Sid Meier's Civilization VI

Sid Meier's Civilization VI

Essential Mod Collection for vanilla Civ 6
 This topic has been pinned, so it's probably important
titan_vfaf  [developer] 18 Feb, 2018 @ 5:41pm
Full list of changes + deep insights how they affect
Contents:
1.0 General Changes
1.1 Policies
1.2 Science / Technology & Culture / Civics
1.3 Religion
1.4 City States
1.5 Cities, Districts, Buildings & Wonders
1.6 Terrain, Resources & Improvements
1.7 Units & Combat
1.8 AI (Artificial Intelligence)
1.9 UI (User Interface) - *** Production Queue instructions added ***

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1.0 General Changes

Expanded Initial Vision - Gives vision of the map within a preset radius of your start position. The goal of this mod is to provide the player with the ability to make a more strategic decision on capital placement. With this mod, you won't need to waste 10+ turns blindly exploring, hoping to find a better location. Now the map is revealed within a preset radius around your settler, so you can quickly decide whether to place immediately or venture a few turns to a better spot! The revealed area will not trigger any diplomatic meet events. You will however be able to see tribal villages, barb camps, city borders, and resource icons.

Overall movement points for all units: +1. In addition, modern and later units get 50% movement bonus for land, 100% movement bonus for sea and air.

Roads:
  • Builders construct roads.
  • Roads are more effective.
  • Road Effects:
    - Ancient 1/2 movement cost, supports bridges
    - Classical 1/2 movement cost
    - Industrial 1/4 movement cost
    - Modern 1/8 movement cost

MY PERSONAL NOTES & INSIGHTS (1.0):

First of all, the whole idea of Expanded Initial Vision is absolutely brilliant and one of my favourite single features in this whole collection! I'll explain. In previous Civs (4 & 5 to be exact) I have spent countless of hours trying to find a map interesting enough to start new game. Sometimes it has been so difficult that I haven't had an opportunity to start a game in days. I have found some type of maps much more interesting to play than most which I have come accross. It's hard to explain what you want until you actually SEE it! A proper placement for capital was much more important in these previous Civ games, but still, I just love to be able to see such a significant part of the starting area right away. Makes things so much more straightforward and frankly, realistic as well.

I mean think about it... an ancient group of hunter-gatherers get a revolutionary idea to found a city – a place to settle and live permanately. Shouldn't the nearby environment be already scouted before making such an important and crucial decision where this capital should be placed? Hard to come up with anything more stupid idea than randomly choose such a place without any idea what's around the corner, right? Even if the reason for this mysteriousness of nearby environment has been to create thrill & excitement by not knowing anything about the current map until you actually scout it yourself, it's still very very stupid not to be able to see no further than where starting units happen to be at the beginning. As a hunter-gatherers they should be able to know their environment much better than that. Completely irrational right? But fortunately there is a mod that fixes this issue!

Then there's this other feature – quicker movement – especially via roads. Very crucial also. By extensive testing I've come to conclusion that units move way too slowly in Civ6. There are at least two main reasons to implement faster movement:
  1. Default movement speed creates ”traffic jams” or congestions due to hex-based system where units have little chance to overlap with each other. This happens quite easily during major wars where each party has a lot of units at their disposal. Things get even worse in the areas where bottlenecks of some sort are present (due to mountain regions or some other impassable features). These jams (at least most of them) can be prevented by increasing the movement speed of units in a proper degree. These particular changes have been confirmed to be in the proper zone.

  2. Remarkably increased performance what comes to Ais abilities to attack with great effect during wartime. AI has already demonstrated to me in numerous occations that it is able to thrive in these conditions, ever since it has been able to move its units faster. As if it had been released from a leash so to speak! Sometimes during war it can do so many unpredictable and effective moves in such a little time perioid that knowing this has actually been quite concerning – in case your AI neighbour happens to have a large, up-to-date army and they don't like you – not to mention actually experience their fury in practice. I'm serious about this! And so glad this is finally true and possible.
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1.1 Policies

- Major overhaul of almost all policies. Policies are now far more strategic and have big implications to play-style.
- Oligarchy government overhauled. Now increases Food and Science in the capital by 30% but reduces those yields in all other cities by 10%. This is the government to get if you want to go tall.
- Reduced number of policy slots for tier 4 government types by 1. This is to compensate for the largely increased bonuses from the policies overhaul.

A full list of policies that have been altered: (those not included here are unaltered)
NOTE – Square symbols represent the era when particular policy is available. There are 8 eras, so one ■ means Ancient era, while 8 ■■■■■■■■ means Information era. This way it should be immediately obvious which era each policy belongs to.

▲▲▲ Military: ▲▲▲

■ AGOGE: +50% Production toward Ancient & Classical era melee & ranged units. +1 Influence points/turn toward earning city-state Envoys.

■■ BASTIONS: +6 City Defence. +5 City Ranged Strenght. +100% Production toward defensive buildings. +1 Housing if the city has walls.

■■■ CHIVALRY: +30% Production toward Medieval, Renaissance & Industrial era cavalry units. +5 Culture in your capital.

■ CONSCRIPTION: Unit maintenance reduced by 1 Gold per unit. +1 Amenity for cities with a garrisoned unit.

■■■■■■ DEFENCE OF THE MOTHERLAND: Your units gain +20% Combat Strenght when fighting in friendly territory. Your Traderoutes are immune to being pillaged.

■■■ FEUDAL CONTRACT: +30% Production toward Medieval & Renaissance era melee & ranged units. +2 Production in each city.

■■■■■ GRANDE ARMÉE: +30% Production toward Industrial & Modern era melee & ranged units. +1 Trade Route.

■■■■■■■ INTERNATIONAL WATERS: +30% Production toward Modern, Atomic & Information era naval units, excluding Carriers. +2 Production for Fishing Boats.

■■■■■■ LEVÉE EN MASSE: Unit maintenace cost reduced by 2 Gold per unit. +1 Amenity for cities with a garrisoned unit.

■■■■■■ LIGHTNING WARFARE: +30% Production for Modern, Atomic & Information era heavy & light cavalry units & +2 Movement points to those units.

■ MANEUVER: +30% Production toward Ancient & Classical era heavy & light cavalry units. +1 Production for all Pastures and Camps.

■ MARITIME INDUSTRIES: +50% Production toward Ancient & Classical era naval units. +1 Production to Fishing Boats.

■■■■■■■ MILITARY FIRST: +30% Production toward Atomic & Information era melee & ranged units.

■■■■■ MILITARY RESEARCH: +5% Science in all cities. Military Academies, Armories and Seaports generate +2 Science.

■■■■■ NATIONAL IDENTITY: All units heal for an extra +5 HP. Units have 50% less Combat Strenght reduction from being injured.

■■ NATURAL PHILOSOPHY: +1 Food & +1 Production for every Pasture, Plantation & Camp improvement. Cost -2 Gold per city.

■■■■■■ PATRIOTIC WAR: +50% Production for Modern, Atomic & Information era support units.

■■■■ PRESS GANGS: +30% Production toward Renaissance & Industrial era naval units. +5 Gold in each city with a Harbor District. +1 Production for Fishing Boats.

■■■ PROFESSIONAL ARMY: 50% discount on all unit upgrades. +4 Great General points per turn.

■■■■■■ PROPAGANDA: No war weariness from combat in your territory. Accumulate 25% less war weariness than usual.

■■■■■■■■ STRATEGIC AIR FORCE: +30% Production toward Information era air units & towards all Carriers. +2 Air range for Fighters & Bombers.

■ SURVEY: Double experience for recon units. +1 Great General points per turn.

■■■■■■ THEIR FINEST HOUR: +30% Production toward Modern & Atomic era air units. +50% Experience for Air Units.

■■ VETERANCY: +50% Production toward Encampment & buildings for that district. +1 Great General points per turn.

■■■■ WARS OF RELIGION: +4 Combat Strenght vs civilizations that follow other Religions. +1 Movement if starting turn in friendly territory. +8 Faith per turn.

$$$ Economic: $$$

■ CARAVANSARIES: +4 Gold from all Trade Routes. Reduces the cost of purchasing a tile by 40%.

■■■■■■ COLLECTIVIZATION: +8 Housing & +20% Growth in the Capital. -1 Housing in all other cities.

■■■■ COLONIAL OFFICES: +50% faster Growth & +25% Gold for cities not on your original Capital's continent.

■ COLONIZATION: +50% Production toward Settlers. +30% Production toward Builders. +2 Builder Charges.

■ CORVÉE: +15% Production toward Ancient & Classical era Wonders. +2 Production toward Buildings & Wonders. +1 Great Engineer points per turn.

■■■ CRAFTSMEN: +100% adjacency bonuses & +2 Production to Industrial Zones. +50% toward Industrial Zone Buildings.

■■■■■■ ECONOMIC UNION: +200% Commercial Hub & Harbor district adjacency bonuses. +1 Trade Route.

■■■■■ EXPROPRIATION: +1 Food from Farms & +10% Food in all cities.

■■■■■■ FIVE-YEAR PLAN: +3 Production and double adjacency bonuses to Industrial Zone. +3 Production to Factories.

■■■■ FREE MARKET: +100% Gold yield from Commercial Hub buildings. +5 Gold & +1 Science from Trade Routes. +100% Production toward Trader units.

■ GOD KING: +3 Faith & +3 Gold in the Capital.

■■■ GOTHIC ARCHITECTURE: +15% Production toward Medieval & Renaissance era Wonders. +4 Production toward Buildings & Wonders. +2 Great Engineer points per turn.

■■■■■■■ HERITAGE TOURISM: +100 Tourism from Great Works of Art and Artifacts. +100% Theater Square district adjacency bonuses. Stadiums generate +1 Amenity.

■■ INSULAE: +1 Housing in all cities with 1 or more speciality districts. +3 Food in each city.

■■■■ LIBERALISM: +1 Amenity & +2 Housing to all cities. +1 Great Artist, Writer & Musician points per turn.

■■■■■■ MARKET ECONOMY: +1 Gold for every tile with a Resource on it. International Trade Routes priovide +2 Gold per Luxury & Strategic resource at the destination. +2 Science & Culture for each Trade Route.

■■■ MEDINA QUARTER: +2 Housing in all cities with at least 2 districts. +4 Food in each city. -15% Production to all cities.

■■■■■ PUBLIC TRANSPORT: +15% Production but at the cost of -5% Gold in all cities. +1 Production from Lumber Mills.

■■■■■ PUBLIC WORKS: +1 Food on all Sea tiles. +2 Housing & +4 Food to cities with a Harbor.

■■■■ RATIONALISM: +100% Science & +30% Production to Campus buildings. +2 Science to Universities.

■■■■ RELIGIOUS ORDERS: +5 Strength in theological combat. +100% Faith from Holy Site buildings. +8 Faith & +8 Gold in Capital.

■■■■■■ RESOURCE MANAGEMENT: +1 Aluminum & +1 Oil. 1 copy of a Strategic Resource allows you to produce or purchase units requiring it in every city.

■■■ SERFDOM: +1 Science & +1 Production for every Mine & Quarry improvement. +2 Production to Oil Well improvements.

■■■■■ SCYSCRAPERS: +15% Production toward Industrial era & later Wonders. +8 Production when constucting Buildings or Wonders. +4 Great Engineer points per turn.

■■■■■■ THIRD ALTERNATIVE: Harsh Taxation. +30% Gold in all cities but causes -30% Growth. +4 Gold from each Research Lab, Military Academy & Power Plant.

■ URBAN PLANNING: +3 Production in the Capital and +1 Production in all other cities.

ʘʘʘ Diplomatic: ʘʘʘ

■■■■■ RAJ: +6 Science, Culture, Faith & Gold from each city-state you are Suzerain of.

?♫♥ Wildcard: ♥♫?

■■■■ FRESCOES: +10% Culture in all cities. +2 Great Artist points per turn. Double Theater Square district adjacency bonuses.

■ INSPIRATION: +2 Great Scientist points per turn. Double Campus adjacency bonuses. +3 Science in your Capital.

■■■■ INVENTION: +3 Housing in your Capital. +8 Food, Production, Science & Gold in the Capital. -1 to those yields in all other cities.

■■■■■■ LAISSEZ-FAIRE: Each incoming Trade Routes from other Civilizations and City States grant +4 Gold. +6 Great Merchant points per turn.

■■ LITERARY TRADITION: +2 Great Writer points per turn. +1 Culture per speciality district in each city. Double Holy Site district adjacency bonuses.

■■■■■ MILITARY ORGANIZATION: +6 Great General points per turn. +1 Amenity from Encampments.

■■■ NAVIGATION: +2 Great Admiral points per turn. Double Harbor adjacency bonuses. +2 Culture & +2 Science from Trade Routes.

■■■■■■ NOBEL PRIZE: +20% Science gained from Reseach Agreements & all other Tech boosts. +4 Great Scientist points per turn.

■ REVELATION: +2 Great Prophet points per turn. +4 Faith.

■ STRATEGOS: +2 Great General & +2 Great Admiral points per turn.

■■■■■ SYMPHONIES: -15% Faith cost of purchasing Great People. +4 Great Musician points per turn. +100% Culture yield from Theater Square building.

■■■ TRAVELING MERCHANTS: +2 Great Merchant points per turn. Double adjacency bonuses & +2 Gold to Commercial Hubs.

MY PERSONAL NOTES & INSIGHTS (1.1):

Policies have been greatly improved. Some of them have not been altered but most are. And I find this very much welcome. I've felt from the beginning that political decisions in unmodded vanilla have been quite insignificant no matter what you decide to do. I've felt like there's not enough possibilities to do what actually needs to be done in order to improve your situation in a level where it would actually matter in the big picture the way it should. Hence the overhaul of policies and Oligarchy government. Along with them, all kinds of political decisions have become much more important and worthwhile. And this is the way it should be in order to keep things interesting! Also, I believe it's important to be able to experience that you're the master of your own luck. I cannot stress enough that this is possible only when you have enough prospects to change your course to desired direction, whatever it is, before it's too late. Overhauled policies and Oligarchy government will in part give you better tools to achive a desired goal.

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1.2 Science / Technology & Culture / Civics

  • Tech / Era speeds - Reduced Tech and Civic boosts (Eureka, inspirations) to now increase tech by 30%, was 50%.
  • Tech / Era speeds - Increased tech and civic costs based on era. Approx. 1.3x in midgame to 2x in late eras.
  • Costs of all technologies and civics in all eras + extra x 1.25
  • Population does not produce Science and produce only minimum Culture.

Eurekas and Inspirations are possible to make as real surprise! There are 170+ new ones and they are randomly assigned to Techs and Civics. Each game will look different from now on.
Trigger visibility: There is a startup option available in Advanced Options that governs how trigger information is displayed:
- Always visible (same as vanilla game)
- The trigger is visible only for techs and civics that can be researched (now default option and also most recommended)
- Visible when you start researching a tech or civic
- Visible only after the boost has been activated

MY PERSONAL NOTES & INSIGHTS (1.2):

What comes to balancing tech and civic costs, I find this setup to be spot-on. Separate multipliers for each era is the most important tweak here, but extra 1.25 multiplier for all eras is also in order due to my testing. For example, arriving at Industrial Era should now be reality for you somewhere around 18th century (from ~1700AD and beyond) which is pretty much the way it happened in actual history of mankind. Note that I'm definitely not talking about any extreme "B lining" straight to Industrial era but more like an even advancement on all fronts, Techs AND Civics.

FYI: Getting your science developement up and running in the beginning has become a task that requires certain active measures. Because population does not produce any science, your science per turn will stay approximately at +1 (which comes from palace) until you build your first Campus District or otherwise get science elsewhere. Therefore you cannot any longer to just sit back and wait for your overall population to grow and still increase science output.

If building Campus is not your first priority, you can expedite the science developement in other ways too until a proper window for building Campus finally arrives. These ways include:
  • Be the first to meet any scientific City State. Every such City State will increase your science output by +1. It doesn't sound much, but if it is the first bonus you get, actually even one such occasion literally doubles the speed for scientific research!
  • Get your citizens to work resources or certain Natural Wonder tiles which provide science. Here's a list of all resources and Natural Wonders which do:
  • Algae: +2 (science)
  • Aloe: +1
  • Quartz: +1
  • Platinum: +1
  • Crater Lake (Natural Wonder): +2 to one tile
  • Galápagos Islands: +3 to adjacent tiles
  • Great Barrier Reef: +3 to two tiles
  • Tsingy de Bemaraha: +2 to adjacent tiles
  • Yosemite: +2 to adjacent tiles
  • Have a trade route to any city which will provide science in the process. Although I must add that it shoud be unlikely for you to be able to send traders before you have built your first Campus. This is because having campus quite early on is kind of necessity if your goal is to devote yourself into being up to date at all times, scientifically speaking.

You should pick the place of your capital in a way that it is possible to place the first Campus without a need to remove certain terrain features that block this very early on. These terrain features include Woods, Marsh, and Jungle especially. This is because it may not be even possible to place it ANYWHERE before you get, for example, at least Mining technology (for chopping woods). Say if your starting location is completely covered in rainforest within a radius of at least 3 tiles, this is quite possibly a serious problem for you, because you will not be able to remove jungle and therefore place any districts in these tiles until Bronze Working tech. Without Campus (or getting super-lucky with Goody Huts) Bronze Working could be out of your reach for a long, long time. So, always make sure there's at least one decent tile for your Campus BEFORE making any final decisions for the placement of your capital. Although, spawning in the middle of a huge rainforest is quite a rare event anyway so most of the time you don't have to bother yourself with these kind of extreme-case-dilemmas. Besides, don't forget you can always open the game menu and fetch a new map and scenario with one click of a button – Restart.

If you want the fastest possible start to your science developement, here's a list of things you should do, or try at least:
  1. Build your first Campus District asap. Note that you start the game with one builder. So, if you choose to do so, you can speed up the construction of any district by using a builder's charge to complete 20% of the cost of a district (yes, now this is possible with any Civ). The more you get adjacency bonuses for it, the better of course. But +1 is totally okay for it if that's all you can have. For your later cities you can try to build them in more favourable places.

  2. Complete Campus Research Grants city project again and again until you're able to attract Hypatia the Great Scientist. She should be your best friend!
Once (or if) you do get her, you're off to a great start. By using her ability, you'll get Library building immediately. This will provide +5 science (+4 without Hypatia). What's more, you're able to place one citizen to work there as a specialist. Every Scientist on your campus district provide +6 science as well as +2 food. All in all your science per turn should ramp up all the way to at least +12. If this sounds too much, don't worry because it isn't. It will stay pretty much on that level until you found more cities and build more campuses and buildings for them and assing citizens to work in them. All this progress takes time. Keep always in mind that population does not provide any science. Therefore, don't rest on one's laurels in this matter. Instead, keep investing to science related stuff throughout the game in order to keep up to date.

Same deal for culture – you ain't gonna get your culture from population so keep working for it. In early game this is doable by having monuments on every city early on. Also you could speed up your culture advancement by choosing a proper pantheon belief. For example, ”God of the Open Sky” as well as ”Oral Tradition” now provide +2 culture per each resource improvement in question. This can be very significant if you're in reach of several of them. I've provided a list of resources and Natural Wonders which do provide culture. Being aware of these is significant especially in the early game.

Resources:
  • Limestone, Seashells, Cocoa, Coffee, Tea, Coral, Diamonds, Dyes, Ivory, Jade, Lapis, Marble, Poppies, Sandalwood, Silk, Silver, Travertine & Truffles each provide +1 culture
  • Alabaster & Cherry Tree provide +2 culture
Natural Wonders:
  • Cliffs of Dover: +4 (culture) to two tiles
  • Dead Sea: +3 to two tiles
  • Eyjafjallajökull: +1 to adjacent tiles
  • Ha Long Bay: +1 to two tiles
  • Pantanal: +2 to four tiles
  • Piopiotahi: +2 to adjacent tiles
  • Tsingy de Bemaraha: +1 to adjacent tiles
  • Uluru: +2 to adjacent tiles
Pantheons:
  • God of the Open Sky: +2 culture to following improved resources; Oxen, Cashmere, Ham, Cattle, Sheep & Horses.
  • Oral Tradition: also +2 culture to following improved resources; Aloe, Banana, Berries, Citrus, Cotton, Dyes, Silk, Spices & Sugar. If there are others as well (due to Resourceful mod) I'm not aware of this at the moment.
  • Stone Circles: +1 culture from Quarry improvements. Following resources can be improved by a quarry: Stone, Gypsum, Marble, Granite, Limestone, Travertine & Alabaster.
What you probably should think about all of this so far – you and your civilization actually need to get lucky in one way or the other in order to get ahead and prosper. But here's the catch: there are now so many ways and combinations of how exactly you're able to get lucky – therefore it is very, very likely that you will always get lucky in a some form or the other! How precisely, that is a surprise. You need that sort of surprises to keep things interesting. And this is exactly what I've tried to achieve here with this mod collection. A saying ”If you get lemons, make lemonade” applies in this case precisely. For every new game, there should be a scenario you've probably never come across before. Find out what you have at your disposal and then try to get whatever you can out of it all. In other words, you should just make that lemonade if you happen to get those lemons! It is absolutely crucial for this game to work like that in order to keep future playthroughs as interesting as possible.

Because resources and their level of incidence on particular map scenario has become considerably more important, not just for science & culture developement but for city growth also, let me give you a good advice: take into habit to adjust the amount of resources from the Advanced Options via ”Create Game” startup options. I personally prefer to use Abundant setting because more is better in this case I think :) Although, if you prefer a higher difficulty level, feel free to choose Standard or Sparse. I'm quite certain this small adjustment has a significant impact to the level of difficulty and the speed of overall advancement on all fronts (due to increased importance of proper amount of resources).

While this proper game settings -issue has been brought up, I'd like to add that I also prefer to use Low Sea Level setting. This is because it's an effective way to increase the land surface area of the particular map and to get more room for everybody to grow without a need to actually choose bigger map size. If you haven't tried this before but would like to benefit from this sort of effect, I do recommend that you will.

Lower percentage of Eurekas & Inspirations are also to the purpose. Firstly, the scale of how much time one has to activate each boost has been increased considerably. Secondly, Real Eurekas makes it so that some boosts are actually pretty hard or sometimes even impossible to activate (depends on particular scenario). In other words, these two extremes, some boosts activate without any effort and some don't at all no matter what you do, makes it reasonable to lower influence which boosts have on the research developement of each game. There's a third reason also. Failing to activate any given boost in time shouldn't any longer make you feel like a big fat failure. In other words, I think it's healthy to be less dependent on Eurekas & inspirations. At least for me (at regular settings) trying to activate boosts has always governed way too much my style to play the game – which I find to be really, really bad thing in the long run! Basically you end up having these patterns of choices and only because you want to trigger that boost somewhere in the future... I cannot stress enough how bad thing this is! Therefore, Real Eurekas Mod combined with smaller boosts is a combination that is priceless. Perioid. Do I have to explain this more?

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1.3 Religion

Balance of most pantheons has been changed to make all of them more worthwhile compared to each other.
Full change notes:
  • Dance of the Aurora:
    - Added “Theater Square districts get +1 Culture from adjacent Tundra Plain tiles”.
  • Sacred Path:
    - Added “Commercial Hub districts get +1 Gold from adjacent Rainforest tiles”.
  • Monument to the Gods:
    - Improved to “+20% Production when constructing ancient and classical Wonders.”
  • Lady of the Reeds and Marshes:
    - Improved to “+1 Production and +1 Faith from Marsh, Oasis and Foodplains”.
  • God of the Open Sky:
    - Improved to “+2 Culture from Pastures”.
  • Desert Folklore:
    - Added “Industrial districts get +1 Production from adjacent Desert Plain tiles”.
  • River Goddess:
    - Improved to “+4 Amenities to cities if they have a Holy Site district adjacent to a River”.
  • Divine Spark:
    - Unchanged
  • God of the Sea:
    - Improved to “+2 Production from Fishing Boats”.
  • Goddess of the Hunt:
    - Improved to “+2 Food from Camps.”.
  • Fertility Rites:
    - Improved to “City growth rate is 15% higher”.
  • Religious Idols:
    - Improved to “+2 Faith from Mines over Luxury and Bonus resources”.
  • God of the Craftsmen:
    - Improved to “+2 Production from Mines over Strategic resources”.
  • Goddess of Festivals:
    - Improved to “+2 Food from Wine, Incense, Cocoa, Tobacco, Coffee and Tea Plantations”.
  • Oral Tradition:
    - Improved to “+2 Culture from Banana, Citrus, Cotton, Dyes, Silk, Spices and Sugar Plantations”.
  • Gods of the Forge:
    - Unchanged
  • Initiation Rites:
    - Improved to “+100 Faith for each Barbarian Outpost cleared”.
  • God of Healing:
    - Improved to “Fully heal your units when they are in your Holy Site district or on an adjacent tile”.
  • Religious Settlements:
    - Improved to “Border expansion rate is 20% faster”.
  • Goddess of the Harvest:
    - Improved to “Harvesting a resource or removing a feature receives Faith equal to 150% of the other yield’s quantity”.
  • Stone Circles:
    - Changed to “+1 Faith and +1 Culture from Quarries”.
  • God of War:
    - Improved to “Bonus Faith equal to the strength of each enemy unit killed within 8 tiles of a Holy Site constructed by you”.
  • Earth Goddess & City Patron Goddess:
    - Unchanged (at least at the moment)

Better Beliefs - A minimalist mod that enhances a number of Religion beliefs to be more worthwhile and balanced. Also reduces the cost of Religious Units. Full list of changes (original abilities kept unless noted):
  • Worship Buildings:

    - Cathedrals: Have 1 slot for any Great Work of Art type, not just Religious.

  • Follower Beliefs:

    - Jesuit Education: Campus and Theater Square districts provide +2 Faith.

    - Reliquaries: Relics have quadruple yield of Faith. (Was triple. Tourism ability moved to Pilgrimage.)

    - Zen Meditation: +1 Amenity for cities with a Holy Site.

  • Founder Beliefs:

    - Church Property:+3 Gold for each city following this Religion. (Was +2.)

    - Lay Ministry: Each Holy Site or Theater Square District provides +3 Faith or +3 Culture, respectively. (Was +1.)

    - Pilgrimage: Religious Great Works of Art and Relics provide double Tourism. (Previous ability removed.)

    - Stewardship: Each Campus or Commercial Hub District provides +3 Science or +3 Gold, respectively. (Was +1.)

    - Tithe: +1 Gold for every 5 followers of this religion. (Was for every 4 followers.) +2 Gold and +1 Faith for every trade route.

    - World Church: +2 Culture and +2 Faith for every 4 followers in other civilizations. (Was +1 Culture for every 5 followers).

    - Cross-Cultural Dialogue: +2 Science and +2 Faith for every 4 followers in other civilizations. (Was +1 Science for every 5 followers.)

  • Enhancer:

    - Itinerant Preachers: Religion spreads to cities 50% further away. (Was 30%.)

    - Missionary Zeal: Religious units have +2 Movement.

    - Scripture: Religious spread from city pressure is 50% stronger, boosted to 100% with Printing. (Was 25% and 50%.)

  • Others:

    - Missionary, Inquisitor, and Apostle base cost reduced. Missionaries, Inquisitors, and Gurus have a base cost of 60 Faith (from 100) and Apostles have a base cost of 160 Faith (from 200).

    - Religious buildings no longer require a Temple, but still require a Holy Site.

    - For balance, Saladin's "Righteousness of the Faith" ability nerfed. His worship buildings cost 50% of their total cost rather than 10%.

MY PERSONAL NOTES & INSIGHTS: (1.3)

As you can probably see, the changes made to the area of Religion & Faith are sort of all about refined balance adjustment to most Pantheons and Beliefs. That's all. In most cases this means improving the values of them, one way or the other. I find this essential because on unmodded vanilla Civ6 these values are way too insignificant. I've often found myself just staring the list of available Pantheons & Beliefs, trying to figure out which one to pick because none of them would have any relevant impact on the game progress! Along with these changes though, my decision making (which one to pick) has become a task considerably more easy to carry out, because now most of them actually mean something. Ultimately all you have to do is to know what it is that you actually want the most, but deciding this is now much more easier because of better overall options.

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1.4 City States

- Reduced the 1 envoy city state bonus. This is to prevent randomness from playing such a big part in the start of the game when the first person to meet gets a free envoy and therefore a huge bonus.
- City States now start with 3 Warriors, 2 Slingers and 1 Heavy Chariot as well as with immediate free wall upgrades.

MY PERSONAL NOTES & INSIGHTS (1.4):

This section could be condensed into two main points:
1.) The ability of City States to defend themselves particularly in the early-game has been increased to the level that now they actually are capable of doing so, and quite succesfully if I may add! Along with these setting listed above, it has become quite a rare occasion for them to be occupied or wiped out early on. Essential, right?
2.) The first envoy bonus has been halved. It's ok in this case that the winner (the first one to meet'em) gets all, but in order to make things more decent for every participant, I find it very much to be in order to level things up. Now that all yields throughout the game – especially in the early-game – are not so abundant anyway, the balance must be properly adjusted on all fronts, including here. And now it has.

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1.5 Cities, Districts, Buildings & Wonders
  • Lumber Mills unlock earlier, at The Wheel (instead of Machinery). Also, they are allowed to be built on Jungle tiles.
  • Buildings Maintenance: Doubled for all buildings. Known exceptions: Granary +2, WaterMill +1.
  • Starting city housing in non-fertile land increased by +1
  • Added project "Develop Housing". This project allows cities to build Housing but at the cost of losing population.
  • Trade Routes from other players now provide the city owner with gold starting when you build a Market.
  • District population requirements slightly increased, from 3 to 4 (that is, more population required to build more districts in a city). Slightly decreased production cost of districts
  • Market, Bank and Stock Exchange now provide the owner a small amount of gold per foreign trade route to the city.
  • Refugees: In the event city was razed or city's owner changed, certain part of city's population will go to another nearby city for refuge. Homeland (same owner's) cities are preferred firstly. If no such city has been found nearby refugees will go to any closest city of other civilization, city state or free city. Refugees will never go to aggressor's cities.
  • Revolts caused by unhappiness in cities has been made much more likely. AI is assisted with dedicated script to handle this new setup.
  • Campus district adjacency bonus buffed to +1. Science buildings yield increased by +2.
  • Encampment, Campus and HolySite are available from the beginning. Encampment produces Science instead of Culture.

Added many new buildings with unique effects to provide players with more choices.

Full list of new buildings – Format: 1 ■ = Ancient era. 8 ■■■■■■■■ = Information era.
BUILDING NAME; Requirements; Description:

■■■■ OBSERVATORY; Campus, Astronomy: Additional +2 Science adjacency bonus for Campus from nearby Mountains. Can only be built in 1 City. +1 Citizen slot.

■■■■■ SCHOOL; Campus, Library, Scientific Theory: Provides +6 Science, +1 Housing & +1 Citizen slot.

■■ CARAVANSARY; City Center, Engineering, 1 or more Desert tiles: +1 Food for Desert tiles worked on by this city.

■■ CEMETERY; City Center, Drama and Poetry: +3 Faith.

■■■■■ CONSULATE; City Center, Royal Court, Opera and Ballet: +2 Influence points per turn. You may build a maximum of 3 Consulates.

■■■■ COUNCIL; City Center, Mass Production: Provides +3 Gold & +1 Housing.

■■■■■■■■ FIBRE-OPTIC NETWORK; City Center, Telecommunications: +25% Production toward Projects in all cities. Can only be built in 1 city.

■■ GARDEN; City Center, Recorded History: +3 Culture.

■■■■ HOSPITAL; City Center, Printing: Provides +5 Science, +2 Food & +1 Housing.

■■■■■ PLANNING DEPARTMENT; City Center, Sanitation: Allows one extra District without requiring additional city population.

■■■ PROCESSING MILL; City Center, Machinery: Provides +2 Production & +2 Gold.

■■■ ROYAL COURT; City Center, Feudalism: +1 Influence points per turn. You may build a maximum of 3 Royal Courts.

■■■■■■■ TECHNOLOGY PRECINT; City Center, Plastics: Adds +10% Science in the city.

■■■ TERRACE HOUSING; City Center, Civil Service: +3 Housing.

■■■■■■ TRANSPORT LINK; City Center, Ideology: +1 Appeal to all tiles in the city, +2 Production for your Trade Routes originating from this city & +3 Food from foreign Trade Routes coming in to this city. 2+ Gold for Trade Routes coming in to this city for the Trade Route owner.

■■■■■■ CORPORATE HEADQUARTERS; Commercial Hub, Radio: +2 Gold for each District in every city. Only one Corporate Headquarters may be built. +3 Citizen slots.

■■■ GUILD HALL; Commercial Hub, Stirrups: +1 Gold for each Luxury Resource worked on in this city. +2 Gold.

■■■ TAVERN; Entertainment Complex, Stirrups: Provides +2 Culture, +2 Gold & +1 Amenity from entertainment but reduces Production by a value of -2.

■■■ LOADING DOCK; Harbor, Medieval Faires: +4 Production.

■■■■■■■ SHIPPING FACILITY; Harbor, Plastics: +4 Gold to your Trade Routes from this city to foreign cities. +2 Food & Production for Domestic Trade Routes to this city. +3 Gold for each foreign Trade Route to this city. +3 Gold to the owners' Trade Route to this city, making this city a more desirable trading target.

■■■■ MANUFACTURING PLANT; Industrial Zone, Metal Casting: +1 Production for each Bonus & Strategic Resource worked on this city.

■■■■■■■ HERITAGE CONSERVATION HQ; Theater Square, Cultural Heritage: +1 Culture & +2 Gold for each Wonder in this city. +2 Citizen slots, +2 Great Artist points per turn, 2+ Great Works of Art slots & +2 Great Works of Writing slots. Can only be built in 1 city.

■■■ OUTDOOR FAIRE; Theater Square, Medieval Faires: Provides +2 Culture for each Luxury Resource worked in the city.

■■■■■ SHAKESPEAREAN THEATER; Theater Square, Opera and Ballet: Provides bonus Gold equal to the adjacency Culture bonus of its district. +1 Citizen slot. +2 Great Artist points per turn, +2 Great Works of Writing slots & +2 Great Works of Music slots.

Commercial Hub Yields:
All Bonus Resources: +1 Gold
All Luxury Resources: +2 Gold
Horses and Iron: +1 Gold
Niter, Coal, Aluminum : +2 Gold
Oil and Uranium: +3 Gold

Harbor Yields:
All Bonus Sea Resources: +1 Gold
All Luxury Sea Resources: +2 Gold

Better specialists – all of them now give more yields compared to original, thus making them properly useful.
- Scientist: 6 science + 2 food /turn
- Artist: 6 culture + 2 food /turn
- Merchant: 10 gold + 2 food /turn
- Engineer: 6 production + 2 food /turn
- Priest: 6 faith + 2 food /turn
- Admiral: 4 science + 4 gold + 2 food /turn
- General: 4 production + 2 science + 2 food /turn

- Faster Border Growth: next plot exponent has been reduced from 1.3 to 1.2. In practice this reduces the culture cost to acquire all 30 plots around a city from about 11,500 to 8,500.

- Great Lighthouse and Colossus ”adjacent to Harbor district” -requirements removed. This dependency makes little sense because you're trying to achieve the highest adjaceny bonus possible for your Harbor, and then you end up decreasing that by building wonders over the resources which gave you that bonus. It's counterintuitive.

Adjacency bonuses added to districts which currently have few or none:
  • Aerodromes get +3 production per every adjacent Oilwell and/or Offshore Well
  • Theater and Acropolis get adjacency bonuses of +1 culture per every Quarry, +2 culture per every Wonder and +1 culture per every Natural Wonder tile
  • Encampments receive a standard adjacency production bonus
  • Harbors and Royal Shipyards get +1 production per every adjacent Lumbermill until electricity. Also +5 gold if adjacent to the City Center
  • Plantations give and receive food adjacency from Farms with replaceable parts
  • Holy Site get +3 faith per every adjacent Natural Wonder tile

MY PERSONAL NOTES & INSIGHTS (1.5 & 1.6, part 1/2):

I have gathered my notes and insights of this paragraph (1.5) and the next (1.6) as one. After all, both of these sections are very similar with one another if you take a step back and look at the big picture here. So just keep reading...

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1.6 Terrain, Resources & Improvements
  • Increased tile yields slightly for all Natural Wonders
  • Hills no longer grant bonus yields
  • Changes to sea tiles. Harbor and Royal Dockyard now add +1 production to ocean and coastal tiles.
  • Overall, tiles produce 1 food less.
  • Luxury resources distributed "old style": 1 luxury for 1 population.

Goody Huts are improved , and here's how:
  • Twice as many, and can cluster
  • Better rewards appear more often than before
  • Scouts no longer appear too often
  • All huts yield +20 gold, in addition to the reward
  • Settlers can now be found!
  • Twice the experience awarded when claimed
  • No longer need city to collect Gold & Faith rewards
  • All rewards can be found from start of game (i.e. Traders, Builders, Pop Boost, Settlers)

Minor changes made to the type of yields that resources produce.
Copper: +1 Production
Crabs: +1 Food.
Deer: +1 Food
Cocoa: +1 Culture
Cotton: +1 Production
Diamonds: +1 Culture
Dyes: +1 Culture
Furs: +1 Production
Gypsum: +1 Production. +1 Food with a Research Lab in the city.
Ivory: +1 Culture
Mercury: +1 Faith
Silver: +1 Culture
Tea: +1 Culture
Truffles: +1 Culture
Whales: +1 Production
Wine: +1 Faith
Iron: +1 Production
Aluminum: +1 Production
Fish and Crab resources now give an additional +1 production. If I'm not mistaken, this is also true for other bonus sea resources added by Resourceful mod. All in all, building coastal cities is usually a very viable option in case of any several nearby sea resources, dispite the fact that they have less room for disrtricts and other important structures compared to cities which are totally or mostly situated inland.

Changes to improvements:

- Camps: +1 Food base yield instead of Gold, +1 Production at Stirrups, +1 Food at Rifling, +1 Food at Electricity.

- Fishing Boats: +1 Food at Cartography, +1 Food at Steam Power, +1 Food at Electricity.

- Mines: +1 Production at Engineering, +1 Production at Industrialization, +1 Science at Radio

- Pasture: +1 Production at The Wheel, +1 Food at Feudalism, +1 Food at Electricity

- Plantation: Removed base Gold yield,+1 Food at Feudalism, +1 Culture at Exploration, +1 Food at Chemistry

- Quarry: +1 Production at Engineering, +1 Production at Industrialization. +1 Production at Combustion

Resourceful mod adds completely new, improveable resources to the game. There are 31 resources:
  • Improved by Mine: Ruby, Platinum, Lead, Lapis, Quartz, Gold, Tin
  • Improved by Quarry: Granite, Limestone, Travertine, Alabaster.
  • Improved by Lumbermill: Oak, Sandalwood, Ebony, Cherry tree, Sugar Maple, Bamboo, Rubber, Pine.
  • Improved by Plantation: Aloe, Berries, Poppies.
  • Improved by Fishing boats: Salmon, Algae, Coral, Seashells, Caviar.
  • Improved by Pastures: Oxen, Cashmere, Ham.
  • Resources are included in pantheon beliefs. Poppies and olives are boosted by Goddess of Festivals, and aloe and berries are boosted by Oral Tradition pantheon belief.

- Farms & Plantations now give +1 housing (instead of +0.5 housing). Main reason to implement this feature to the collection is to make founding cities out of reach of fresh water (rivers, lakes, oasies, mountains) more worthwhile. It is now possible during any era to provide enough housing to any city if there are enough possibilities to build farm & plantation improvements. Besides, in the history of mankind, quite large proportion of population has been living especially in the countryside anyway so this is pure realism, as well as one more good reason for this particular balance change.

- Jungles are allowed to be placed on grassland tiles. Also minor changes and optimizations to map generation logic have been made.

MY PERSONAL NOTES & INSIGHTS (1.5 & 1.6, part 2/2):

Let me point out the main facts here what comes to Cities, Districts, Buildings, Wonders, Terrain, Resources, Improvements & Yields in general:
  • There's a lot more variety for building options and available resources. Also, a lot more new ways to get the yields you need from other things as well. Not to mention better gifts from Goody Huts. And you will need all of these because:

  • Buildings maintenance & unit upgrade costs have been doubled for all buildings and all units, in addition to increased unit maintenance by +2 Gold per turn (despite a few exceptions). Units will be disbanded immediately at negative Gold balance. Less districts can be built in relation to city population. -1 Food in all tiles. No bonus yields from hills. Population does not produce Science nor notably of culture either. A chance of city revolts due to insufficient amenities skyrocketed. You see where I'm going with this?
Let me repeat this crucial point again: you will need to be able to build these new buildings. You will need all those extra yields from them and frankly anywhere else too which are on reach of your civilization. In the end, AI is very capable to challenge you in case of your failure to do what needs to be done in order to make sure your civilization will stand the test of time.

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1.7 Units & Combat

- Builders can now add +20% production instantly towards building a district for a builder charge. Aztec bonus increased to +50% production to compensate.
- War Weariness from losing amenities reduced slightly.
- Doubled Unit upgrade costs so that it is less ridiculous.
- Unit maintenance for Scout and Slinger+1. +2 for all other units.
- Units disbanded immediately at negative Gold balance.
- Starting Builder & Starting Scout: These mods makes it so that you (and including AI) spawn with a builder and a scout in addition to the basic starting units (which for human player means warrior and settler)
- Captured enemy settlers will become builders, much like in older Civ games where captured settlers became workers. In other words, if you lose a settler to an enemy, you cannot retrieve it as a settler anymore – so get prepared to suffer the consequences if you fail to properly protect you settlers! AI has been taught to deal with the issue in hand. It should't keep feeding them to you as often as before anyway. This feature is also in order to just make sure you cannot anymore benefit from AI-controlled civs tomfoolery way to handle their own settlers.

MY PERSONAL NOTES & INSIGHTS (1.7):

*** Will be written soon ***

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1.8 AI (Artificial Intelligence)

Science From Combat: Every time AI player loses a unit or kills his opponent in a battle it gets some Science points.
Mobilization: In case of siege of AI city by human player AI promptly drafts one combat unit from this city population for defence.
Barbarians Destroy Human Cities: Barbarians eventually are capable of destroying cities. Effective only on human.

New feature (5 Mar @ 10:24am): Adaptive Difficulty
  • Dynamically adapts game difficulty (AI bonuses) during gameplay.
  • AI tracks human military strength and yields per turn and tries to get on par.
  • Bonuses are individual for each AI player and mostly depend on AI diplomatic stance towards human.
  • Bonuses become quite substantial during war times with human. Therefore human player should try to wage his wars quickly and decisively now.

- AI warrior spamming stopped.
- AI now values Gold more and builds more CommercialHubs.
- AI builds less wonders (according to the creator of More Strategy mod)
- AI now more reluctant to go for Religious and Cultural victories.
- AI stops expansion and exploration strategies when at war.
- AI more aware if it is on island or not.
- AI combat scaling has been adjusted on higher difficulties. Prince +4, King +6, Emperor +8, Immortal +10, Deity +12

MY PERSONAL NOTES & INSIGHTS (1.8):

*** Will be written soon ***

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1.9 UI (User Interface)

NEW CONTENT: Production Queue

Controls:

Controls when clicking an item in the "Choose Production" panel:
  • Left-Click: Add the item to the bottom of the queue.
  • Control+Left-Click or Middle-Click: Add the item to the top of the queue.
Controls when clicking an item in the "Production Queue" panel:
  • Left-Click and drag to new position: Move the item to the position when the mouse button is released. i.e. Drag and drop.
  • Double Left-Click or Middle-Click: Move the item to the top of the queue.
  • Left-Click and drag off queue: Remove the item from the queue.
  • Hover: Reveal reserved plot of placed item (district or wonder) on the map.
Auto-closing the City Build Window:
  1. Have "Auto Unit Cycling" enabled at your game's Interface Options.

  2. Prioritize the decisions to move your units until the last moment. If you have at least one unit waiting for instructions while choosing a new project on top of the production queue, the City Build Window should close automatically and auto-select your next unit. However, if this does NOT happen, the reason most likely is that you still have at least one another city waiting for your building instructions on that particular turn. Fortunately, there is a user-friendly way to go around this problem;

  3. Bind one of your mouse's extra buttons to perform "Next Action". This is doable without a programmable mouse. All you need is some regular extra mouse buttons like "Next" or "Previous" - these can be binded as anything in the Civ6 "Key Bindings" options list. By pressing Next Action on your mouse (or keyboard), you get to your next City Build Window that needs orders (if there is one on that particular turn). No need to separately close the window and open another one ;)

The Counterspy operation length changed to 50 Turns (at Standard speed). Remember, you can always interrupt the operation to re-assign.

Pictures of real Great People. Contains all Great People, total 179 icons. Please note that the mod does NOT add any new Great People. Also, Prophets are not in the middle of the window anymore, so the annoying space when they're all recruited is gone :)

Enhanced Report Screen
  • Units Tab:
    - Breaks down all of your units into groups such as Military (separated by Land/Sea/Air), Civilian and Support, Traders, Spies, and Great People.
    - Unit stats are listed based on which group they are allocated to. For instance, military units will show Health and Movement, while civilian units will show how many charges they have left.
    - You can select and zoom to any unit on the list and promote/upgrade military units without exiting screen
    - Sort units by clicking on header of each stat.

  • Yields Tab:
    - Added a "Hide City Buildings" checkbox which hides building yields in order to better compare yields between cities
    - Sorted Yields. Clicking the header in City Income will allow you to sort by descending order. To list yields in ascending order, re-click the same button
    - Building Expenses displays district maintenance costs. These are combined for each city and labeled as "Districts".
    - Units Expenses added. Units are grouped and will show total cost per type. Policies that reduce unit maintenance costs are taken into account.

  • City Status:
    - Sorted Fields

  • Current Deals:
    - Displays current deals you have with other civilizations. Includes duration, what is being traded, etc.

Visibility Matters - Hides important gameplay data from human player. Shows and hides it according to the visibility level on each AI opponent.
  • Information shown in Ribbon:
    - number of policies already known; number of tech researched; military strength.

  • Information shown in Tooltip:
    - Player score; Current treasury; Religion per turn; Culture per turn; Science per turn; Visiting tourists; Number of units.

  • Access Level NONE:
    Ribbon: [--] none. Tooltip: none.

  • Access Level LIMITED:
    You have only one source of information (usually delegation or trader) Ribbon: [ * ] You get very rough estimate of actual values with significant variation from turn to turn. Tooltip: still none.

  • Access Level FULL:
    It is not "full" at all: Ribbon: [**] You get not very accurate estimate of actual values with some variation from turn to turn. Tooltip: Religion, Culture and Science per turn revealed.

  • Access Level SECRET:
    Ribbon: [ICON] You get accurate estimate (within 20%). Tooltip: All information revealed.

  • Access Level TOP SECRET:
    Ribbon: [ICON] Exact numbers revealed. Tooltip: All information revealed.

  • IN ADDITION until you get TOP SECRET access level on more than half major players:
  • WORLD RANKINGS (Victories screen) is not available;
  • GREAT PEOPLE screen shows no information on other players' progress towards earning great persons. (Notice: This particular feature seems to have some compatibility issues with Real Great People mod – in other words, all information on other players' progress towards earning great persons is NOT being hidden at the moment. Although I personally find this issue so minor compared to everything else that I've not felt the need to even report about this to anyone until now.)

  • ALSO information on other players' progress is removed from TechTree and CivicTree.

Better Civilization Icons - a mod that replaces a number of civilization and city-state icons with more historically accurate or more aesthetically pleasing variations.

Better Espionage Screen , Features:
- Filter Options: Allows you to filter the cities based on their districts. So for example you wanted to select a city with Spaceport and Industrial Disctrict, check both their respective checkboxes, and any cities that do not have those districts will be hidden. You can also filter based on civilizations. Holding CTRL while selecting a district checkbox, deselects all other checkboxes.
- Side Panel: Mission list is shown as a side panel instead of replacing the old screen.

Better Trade Screen - Main Features:
  • Sort Options: Can sort routes based on yields (Food, Production, Gold, Science, Culture, Faith), and turns remaining. You also can multilevel sort by holding shift and clicking on sort buttons.
  • New Filter Options: Added City State, International, and City State with Trade Quest filters.
  • Trade Overview Screen – Overhaul:
  • Added sort options from above.
  • Added filter options from above and others.
  • Correctly shows all Available Routes. Previously it only showed some of them.
  • Routes are colored based on their origin city, to better distinguish between various routes.
  • Routes are categorized based on their origin city or destination city. This is required to manage 1000+ possible routes late game.
  • Shows origin city and destination city yields on the same screen.
  • Shows City State Trade Quest icon on relevant routes.
  • Clicking on a route auto opens the relevant screen - Make Trade Route screen or the Change City screen.
  • Trade Route Tracker:
    - Turns remaing to complete route is correctly calculated. Base game shows wrong info here.
    - Currently running routes are tracked (with turns remaining to completeion) in My Routes tab.
  • Trade Route Automater:
    - Set a route to repeat itself based on the last destination.
    - Can set a route to repeat based on the top route from the sort settings.
  • General UI Overhaul:
    - Yield values are colored based on their respective yields.
    - Yield values are aligned.

Map Tacks overhauled:
- Layout and styling improved
- Scrollable map pin list: The list dynamically resizes to show up to 15 map pins, with a scrollbar to manage longer lists. It groups all named pins at the top, followed by all unnamed pins in numerical order.
- New icons: The map pin editor adds new icons for districts and improvements, including unique districts, unique improvements, and suzerain bonuses. It also adds icons for all builder and engineer actions, great people, and several common unit operations, plus a golden hexagon to mark wonder sites.

Policy Change Reminder: a mod that displays a pop up when trying to click next turn without changing policies when it is free to do so. The pop up only prompts if you haven't changed any policies on a free turn.

Population & Deal Expired Notification: Shows notification in Notification Panel on population change and diplomacy deal expired event.
- 2nd mouse button click on number dismisses all stack
- Left/Right arrows functionality added.

Rosetta - Dynamic City Names changes cities' names according to their owner. It also prevents duplicate names from showing up in the same game (ex. Eboracum/York).

Simplified Gossip & Slide Notifications Addon:
  • The gossip history log in the leader diplomacy view has been simplified.
  • Unnecessary flavour text is removed and messages are shortened. Each message also has its own icon to categorise each entry and make it easier to see what happened at a glance.
  • Example:
    Original: "Your lady in waiting, Aalis, heard at the court ball that Rome has denounced the evil deeds of China."
    Mod: "[Denounced_ICON] Rome denounced China."

  • Also, gossip message boxes have been modified to be smaller and will now slide in from the right side of the screen. Therefore a large stack of gossips boxes during each AI turn will no longer block your view that much to map events taking place. Plus, the message boxes are now dismissable by clicking them anyway.

Unique District Icons: Replaces the icons for all Unique Districts ingame.

MY PERSONAL NOTES & INSIGHTS (1.9):

*** Will be written soon ***
Last edited by titan_vfaf; 5 Mar, 2018 @ 3:15am
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Showing 1-7 of 7 comments
titan_vfaf  [developer] 18 Feb, 2018 @ 6:51pm 
Well... there you go ;)

Please let me know what you think about it!
FinalFreak16 19 Feb, 2018 @ 9:59am 
This is a good write up. Must have taken some effort! A few things in here I havnt tried yet too that I think i'll be looking into trying.

Also thanks for featuring a couple of my mods. (Simplified Gossip & Policy Change Reminder), I'm glad people like them.
titan_vfaf  [developer] 19 Feb, 2018 @ 1:13pm 
@FinalFreak
I find all three mods of yours included here literally essential! That's why they're included :)

The writing process itself was actually more about combining all related information into one long, easily readable list. Not so much about my personal writing, although there is some of that too. It was quite alot of work, but since I knew exaclty what I was doing, it was completed in ~7hours.

I'm about to write a lot more personal and deeper overview to this collection and what it is actually like to play... I quess it's easier now since this list should help me to keep writing about the issues which have actually being changed compared to non-modded.

By the way, I have a question: is it possible to add screenshots to these discussion posts?
FinalFreak16 19 Feb, 2018 @ 1:20pm 
Nice. Also look out for a new mod from me soon. Working on the final touches at the moment.

Do you mean like embed images directly into the post? I think it's just [img] [/img] tags around a link to the image.
titan_vfaf  [developer] 19 Feb, 2018 @ 1:24pm 
Absolutely... I'm regularly scouting for new promising mods, dispite the fact that who has created them.

Oh, you mean like this?
[img] http://u.kahvipaketti.com/u/62608678685.jpg [/img]

Hmm... something ain't right?
Last edited by titan_vfaf; 19 Feb, 2018 @ 1:26pm
FinalFreak16 19 Feb, 2018 @ 1:34pm 
I think the [img] tags only work in the main post. However it should be possible to link to screenshots hosted directly in steam on your profile in comments:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=785226656
Last edited by FinalFreak16; 19 Feb, 2018 @ 1:34pm
titan_vfaf  [developer] 19 Feb, 2018 @ 1:35pm 
Well, that would be enough if this is possible with the main post at least. I will do testing...
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