Sid Meier's Civilization VI

Sid Meier's Civilization VI

Grand Eras (Project 6T Core)
Bug Report
Wanted to report a bug but didn't want to spam the comments, so just decided to start this thread; if bugs are reported elsewhere let me know.

Just finished my second play through with this mod and I'm noticing the AI does not form corps or armies in the second game at all. There also seemed to be an issue in the second game where the AI was not able to ally with either the player or other AI. Maybe there's an issue where the AI does not progress through the civics tree correctly? FYI, I was playing in the randomized tech tree mode.

Also some feedback for balancing the mod series, IMO (only played with naval and air mods):
    * Archaeologists should unlock with the archaeology museum, it's weird they don't, but this really becomes an issue with the random tree if you have archaeologists unlock way later* The uranium maintenance cost for naval seems too steep given it's rarity, an up front cost to build/upgrade while keeping the oil maintenance and/or increasing gold maintenance seems more fair* The transition from jet to stealth fighters/bombers is too close together, I saw them both available to research at the same time in both games

Overall though this is a fun civ 6 overhaul!
Last edited by tinfoil_tophat; 8 Nov, 2023 @ 3:47pm
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Showing 1-3 of 3 comments
Salandis 27 Jan @ 1:28am 
So interesting bug but I see come up as a conflict elsewhere. I can't open my tech or civics trees.

I'm running Civ 6 from Ubuntu via Proton, and added this to my mod set. I winnowed over other mods to see where there might be a conflict - removed Sukratit's tech change, etc. Eventually removed all mods except the 6T set. Nope, still broken, will not open tech or civics trees. Damn shame, this looks like an amazing overhaul to the game.
Last edited by Salandis; 27 Jan @ 1:28am
Salandis 27 Jan @ 12:11pm 
Originally posted by Salandis:
So interesting bug but I see come up as a conflict elsewhere. I can't open my tech or civics trees.

I'm running Civ 6 from Ubuntu via Proton, and added this to my mod set. I winnowed over other mods to see where there might be a conflict - removed Sukratit's tech change, etc. Eventually removed all mods except the 6T set. Nope, still broken, will not open tech or civics trees. Damn shame, this looks like an amazing overhaul to the game.

Coming back, I see I hadn't forced Proton for Civ. Civ had a much older linux support model and unless Proton is forced that is what it defaults to. As soon as I updated to the newest Civ version I had no issues with the tech or civics tree.
Originally posted by Salandis:
Originally posted by Salandis:
So interesting bug but I see come up as a conflict elsewhere. I can't open my tech or civics trees.

I'm running Civ 6 from Ubuntu via Proton, and added this to my mod set. I winnowed over other mods to see where there might be a conflict - removed Sukratit's tech change, etc. Eventually removed all mods except the 6T set. Nope, still broken, will not open tech or civics trees. Damn shame, this looks like an amazing overhaul to the game.

Coming back, I see I hadn't forced Proton for Civ. Civ had a much older linux support model and unless Proton is forced that is what it defaults to. As soon as I updated to the newest Civ version I had no issues with the tech or civics tree.

I experienced the same issue while running Civ 6 on Fedora via Proton. Once I forced Proton support, the menu became functional again.
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Showing 1-3 of 3 comments
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