Sid Meier's Civilization VI

Sid Meier's Civilization VI

Build. Discover. Share.
Discover new maps, scenarios, leaders, units and more. Build and share your own creations. Mods are created by and for the Civilization community, and are not officially supported by Firaxis or 2K.
DaBo81 14 Nov, 2016 @ 2:23am
What mods do people want to see for Civ 6?
I'm assuming that Firaxis will provide the Workshop for mods in the near future and I was wondering what's on people's wishlists for mods.
I know Civ 6 has it's failings, but 5 needed several updates and 2 expansions, plus the mods, before it became really great and I think it's only a matter of time before 6 surpasses 5. 6 has excellent potential but what mods do people want to see to develop and polish 6?
For me, I'd like to see mods for both tourism and coastal cities as well as mods to slow down tech progression and improve AI.
Over on civfanatics, people have already made mods for coastal cities which increase tile yeilds and that's a good start but there are a bunch of things that could flesh out coastal cities such as deep sea mining, other coastal districts in addition to harbors that support tourism/leisure or maritime industries, plus desalination plants.
Tourism could also be fleshed out further. How about other touristy tile improvements in addition to seaside resorts? e.g: golf course, ski resort, casino, cruiseship. Shouldn't the entertainment district & improvements provide some tourism too? How about foreign tourists adding to your gold income per turn so civs are rewarded for tourism even if they aren't going for a culture win? How about an end tree civic like future tech rather than repeatedly researching social media?

Any other thoughts/ideas for mods?
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Showing 1-15 of 183 comments
Zack 14 Nov, 2016 @ 2:38am 
A mod that creates a real fog of war, same as in civ5, instead of the one that's present at the moment, please please please
Sentient_Toaster 14 Nov, 2016 @ 2:40am 
Serious: let spy count scale up somewhat with empire size. InfoAddict-style relationship graphs. A UI that actually isn't completely terrible.

Silly: Barbarian-flagged giant monsters.
Marbaus 14 Nov, 2016 @ 3:42am 
I have been making a list on some I want to work on but often don't have the time. Here are some ideas:

-Social Policies that are both positive and negative... not just positive boosts because nothing is just positive when dealing with social policies, there is always a downside to every upside.

-District specialization, that would be like blacksmithing for the industrial districts that boost med. and ren. armor and attack and can be 'over built' by factories or something

-Improved diplomatic interatction, this could be as simple as the AI poping up with a concern or question about social policies or whatever but gives you a few choices which change the way they like you or dislike you.. or in some cases might cause them to goto war with you or another nation... this is outside of deals and more like the 'first meet' with civs, but immersive and throughout the game

-a cap on settlers 'settling' half way around the world in early game... until colonization is discovered. It just seems wierd that an ancient civilization can keep control of another city that is over thousands of miles away and not know anything about diplomacy and hirachy structures of order

-Extreme social policies, this is like the 'iron curtian' policy or 'purge day' policy where major bonuses are given with major draw backs

-Religious fighting units, units that are like crusaders or monks that have strong beliefs and can fight at the same time spreading their beliefs, both weak, but capable of getting around like the scout

-An exotic merchant unit that can estabolish control over a single spot, like a fort, and while ocupied transfers the resource to the capitol...strategic or not

-More unit upgrades...

-More districts that might be more useful in one era as opposed to another as well as the ability to replace districts and distric buildings or as in the 'district specialization' idea from above

-Variable trade route times... in the early game its nice to have only twenty turns per route but late game it is better to have like 30-100 depending on game speed. I already modded the turn times for that but I have to change the mod for the late game and that isn't desirable really

-Longer deals with other civs or varialbe deals as well as more kinds of deals... I think that using the artifacts concept another bulding can be created to hold on to 'contracts' as items that can later be cashed in on.... I think that the art and artifacts gain value throughout the times as can loan contracts to other civs... an idea that reflects issues with history and current states of nations really

I could go on but I'll stop for now. I'll be working on these ideas but who knows.


DaBo81 14 Nov, 2016 @ 6:17am 
Good suggestions guys.
@Marbaus
With the district specialisation in mind, there could be more either/or buildings like the stables/barracks option and there could also be new districts that require another district to be present in the city e.g: a secondary industrial district that focuses on consumer goods but requires the primary industrial district before it can be built. Other districts could become available if you have specific resources in the city e.g: a jewellery quarter that requires city access to something like silver or jade.
Kaa the Python 14 Nov, 2016 @ 6:32am 
I want the builders to have options to put up outposts on strategic resources, like they could in civ 3

I also want to increase tech/culture cost for the number of cities you have, to have some sort of benifit to keeping 4-6 city empires. I dont like the mindset of "get as many damn cities as you can"
Awen 14 Nov, 2016 @ 6:52am 
Maybe hybrid districts? A single district that allows the level one buildings for two full districts...e.g. campus/industrial, but doesn't meet criteria for wonder placement.
MaxDoomSWE 14 Nov, 2016 @ 1:41pm 
All mods that removes the tediousness and deal with crappy and not at all thought through game design are welcome.
Cap'n Darwin 14 Nov, 2016 @ 1:51pm 
Builders allowed to spend builds repairing districts. Maybe 20 percent per pop.
Render 14 Nov, 2016 @ 1:54pm 
Originally posted by Zack:
A mod that creates a real fog of war, same as in civ5, instead of the one that's present at the moment, please please please
Why would you want this? the new fog of war is a map which makes much more sense. It shows you what was there the last time you where there.
Zack 14 Nov, 2016 @ 2:10pm 
Originally posted by Render:
Originally posted by Zack:
A mod that creates a real fog of war, same as in civ5, instead of the one that's present at the moment, please please please
Why would you want this? the new fog of war is a map which makes much more sense. It shows you what was there the last time you where there.

Because it's absolutely annoying to see the difference between the map you've already discovered and the map you didn't, since it's the same color, and you almost don't see any detail of the part you've already discovered. The the worst part is the minimap. A real fog of war is a thousand times better. This new fog of war is the only reason i don't play this game.
nickcauthon 14 Nov, 2016 @ 2:33pm 
1) Maybe I'm just blind but soemthing that shows me what troops I have and where they are. I'm color bliind and sometimes I have a hard time seeing my resting or healing troops, especially when their colors match that of other Civs or city-states.

2) A map editor, something that was in both Civ 4 and 5 I'm sure that's coming

3) more of a fun/silly request but Civ's that are from other multimedia franchises (movie, books, tv, video games). In Civ 5 I really liked the Mass Effect mod that was made that included all the various races from that franchise
Dave1029 14 Nov, 2016 @ 3:00pm 
Ingame editor. I don't play fair.
SamBC 14 Nov, 2016 @ 3:31pm 
Originally posted by Zack:
Originally posted by Render:
Why would you want this? the new fog of war is a map which makes much more sense. It shows you what was there the last time you where there.

Because it's absolutely annoying to see the difference between the map you've already discovered and the map you didn't, since it's the same color, and you almost don't see any detail of the part you've already discovered. The the worst part is the minimap. A real fog of war is a thousand times better. This new fog of war is the only reason i don't play this game.
The minimap is a real problem, I agree. I don't see a problem telling mid fog from full fog in the main graphics.
Marbaus 14 Nov, 2016 @ 4:00pm 
Originally posted by DaBo81:
Good suggestions guys.
@Marbaus
With the district specialisation in mind, there could be more either/or buildings like the stables/barracks option and there could also be new districts that require another district to be present in the city e.g: a secondary industrial district that focuses on consumer goods but requires the primary industrial district before it can be built. Other districts could become available if you have specific resources in the city e.g: a jewellery quarter that requires city access to something like silver or jade.

Yes exactly with the specialty districts. This game has the potential to be more complex with the economy. Many wars were fought over trade rights, but as it stands trading is sort of a bland click and go issue. Combination of resources opening up new district improvements or districts themselves, as the game already has some rules in place for such a thing.

I would like to see more map constructs, like the Terra map in Civ V, where one continent is completely devoid of civs to start as well as all sorts of maps like complete deserts, ice and snow etc...

Something that has always bothered me is the way map resources are often set to be on every large land but not often enough specific to a localized area land mass. Some large land masses didnt have cows, or horses or rice and wheat. Instead of based on the tile alone it could be set rule to spawn within a west or east divide causing some resources to be worth trading for to develop those special districts... Sounds like a total overhaul really but some nations became very powerful due to these kinds of resources and specific trade deals bringing in luxuary and strategic resources. Seems like a big lackluster part of the civ. game.

Cultivating horses, cows and wheat etc.. was a big deal when colonizing as well. There is a mod already out allowing you to build fish farms on the sea so I will likely work with that to do farms and cows if I can get the rules and functions right lol.
Helen Carnate 14 Nov, 2016 @ 4:19pm 
Originally posted by SamBC:
Originally posted by Zack:

Because it's absolutely annoying to see the difference between the map you've already discovered and the map you didn't, since it's the same color, and you almost don't see any detail of the part you've already discovered. The the worst part is the minimap. A real fog of war is a thousand times better. This new fog of war is the only reason i don't play this game.
The minimap is a real problem, I agree. I don't see a problem telling mid fog from full fog in the main graphics.

Maybe you don't but some of us are color blind and to may of us, the fog of war color looks exactly the same as the map that has been revealed unless you have units in the area.

What I would like to see is just many of the same things that were in Civ 5.

-The ability to restart your game if you start off with a terrible location.
-The ability to have your units sleep until they see an enemy unit.
-The ability to put your cities on auto pilot. Once you get close to end game and have nothing to improve on your cities, you should just be able to have it just reselect the same thing until you change it.
-The ability to turn off religion totally so other nations don't park a dozen of their units in my borders making it so I can't do anything
-Having the game remember the options you pick when you start. I tend to play on a modified huge map and it is unplayable if I forget to turn off barbarians.
Last edited by Helen Carnate; 14 Nov, 2016 @ 5:00pm
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