Sid Meier's Civilization VI

Sid Meier's Civilization VI

Improvements Patch
281 Comments
Gen. Remmy 1 Sep, 2022 @ 3:00pm 
Great mod, works in single player for me but crashes on MP. Someone has to update this. Makes the game the way it should've been
gareth.hollis72 4 Jul, 2022 @ 11:23am 
Seems to be working
Shadokem 5 Apr, 2022 @ 4:29pm 
Just redownloaded civ and it still works for me, never had it not functioning i guess
Kob 28 Feb, 2022 @ 6:00am 
This was the best
overhaul mod we had.
Too bad it gets no more updates.
Kirilla 2 Mar, 2021 @ 7:00pm 
sees mod creator online but no replies
Ark 20 Oct, 2020 @ 5:07am 
Guys, 토론 가보세요 . 이거 곧 업뎃해준다는 것 같던데요. . 이번에 문명6 패치하면은 .
Kirilla 17 Sep, 2020 @ 8:39pm 
DO NOT SUB IT IS BROKEN
gareth.hollis72 8 Sep, 2020 @ 11:38am 
still not working, anyone got a work around
thebodynutritious 26 Aug, 2020 @ 7:25pm 
Love this mod, but it no longer works as of the writing of this post
mavrick501 20 Aug, 2020 @ 4:34pm 
Tried to use this and it will not open and gives error notes to reboot over and over again.
satoripartv 11 Aug, 2020 @ 6:32am 
this has been a great mod, but isn't working with the new update.
physdanny 7 Aug, 2020 @ 6:35am 
it isnt working since the ethiopia patch, will it be fixed?
QuiZZer 29 Jul, 2020 @ 11:52am 
Much appreicated tracer!:steamhappy:
tracer 28 Jul, 2020 @ 2:46am 
For all those that don't want to play Civ6 without this mod. For now, you can go back one version of the game by going into "Properties->Betas" and enter the code "ineedlegacyaccess". That will revert your game to the previous version, before the game-breaking bug. Just tried it and could launch a game with the mod enabled.
wwhyme 26 Jul, 2020 @ 6:58pm 
Disappointing. Big-time game changing improvement patch. crashes games now. Too bad. I won t play without either. Makes that much a difference in a tired game.
jillbeagle 25 Jul, 2020 @ 11:22am 
Mod will no longer load for me either
UAintSoBad 24 Jul, 2020 @ 11:29am 
Honestly if this mod is not updated done with civ 6 again, not interest to play it otherwise, just saying
Wyrda 24 Jul, 2020 @ 9:24am 
This mod is currently breaking the game, if you're searching for which one is not letting you start a new game or continue an old one. I enjoyed this one a lot, so if you end up fixing it I'll delete the comment. Thanks.
UAintSoBad 24 Jul, 2020 @ 5:02am 
please fix this mod as it makes game alot funner
pebbles6214 24 Jul, 2020 @ 4:36am 
Me too....
VII 24 Jul, 2020 @ 4:33am 
don't work for me too, broke few hours ago
ilcherubba 23 Jul, 2020 @ 7:42pm 
or is just me?
ilcherubba 23 Jul, 2020 @ 7:20pm 
the mod dont work anymore
Temida 8 May, 2020 @ 7:44pm 
I found this: Districts Fix for Improvements Patch {LINK REMOVED}, but dont know if it works, because I dont use Improvements Patch.
A large box 21 Apr, 2020 @ 1:46am 
I like everything about this mod except for the districts bit. You can only have 1 district in a city until you hit 8 population? It's mad... My entire empire has nothing to do except build military units for the entire game. Is there a similar mod that removes this aspect?
Frodosynthesis 18 Apr, 2020 @ 4:29am 
Downvote. Impossible to unisnstall. Once installed it will always show as "mod in use" even though you unsubscribed, disabled mod, deleted all traces of the mod.... And unstable on Yet not another...
random noob483 2 Feb, 2020 @ 10:14pm 
This is one of the best mod out there.
However could you please make a separate mod for the policy cards only?OR could you please remove the 1 production district or balance it?
I dont really like every 7 more pop to build a new district and 1 production combine together.
Since there is one strategy that is almost unbeatable--- mass low pop city 1 district city and thats dumb.
random noob483 2 Feb, 2020 @ 10:14pm 
Imagine a player just build a lot of campus city that rushs tech /culture/holy site warrior monks how do you beat them ?When you look at the great person point per turn you know you have just lost already ,even trying is useless .since having 200~500 science per turn is easy for these type of playstyle and you will be using sticks and stones vs knights.the worst thing is i cannot even react to this playstyle as they can have superior units by the time i take his first city or even when i am outside his city ,and i cannot build campus since my pop is not high enough .and more disgustingly there is a playstyle what i call maginot line strategy
which is build a lot encampment with walls
random noob483 2 Feb, 2020 @ 10:14pm 
if a player mass encampment and campus then not just you cannot beat his units you cannot beat his cities either since his wall can easily out era your massed units .human wave offensive cannot help as my cities will revolt (his wont it takes -7 to revolt mass low pop city never goes to -7 )
random noob483 2 Feb, 2020 @ 10:14pm 
In civ 6 district the more you build the district the higher the cost it is ,it is also affected by the number of tech and types district you build .prebuilding district and bypassing some "district tech" to get discount is called skill reducing the cost of district is fine but reduced to 1 is not fine

i understand playing wide should be a thing but +7 pop for a district , 1 cost district not to mention the problems of the amount of amenities makes building wide too good and too useless to play tall.
random noob483 2 Feb, 2020 @ 10:14pm 
Heres what may make the game more balanced
1 change the 1 production district (reduce cities spaming)
2 block the district type if it is the only district built in the empire (reduce cities spaming)
3 base pop for building district (reduce cities spaming)
4 change the +7 pop for next district(i dont know it is intended or a bug appear in my mod)
5 increase penalty for low amenities or increase for high amenities
(reduce cities spaming and reward build tall)

i really enjoy this mod so i do hope changes to be made i am addressing so much is not because i am picky but i care this mod in the end of the day it still your choice to make changes or not and i respect your choices i am just addressing a serious issue that make other playstyle not viable.hope some changes will be made in the future
Microsoft 18 Jan, 2020 @ 1:41pm 
Is there going to be an update that fixes the issues Orein mentioned, with several future techs being accessible mid game? Or is there a way I can fix it myself?
Orein 9 Jul, 2019 @ 3:42am 
Something in this mod is causing a number of Future Era techs to become available for research much earlier than they should be. The exact techs vary from game to game, but it is typically the Advanced AI, Advanced Powercells, and Offworld Mission that I commonly see this happening with. My best guess is that something is flagging the wrong prerequisite technologies, but I do not have the time or patience to find out exactly which ones they are. I can confirm that this always happens when I start a game in the Modern Era or later, but when I play up to that point normally, I usually notice it after researching various Industrial Era techs.
? 1 Jun, 2019 @ 6:14am 
If you are still updating this mod,building phoenician cothon (harbour) district still takes as long as usual, instead of 1 turn like with all the other districts. I don't know if any other districts have the same issue, but fixing this would be nice.
Sornorth 13 May, 2019 @ 6:59am 
especially since oligarchy is now just weak autocracy
Sornorth 13 May, 2019 @ 6:58am 
The oligarchy change isnt very good. Autocracy is the tall government currently, and thematically the tall government should be classical republic. additionally, building tall in civ IV is much less rewarding. You essential took one of the two stronger early governments and killed it, making classical republic the only viable option no matter who you are.
SpazzedHaz 25 Apr, 2019 @ 10:00pm 
Did you recently change the district improvements? I wish i could disable just the changes to districts and keep all the other improvements
Light 25 Apr, 2019 @ 2:09am 
this mod seems to break the game for me. Around turn 200 at the end of the turn game completelly crushes. I tried everything including playing on another pc, reinstalling, changing settings and disabling mods, after a long time results are that the only thing fixing it is disabeling this mod. Quite a shame because I enjoyed it, if theres a fix, let me know.
Delta Duke 8 Apr, 2019 @ 6:19pm 
Any mod out there that removes/harvesting of horses?
Berwynning 3 Apr, 2019 @ 5:31am 
This is corrupting files and breaking the game.
søren 30 Mar, 2019 @ 9:39pm 
Hi, is the navigation policy disabled for royal navy dockyards? I haven't seen it work with that district? it seems to me those lines are commented out in the policies xml?
Eric  [author] 27 Mar, 2019 @ 5:19am 
It is compatible, just forgot to mark it so in the config file. I'll reupload.
Blandy 23 Mar, 2019 @ 1:38pm 
Hey there,
Civ says the mod is no longer comptatible. Any clue why ?
JoeyJoeJoeJabadu 18 Mar, 2019 @ 2:07pm 
Hey, mod says it isn't compatible? I've got gathering storm. When I load it doesn't actually field any units on the map.
sander454 16 Mar, 2019 @ 7:56am 
@Eric - thank you very much
Eric  [author] 15 Mar, 2019 @ 6:23pm 
@Sumium and @Sander - Fixed in new version. May not work for cities where it was already built before the update.
Eric  [author] 15 Mar, 2019 @ 6:08pm 
@surcrose and @Charles - Yes, both need to be updated to provide different benefits (probably more districts per pop)
sander454 14 Mar, 2019 @ 5:17am 
I also noticed that Planning Department building is not working with this mod. Any chance of looking at it, please?
Сдобная Особа 13 Mar, 2019 @ 10:46am 
Only policy cards from the main set civilization are available on the YnAMP maps.
søren 9 Mar, 2019 @ 9:14pm 
In what way is it not compatible with YnAMP? please specify