the three though).
For example, Byzantium building the Saint Sophia can correctly complete its first task.
But Brazil building Christ the Redeemer and Maracana Stadium while having 5 Minas Geras doesn't complete its third task.
Tried reload/restart the game.Is it a bug or just some problems happen to me?
love the mod btw!
Yumi 10 Sep, 2024 @ 12:21pm 
Thanks for your reply, i may try working on the reward. It would be really amazing if you make a patch for Better World Ranking.
totalslacker  [author] 8 Sep, 2024 @ 4:10am 
@Maple_Leaves Any help with a Chinese translation would be great, thanks!

@Yumi Yeah it should be possible to give the player rewards after completing victory conditions, such as gold or era score.
Yumi 4 Sep, 2024 @ 6:31pm 
Would it possible to make these victory conditions work like a side quest that you get a small bonus after complete it like civ 7? Very cool mod btw
TuT-N-Karim 2 Sep, 2024 @ 2:55pm 
@totalslacker
Thank you for that quick response and for the great mod, I look forward to trying it out once I finish this Marathon game I´ve been playing for the past 3 weeks! (I'm still in the Medieval Era LOL)
Maple_Leaves 枫叶 2 Sep, 2024 @ 3:36am 
Excellent mod! I had a similar idea before, which was to make different ways of winning for each leader, but I didn't actually make it. I'm glad to see that you made it! :steamthumbsup:

Also, would you like my help with making Chinese translations?
totalslacker  [author] 31 Aug, 2024 @ 5:08pm 
@DonWojciechos @kate-hollis Thanks!

@Lidiaz Good catch, I will try to fix that for the next update. Thanks

@MarshmallowBear Haha, that's a lot for me to add right now! But I tried to make the victory conditions plug and play. You can easily reference the database name for anything from another mod into an existing victory condition (such as a unit type, building, wonder, or era name). I'll see about making multiple HistoricalVictory_Data.lua files that can be used based on having other mods enabled in the future. If anyone wants to provide alternate files for mod support feel free.

@TuT-N-Karim Yes, both Saladin leaders have their own victory conditions in fact. One is more military oriented and the other more religious. I will also try to extend language support for this mod for other languages as well.
TuT-N-Karim 31 Aug, 2024 @ 2:39pm 
Is it compatible with Arabia / Muslim Civilizations?
kate-hollis 31 Aug, 2024 @ 4:02am 
this looks epic!
MarshmallowBear 29 Aug, 2024 @ 11:39am 
Once this mod is compatible with 6T, Sui Generis, 2nd Unique Infrastructure, and Second Unique Unit mods, it's going to be awesome to play with!
MarshmallowBear 29 Aug, 2024 @ 11:30am 
@Strudeler of the Tart Society sorry, Rhys of Civ 4 fame has you beat. HSD and this mod are largely based off the Rhyse and Fall of Civ 4 which 6 never had. Sorry, Civ 7 didn't do it first.
Lidiaz 29 Aug, 2024 @ 3:27am 
Hey, small inconsistency, in the world ranking panel, it says "Historical Victory", but all the other victory types are just the adjective. It should just say "Historical" instead.
Strudeler of the Tart Society 28 Aug, 2024 @ 7:28pm 
I see the great race to port Civ VII mechanics into Civ VI has begun.
VModBAddict 28 Aug, 2024 @ 3:20pm 
Hate to be that guy that asks for even more from a mod provided for free, but... If it's not too hard, and you like the idea, how about compatibility with Leugi's Victory Projects mod? It would allow you to complete the historic objectives of an early-game civ, bank the victory project, and play on to the later game to target another conventional victory type (or types)
VModBAddict 28 Aug, 2024 @ 3:15pm 
Great idea, thanks for contributing this to the community! Haven't tried it yet but can't wait to give it a go.
Stand with Israel 28 Aug, 2024 @ 1:55pm 
Looks very cool