Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ananse's BFG Modpack
501 Comments
rlankw 15 Apr, 2020 @ 5:36am 
RIP, anyone know of something similar for GS
Bartleby 14 Jun, 2019 @ 2:45pm 
Not compatible, should be removed
Nurdbot 28 Sep, 2017 @ 4:46pm 
I guess this mod pack is done unless some modder decides to release a seperate fixed version :/
alexanderyou 13 Sep, 2017 @ 4:38pm 
@Timster None of Ananse's mods have been updated since the summer patch, nor do any of them individually work the last time I checked.
Timster 13 Sep, 2017 @ 3:18pm 
Isn't it the requirement of CQUI that is actually causing this modpack to be broekn? THe CQUI mod author has already said that his mod is incompatible with the summer patch. However, Sparrow's CQUI community edition should fix this. To resotre this modpack properly, can you please remove the CQUI dependency and replace it with the CQUI - Community Edition that is at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125169247 ?
Nurdbot 10 Sep, 2017 @ 5:54am 
Hey are you ever going to update and fix? love this mod selection.
IamLegend 31 Aug, 2017 @ 9:50am 
Would really like to play the mod again. Sad it has not seen an update
GlitterBoyPilot 23 Aug, 2017 @ 6:56pm 
Also - any mods that affect diplomacy also seem to be cauing the crash at new game.
GlitterBoyPilot 23 Aug, 2017 @ 6:24pm 
@alexanderyou - Thanks! Went through everything mod by mod loading and enabling and unenabling. The Wondrous Wonders Mod is definitely one of the subs that is causing the crash. Going to try Fatsack's suggestion but remove Wondrous Wonders from the dependencies. Not a programmer or modder myself so fingers crossed.
alexanderyou 23 Aug, 2017 @ 6:12pm 
@edtorockio none of ananse's mods have been updated for the recent patch yet, which is a shame since they're some of my favorites...
GlitterBoyPilot 23 Aug, 2017 @ 5:55pm 
Having a problem - when running your mod with all submods enabled I cant start a new game. The screen goes black and says loading please wait.... then Start Game and then takes me back to the main screen. Running Windows 10 - all DLCs, plenty of Ram and Video power. If I turn off BFG the game runs fine. No other modes in use just BFG and submods from your list. Any ideas?
How cute. 8 Aug, 2017 @ 2:10pm 
I'm having a problem where notifications (i.e. for Tribal villages, barbarians, etc) are showing up as unremovable exclamation point icons that I can't mouse over or click on. Any suggestions for a fix?
IamLegend 7 Aug, 2017 @ 10:37am 
To bad it is death at the moment. I loved Ananse`s mod collection
Dino153 5 Aug, 2017 @ 4:20pm 
So is the only point to this for easy acsess to the mods via enabiling one thing they are all active and to list all the needed mods? if so can I remove certain mods like UI mods in the pack if I like the vannilla UI(which I do perfer)?
DeusExMachina 1 Aug, 2017 @ 5:46pm 
@Fatsack I followed these instructions and still can't start a new game without crashing to the main menu.
Fatsack 1 Aug, 2017 @ 11:37am 
I got this modpack to work with the following changes. find the mods file, go to bfg.modinfo remove the lines under dependencies for Dynamic Diplomacy, Artificially intelligent, and CQUI. For JFDs Rule with faith there is a fix for the government tab bug via a link in the comments to civfanatics forum. In the Redistricting mods folder, go to Redistricting.modinfo and put this line within 'properties'. <Include mod_id="02A8BDDE-67EA-4D38-9540-26E685E3156E" action_id="AztecMontezumaGameplay" required="1" />
420WeedGod 31 Jul, 2017 @ 12:17pm 
no word or update since April 12th, mods broken with current game build, please come back and fix you had a good thing going. Until then mods DEAD
wwhyme 30 Jul, 2017 @ 4:42pm 
when an update Ananse?
Fatsack 27 Jul, 2017 @ 10:48am 
This modpack is completely borked with todays update, can't even start a game without it crashing to main menu
Fatsack 25 Jul, 2017 @ 12:22am 
AI just spam builds warriors, nothing else.
Welkin Gunther 20 Jul, 2017 @ 5:21am 
Is anyone having a problem where the other civs normal units look like yours, say you play arabia and then england comes around and their warrior has dark skin with the green kilts like yours, or am I just unlucky, really bugging me though unimportant.
farronsundeadplanner 19 Jul, 2017 @ 9:56pm 
I am having the same issue as many of you, it seems. The AI spam-builds warriors (city states and civs). By 850AD I'm getting musketeers and they are just discovering fire it seems. Also they will rarely use the primary districts, so won't build campus or encampments, for example. Anyway, any fix available? I've turned up the difficulty. Still doesn't help.
lord.builder 17 Jul, 2017 @ 6:50am 
I agree, vanilla Civ6 is also not performant (and it was more and more worse with the updates; multi cpu usage was also reduced with the patches)

alexanderyou>a bit slower, like switching between citie
But it is not "a little bit increased" it takes 10..20s after changing production queue or cities and 1..3 minutes after changing politics

It must be a bug, since restart is reducing it


Nevertheless, the mod collection is a very nice collection. It would be a shame, if it would not be continued...


PS:
System is a i7-2600k wit 4.8GHz; 16GByte RAM; NVIDIA960
Mace81 17 Jul, 2017 @ 1:22am 
Can confirm that Ai is mostly producing warriors. In my actual game im producing 2k Research per turn while some AI players do 5 even with 3 citys. The "best" AI is producing 36 RP. I wonder what those warriors are thinking about my biplanes...
alexanderyou 16 Jul, 2017 @ 8:09pm 
Does anything in this modpack give scouts a free promotion at the start of the game?
mbizzle 16 Jul, 2017 @ 5:28am 
With this mod AI keeps just massing warriors and not doing a whole lot else. Usually by turn 150 I'm double score everyone else on king. Not very balanced. Is anyone else having that issue?
alexanderyou 15 Jul, 2017 @ 11:06pm 
The slow GUI is a combination of the vanilla UI being slow and CQUI also making parts a bit slower, like switching between cities. The rest is mostly just the civ vi AI being retarded as usual.
lord.builder 15 Jul, 2017 @ 10:30pm 
Is this collection alive?
I'm playing on small/no other mods.
- GUI very slow in late game: during switching between cities; restart solves the problem (each 20 turns around)
- GUI very slow after changing politics;
- KI ist not building districts (or very late)
- city states create to much units; often do not repair pillaged fields
Cacofonix 24 Jun, 2017 @ 11:02am 
I really am enjoying your mod collection! Lots of really cool things! However, the spys seem broken, I cant ever see anything except the two base missions no matter what districts are present in that city. Also I am playing Egyptian and the Egyptian specific replacement of the archeology museum (museum of antiquities) does NOT allow production of archeologists... also the early civ carrier ships... if you load it up with the cannons which upgrade to bombers... the ship upgrades and all the cannons disappear from the game as if they were never there. Its too bad I was really into the god knows how many hours, I'm on turn 421 currently... and now I realize I cant finish this game - le sigh.... well I enjoy the features very much, thanks for trying
Psyava 15 Jun, 2017 @ 10:23pm 

In my current game, one of my ( mod-changed ) goals is to build two campuses. I currently have three cities with an existing campus district.

So, I dont have any clue about coding to try tracking down where this is messing up; but I thought id let you know. Screenshot of the game is being uploaded now
kevinhann 12 Jun, 2017 @ 10:41am 
Hopefully someone could help with this one, if you have experienced something similar, please let me know! I'm having trouble running this modpack in a multiplayer game with a friend of mine. The issue is it desyncs him if I hosted or me if he hosted on literally every single turn. We ran the vanilla game and there wasn't a single desync in 200 turns.

Is there a possible solution? Is a particular mod at fault so it would run smoothly if we disabled it? We really want to play with the amazing content this adds to the vanilla game but we just couldn't get rid of the desyncs.

We would really appreciate any hints how to resolve this!

Thanks!
CMDR Sheploo 10 Jun, 2017 @ 4:43pm 
Ananse, I was wondering if I could use part of your code in my personal mod I am working on. I used parts of your Re-districting mod as inspiration on how to setup trade routes and how districts impact them. Also, I used one of your custom modifiers from your Projects mod in creating a new project. Credit will be given, of course, but I like to get the expressed permission from who I either used code from or used for inspiration based on their code.
kevinhann 6 Jun, 2017 @ 10:12pm 
On a second note, some of them started adding cities after turn 200. Some. And nearly every AI has built 0 districts (except for Japan with a couple commercial hubs) :(
kevinhann 4 Jun, 2017 @ 1:06pm 
Is it typical for AI civs to only settle 3 cities due to some of these mods? I'm playing on a Diety Largest Earth map and they have plenty of space to expand but it's been a while and all they are doing is walking around with troops en masse. I'm getting worried the only challenge this run will give me is if I try to go for domination victory. (This is just my 2nd run in the game and it's my first touch with any Civ game).

I did add the mod that enforces a 4 tile space between cities but I don't see why this would stop them from expanding, there are vast spaces available they completely ignore. Any ideas?
ProfessorPicke 21 May, 2017 @ 2:01pm 
that's pretty garbo m8, why don't you just get gud? (or build some commercial districts + use some gold generating policies?)

don't bother with the tips, just focus on playing the game and doing what you think will work.
Mori The Vampire Lord 20 May, 2017 @ 4:50pm 
im finding civ 6 pretty hard compared to other civs, im following all the tips, n i jus cant maintain a big empire n army, keep going broke, n jus hard to get a big booming empire going, i think civ6 penalties are way, way too much, play a game of civ5, then play this n u see wat i mean, does this mod make things a lot easier, which is wat im lookin for, i still want a challenge, but even on noob level im still not doin that great
alexanderyou 11 May, 2017 @ 11:03am 
I've noticed that support units like the auxilary archer will always survive one hit, no matter how strong the thing attacking them is. I think this is pretty bad, and they should follow the same rules as all other units.

I attacked a lone aux archer with a warrior, it does 67 damage. I attack it with a knight, 67 damage as well.
cnoblesd01 9 May, 2017 @ 7:56am 
WOW!!! THis made a gmae I was getting bored with VERY much a game of never-ending fun!!! The link to help you in school doesn't seem to be working... (hint)

I LOVE it that much too!

I do have one question - is there a list of what era each unit belongs to?

CHEERS!!!!
ProfessorPicke 30 Apr, 2017 @ 9:39am 
you might have 2 moar units packs. check your mods folder and your steam workshop folders.
King Bastenredpild 29 Apr, 2017 @ 2:44pm 
Hi, thanks for the great modpack!
I have a question:
I disabled this and associated mods to play online with a friend but when I try to re-enable I can't re-enable Moar Units! and thus can't re-enable the whole pack. It says Moar Units! can't be enabled because of... Moar Units

HUH!? :steamfacepalm:
alexanderyou 28 Apr, 2017 @ 7:18pm 
I've noticed england is rather silly in the mid game, considering how it will get almost every single great admiral because of royal dockard spam. This includes the ironclad, both promotion ones, and the armada admirals. Combined with possibly getting mausoleum of halrafscsgf and you have two level 3 ironclad armadas in the medieval era, not only letting you take any coastal city with impunity but also buffing your city strength to over 90 when everyone else has around ~35.

Great person costs need to be increased a good deal methinks :P
BlackLuck 26 Apr, 2017 @ 4:46pm 
Indeed I think that was the issue - I am able to start a game now at least...
BlackLuck 26 Apr, 2017 @ 4:43pm 
Sukritact's Tonle Sap addon on is listed on the list above but not on the list to the right - it may be why I was not able to load your modpack a minute ago (I loaded all the new ones from the right menu) ... if this doesnt work I may have to do a fresh install - it's been like six weeks since I played a game.
alexanderyou 23 Apr, 2017 @ 8:55pm 
I feel like almost all of the hero promotions are worthless. Maybe if all of the promotions were empire-wide, like the +x combat strength vs a unit type would affect all of your units (or at least all of them in a y tile range).

Actually I'm not 100% sure it doesn't do the radius thing, but based on the description it doesn't seem to.
Wylderman 22 Apr, 2017 @ 12:41pm 
@alexanderyou What he's saying is that some mods are not compatible with the mod pack and requires extra tinkering, which is understandable.
@Sebolus, you do know you can make differing profiles for each of your mods in game to easily sort them as well so there shouldn't be too much hassle once you do this.
@pajamathekid I have yet to experience any issues (besides the random crash when having too much stuff going on), but I do agree its takes a good 3 to 5 minutes for one to load in and create a game. 10+ if you are using YNAMP's Largest Earth.
alexanderyou 22 Apr, 2017 @ 9:28am 
@Sebolus Not sure what you're complaining about? You enable the modpack, which enables all the mods in it, then you scroll thru and enable anything else you want to use. Heck, there's even an option to sort by enabled/disabled so you can see all the mods that aren't enabled in one place. You just sound lazy and incompetent with your post.
pajamathekid 22 Apr, 2017 @ 4:26am 
I experience the same issues with the mod screen mod... but it doesnt crash my game. it does take forever thought :p
Sebolus 22 Apr, 2017 @ 4:14am 
I used to play with this mod and it was really enjoyable. Unfortunately, it is completely unusable now as you have to subscribe tons of different files and then enable correct ones ingame. It is not a big problem if you have only this "modpack", but if you have also different mods:rfacepalm:...have fun.
Digihuman 21 Apr, 2017 @ 11:40pm 
@alexanderyou: Well, when I tried to disable it, it said I couldn't because it was a dependency for the BFG stuff. That's what was confusing about it.
alexanderyou 21 Apr, 2017 @ 4:40pm 
@Digihuman the improved mod screen isn't in the modpack though? It doesn't show up on the required mods or in the collection.