Sid Meier's Civilization VI

Sid Meier's Civilization VI

DB's Civ VI Gold
 This topic has been pinned, so it's probably important
DB  [developer] 1 Jul, 2021 @ 6:08am
DB's Civ VI Gold - Game Option List
ECONOMIC OPTIONS


Learn From Other Civs
It's harder to invent the wheel than to reinvent it.

Whenever another civ that you've met has completed a tech/civic, you get a science/culture bonus while you are researching it, and a bigger bonus if you have Diplomatic Visibility on them (e.g. spies, embassies, open borders, alliances, etc).


Olympic Pantheons
- The pantheon choices are all replaced with powerful geography-based beliefs with names from Greek mythology. The idea is to provide big bonuses on desolate (like deserts or tundra) or singular types of terrain (like cattle or sheep) that thus becomes your "holy ground". You also get combat bonuses on this turf, which creates a huge incentive to forcibly take over someone else's city when they aren't respecting your holy ground. Or sacred cows.

- Resources and Marshes can no longer be removed, either by a builder or by placing a district (otherwise you could just harvest away your enemy's resource type)
-- This overrides the "Districts on Resources" game option


All Cities Like Sugar
Luxury resources provide amenities to all your cities, not just 4.


Gold From Tourism
Foreign tourists provide your empire with gold per turn.


People Create, Not Empty Buildings
This option changes how districts provide yields. It's the people that create the yields, moreso than the buildings. A mine doesn't really benefit you unless it's being worked, so neither should districts. However, even though it now takes population to make your faith/science/culture/gold/production, you can get higher yields than before.

Details:

1) The districts themselves now include a specialist slot
2) The inherent yields from the district buildings were reduced by 1 each
3) Each building increases the yields for their specialists by 1

Consider the campus:
- Campus specialists start out making 1 Science
- For each campus building, all specialists make an additional Science, thus when you have a library and university, each specialist will make 3 Science
- The campus district itself and each building includes a specialist slot, so if you have a library and university, you can have 3 citizens working the campus tile
- Each building inherently makes one fewer Science, so now the library itself only generates 2 1 Science and the university 4 3 Science

Affected districts include:
- Campus (Seowon, Observatory)
- Commercial Hub (Suguba)
- Encampment (Ikanda)
- Harbor (Cothon, Royal Navy Dockyard)
- Holy Site (Lavra)
- Industrial Zone (Hansa, Oppidum)
- Theater Square (Acropolis)


Water Mills: Food on Farms
- Water Mills add 1 food to all farms in the city (instead of the food bonus on only Rice, Wheat, and Maize)
- Water Mills no longer provide the inherent +1 food and +1 production


Districts On Resources
- Districts may be placed on Resource tiles, but placing the district (not finishing it) immediately removes the resource for no benefit
-- Note: With Olympic Pantheons, this option has no effect (Olympic Pantheons overrides the option of removing resources)


Great Merchants are Merchants
- All great merchants grant a trade route in addition to their other abilities... otherwise great merchants tend to be weak compared to the other great people. Commercial hubs and their buildings are thus more desirable.


Lighthouses Remove Their Trade Route
- Lighthouses no longer provide a trade route so that they don't super-dominate markets. Commercial hubs and markets are thus more desirable.


Remove Government Plazas
- Never been a huge fan of the district, but especially don't like how the Grandmaster's Chapel affects the game. Faith is for making missionaries, and that's that.


Science Per Population
- Allows you to control the amount of Science each citizen in your cities inherently generates (i.e. generated without help from districts, buildings, worked tiles, governors, policies etc.). Without this mod, it would be 0.50 (or 0.70 if playing without Rise & Fall or Gathering Storm). The default setting is 0.25 so that players have to earn science, not just automatically get it from growing cities. This also slows down tech tree progress so that you aren't developing nukes in the 1800s. A slowing effect is definitely needed when playing with the "Learn From Other Civs" option.


Remove Eurekas
- Removes the tech-specific eurekas (i.e. boosts) from the game. Eurekas are now acquired only by tribal villages, spies, great people, or wonders. Slows down the rate at going through the tech tree, and your civilization doesn't have to frantically do dozens of random "side-quests" to keep up with other civs. A slowing effect is definitely needed when playing with the "Learn From Other Civs" option.


Culture Per Population
- Allows you to control the amount of Culture each citizen in your cities inherently generates (i.e. generated without help from districts, buildings, worked tiles, governors, policies, etc.). Without this mod, it would be 0.30. The default setting is 0.25.


Remove Inspirations
- Removes the civic-specific inspirations (i.e. boosts) from the game. Inspirations are now acquired only by tribal villages, great people, or wonders. Slows down the rate at going through the civics tree, and your civilization doesn't have to frantically do dozens of random "side-quests" to keep up with other civs. A slowing effect is definitely needed when playing with the "Learn From Other Civs" option.


Theater Squares: Better Adjacencies
- Theater Squares get +1 culture for each adjacent district (instead of +1 culture for every two), +1 culture when placed on a tile with Charming Appeal, and +2 culture when placed on a tile with Breathtaking Appeal. They still have their adjacencies for wonders (+2), Entertainment Districts (+2), and Water Parks (+2). Makes Theater Squares more desirable.


Monuments: No Culture
- Monuments no longer give culture as a yield, but instead they provide the city with +2 loyalty and +100% border expansion. The Drama and Poetry civic (which unlocks Theater Squares) is moved to the Ancient Era. This makes Theater Squares more important because you can't get easy culture from your monuments.


Monuments Provide A Build Charge
- Builders get an extra charge when built in a city with a monument
Last edited by DB; 1 Jul, 2021 @ 8:49am
< >
Showing 1-7 of 7 comments
DB  [developer] 1 Jul, 2021 @ 6:09am 
LOYALTY OPTIONS


Loyalty Matters
- Wonders, Great Works, Theater Squares, Entertainment Complexes, Water Parks and buildings for those districts each provide 1 loyalty to all your cities within 9 tiles and -1 loyalty to all foreign cities within 9 tiles
- Monuments provide 2 loyalty to all your cities within 9 tiles and -2 loyalty to all foreign cities within 9 tiles
- The Foment Unrest mission for spies reduces loyalty by 100 (instead of 20), but even so, the city will not revolt unless the city's loyalty-per-turn is negative


Disloyal Informants
- Gain vision in foreign cities when you have some loyalty there.
-- 1-10 Loyalty = vision of the city center
-- 10-19 Loyalty = 1-tile radius of vision
-- 20+ Loyalty = 2-tile radius of vision
DB  [developer] 1 Jul, 2021 @ 6:09am 
MILITARY OPTIONS


Turns For Peace
- Options to control the duration of Peace Agreements, Declared Friendships, and Alliances. Default is 50% (15 turns on Standard instead of 30).


Battle Notifications
- Each battle creates a notification with all the combat values involved
- When your units die on defense, you get vision of the area where he died for the next turn (his tile and each adjacent one)
- All players receive notifications when WMDs are launched
-- Note: Notification programming is tricky and this option gives both duplicate reports and missing reports. If the result of a battle is particularly important to you, it's best to clear all the other notifications before you make the attack.


XP From Observation
- Military units gain experience from observing adjacent melee attacks. +1 XP if next to a defending unit or an enemy unit in a melee battle. +2 XP if next to both.
- Better Scouts (see below) get +2/+4 XP instead or +1/+2.
- These XP gains are not increased by any other modifiers (Barracks training, Survey policy, etc.)


Trees Hide Units
- Ever wonder why an Archer from two tiles away can shoot your Warrior who's hiding in a forest? With this option, any unit on a woods or rainforest tile automatically is hidden (like a privateer)... meaning they are only visible to enemy units in adjacent tiles or units that have an ability to see hidden units (like a Scout).


Better Scouts
- Scouts are now support units with a new promotion menu that assists nearby military units with movement, vision, and combat.


No Bad Huts
- Tribal Village gifts include exactly these options:
-- Relic
-- Tech Boost
-- Civic Boost
-- Envoy
-- Trader
-- Builder
-- 120 Gold
-- 100 Faith
-- Melee Unit
-- Ranged Unit
-- City Population
-- Unit Promotion


Balanced Walls
(doesn't work without Gathering Storm)
- Ancient Walls have no ranged attack.
- Medieval Walls get a single ranged attack with a range of 1.
- Renaissance Walls get two ranged attacks with range of 2.
- Victor's Embrasure promotion provides an extra ranged attack AND an extra range.


Engineers Can Rush Walls
(doesn't work without Gathering Storm) [Idea thanks to JNR]
- Military Engineers can use a build charge to add +50%/+20%/+15% production to Ancient/Medieval/Renaissance Walls
- Roman Legions can use a build charge to add +50% production to Ancient Walls


Engineers Are Also Sappers
(doesn't work without Gathering Storm) [Idea thanks to JNR]
- Once the Siege Tactics tech has been learned, Melee and Anti-Cavalry units adjacent to a Military Engineer do full damage to city walls


Siege Units: No Extra Movement
- Siege units don't get movement bonuses from things like Great Generals or Logistics, because when they do, they can automatically move & shoot. (They're supposed to have the Expert Crew promotion to be able to do that.)
- The Expert Crew promotion provides +1 movement in addition to the moving and shooting ability


Earlier Wars of Religion
- The Wars of Religion policy is acquired at Theology (instead of Reformed Church) and expires at National Identity (where corps are unlocked)


All Men Are Mortal
- When Great People die, they die. (Same applies to archeologists and naturalists.)
Last edited by DB; 1 Jul, 2021 @ 8:58am
DB  [developer] 1 Jul, 2021 @ 6:09am 
RELIGION OPTIONS


Soli Deo Gloria
- Makes religion competitive, fun, and historical. Normally, religion is largely ignorable. Holy Sites are a waste of a valuable district slot that could be a Campus or Harbor. The point of this mod is to make religion fun and make players pause before passing over a Holy Site. I don't want religious strategies to super-dominate... just want them to have a place at the table. Details:
-- There is no limit to the number of religions; every civilization (except Kongo) can found its own religion.
-- There is no limit to the number of beliefs you can have in your religion, and the beliefs are not grouped into "classes". This makes religion interesting to all victory types. Even if you don't want to spam Missionaries, you might want to found a religion to get bonuses for combat strength, housing, amenities, science, culture, etc.
-- The religious beliefs were all replaced. The new beliefs are such that they improve every city that follows the religion (never just giving a benefit to the founder only). This introduces a strategic element to spreading your religion, because as you do that you also spread its benefits. If your opponent has been neglecting religion altogether while your religion banks a ton of gold each turn with beliefs like "Acres of Diamonds" and "Treasures In Heaven", converting their cities will make them rich at no effort on his part.
-- Great Prophets are just like the other Great People. Instead of getting only one to found your religion, with SDG, you can earn subsequent Great Prophets who each add a belief to your religion. (Hence, Great Prophet points have a function beyond founding your religion.)
-- Great Prophets act like religious Great Generals... they give your nearby religious units +1 movement and +5 religious combat strength.
-- Warrior Monks no longer require a belief. They can be built from Temples by anyone.
-- Lots of color was added to religion. Boring and generic terms were turned into more flavorful ones. Read the Civilopedia entries on the religious beliefs. I spent a lot of time on them.


Pantheon Obelisk
- Players have to build a Pantheon Obelisk to found their pantheon. This building is available in your capital from the beginning of the game. The building doesn't do anything after your pantheon is chosen.


Religious Units: Only 2 Movement
- Missionaries, Apostles, Inquisitors and Gurus only have 2 base movement. Normally they have 4 (and can enter foreign territory), which makes them better scouts than Scouts.


No Religious Sea-Spies
(doesn't work without Gathering Storm)
- Religious units can only enter water tiles when they are adjacent to a naval unit. If a religious unit is embarked and naval units are no longer adjacent to it, it will die at the end of the turn. (The AI is exempt from this because it can't learn how to avoid drowning its units.)


All Holy Site Buildings
- All level 3 Holy Site buildings (Cathedral, Mosque, Pagoda, etc.) are available when the Divine Right civic is obtained. The Worship ("building") class of beliefs is removed.


Inquisitors: Don't Need An Inquisition
- Removes inquisitions from the game. Inquisitors can simply be purchased with faith from a Temple.


Inquisitors: Purchased from Shrines
- Instead of Temples


Inquisitors: Only 1 Cleanse
- Inquisitors only get one cleansing charge each, instead of the usual three (and don't get bonus charges from Mosques or the Exodus of the Evangelicals golden age commemoration)


Cathedrals Hold Relics
- Cathedrals can hold religious art, a relic, or a piece of music. Normally they can only hold religious art.


Kotoku-In Moved To Theology
- The Kotoku-In wonder moves from the Divine Right civic to the Theology civic and its production cost changes from 710 to 400
Last edited by DB; 1 Jul, 2021 @ 9:11am
DB  [developer] 1 Jul, 2021 @ 6:09am 
COSMETIC OPTIONS


No More Stirrings
- Removes the text from the loading screen that goes like this:

"From the first stirrings of life beneath water... to the great beasts of the Stone Age... to man taking his first upright steps, you have come far.  Now begins your greatest quest: from this early cradle of civilization on towards the stars."
DB  [developer] 1 Jul, 2021 @ 6:10am 
MULTIPLAYER OPTIONS (THAT WORK IN SINGLE PLAYER)


Remove Civ/Leader Traits
- Removes all leader and civ traits (bonuses, unique units, start location biases, etc.). No special snowflakes.

With single player, it can be fun to have unique traits to guide you as you play through your story. But I feel that in multiplayer the leaders aren't balanced and so rather than playing a game where it's one player's skill against another, it's mostly about who chose (or was dealt) the strongest leader.

Consider playing a chess game where one player starts with an extra knight at the beginning of the game, but 30 moves later the other player gets an extra queen. That could be an interesting game, but it's less a contest about the players' own chess skills and more about which "bonus unit" is overall better. This option makes it more like a game where all sides start with the same pieces.



Remove Unit Upgrades
- Units can no longer upgrade, so that ancient era units with promotions won't snowball into unstoppable world-dominating monsters with no counter.
- Buildings, Great Generals, policies, and other effects that provide a percent experience bonus have that bonus increased. (e.g., a Barracks gives units +75% experience instead of +25%)
- Promotions no longer heal
- The Warrior Monk promotions that increase Combat Strength only increase it on attack


Remove Foreign Info
- No clairvoyance. You don't get to automatically know everything about every other civilization.
-- Removes world rankings screen
-- Removes stats from the leader ribbons
-- Removes info about cities that are in the fog of war (e.g. their defensive strength, city health, wall health, population size)
-- Removes info about foreign religions on the religion screen
-- Removes the leader icons on the bottom of the Tech and Civic trees
-- Removes info about the foreign government's type the Diplomacy screen
-- Removes info about relationships with other leaders on the Diplomacy screen
-- Removes detailed city information from the dealmaker screen
-- Removes gold/resource quantity info from the dealmaker screen
-- Removes info about foreign progress toward great people
-- Great person recruitment notifications (and history) are anonymous
-- Wonder completion notifications are anonymous


Double Spy Capacity
- Techs and civics that grant a spy will now grant 2. (Recommended to go with Remove Foreign Info, as the extra spies will help make up for your lack of clairvoyance.)


Remove Golden/Dark Ages


Remove World Congress


Remove Emergencies


Remove Plunder Policies
- Remove the plundering and pillaging government policies, because they allow massive yields for exploiting a weaker player.


Remove 1-Turn Policies
- Removes:
-- Professional Army
-- Retinues
-- Force Modernization
-- Land Surveyors
-- Expropriation

I don't like the play where you save up all your cash, and then game the civics tree so that you upgrade all your soldiers (or buy a bunch of tiles) for discount like so:

1) Learn all-but-1-turn on civic A, then switch to civic B
2) When you finish civic B you select civic A and the Professional Army policy
3) Upgrade all your army for half-price
4) Next turn you finish civic A and switch off Professional Army
Last edited by DB; 1 Jul, 2021 @ 9:02am
DB  [developer] 1 Jul, 2021 @ 6:10am 
ONLY MULTIPLAYER OPTIONS
Highly recommend selecting all of these for your multiplayer game. They are disabled by default because the AI has a hard time with them.


Remove Condemn Heretic
- Removes the Condemn Heretic action from military units for human players. (The AI will still condemn heretics.)


Militiary Alliance Only Vision (doesn't work without Rise and Fall)
- No Combat Bonus
When Military Alliances give a +5 Strength bonus, it amplifies the king-making dynamic already present in ffa games. I mean it's bad enough that one guy is getting double-teamed by his brothers, why should all their units get +5 for doing so? Second, it squashes the incentive to gift a player a city just to keep him alive for your +5 strength bonus.


Difficulty = Combat Strength
Human players' units get a built-in Combat Strength bonus based on the difficulty setting they choose at the beginning of the game. Useful for handicapping multiplayer games that involve players of different abilities.

The Combat Strength values are always listed on the difficulty selection boxes during game setup, but they will only be in effect in the game when this option is selected.


Great People Come From People
This option changes how districts provide great people points. Great people now come from people. Each specialist creates a Great Person Point, and the (empty) districts and buildings do not.

Highly, highly recommended for multiplayer, but disabled by default because the AI can't figure out how to make great people points when this option is enabled.

Affected districts include:
- Campus (Seowon, Observatory)
- Commercial Hub (Suguba)
- Encampment (Ikanda)
- Harbor (Cothon, Royal Navy Dockyard)
- Holy Site (Lavra)
- Industrial Zone (Hansa, Oppidum)
- Theater Square (Acropolis)

Known bug:
- The code is written such that each specialist should provide one great person point, but in testing I noticed that it instead gives two points per specialist. Firaxis, if you're reading this, table "District_CitizenGreatPersonPoints" is not functioning accurately.


All Religions Can Have Custom Names
- The names for all religions can be customized, but the AI chooses blank names
Last edited by DB; 1 Jul, 2021 @ 8:13am
DB  [developer] 1 Jul, 2021 @ 6:10am 
HOP ONS
Items I went to the effort to program, but no longer play with. Feel free to add them to your game.

Better Roads
- Ancient Roads support bridges and all roads are slightly faster


Reveal Strategic Resources
- Strategic resources are visible from the beginning of the game, but the yield bonuses were taken away (e.g. the +Science on Iron). You can build cities and improvements on these resources in the Ancient era, however, you won't gather, say, Uranium, until you have Combined Arms. Also, the "Hephaestus" belief from Olympic Pantheons and the "I am Death" belief from Soli Deo Gloria are removed.


Soli Deo Gloria: More Belief Options
(doesn't work without Gathering Storm)
- Includes belief options that I retired from the main set


Soli Deo Gloria: Double Beliefs
- Players get 2 beliefs for each Great Prophet instead of just 1


Combat Doesn't Pressure
- Theological Combat no longer affects the religious pressure in nearby cities


Buy Holy Site Buildings With Faith
- All Holy Site buildings can be purchased with gold or faith by default


Weak Martyrs
- Apostles with a Martyr promotion lose 100 combat strength (110 --> 10; spread strength does not change). They still create a relic upon death.


Remove Heathen Conversion
- Removes the Heathen Conversion promotion option from Apostles
Last edited by DB; 1 Jul, 2021 @ 9:12am
< >
Showing 1-7 of 7 comments
Per page: 1530 50