Sid Meier's Civilization VI

Sid Meier's Civilization VI

[IMBA/OP] Skynet Terminator Civilization [Expanded] LORE ACCURATE
Sanakan  [developer] 2 Jan, 2023 @ 5:53pm
Mod Suggestions!
I welcome any suggestions for changes!
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Showing 1-15 of 22 comments
RY 4 Jan, 2023 @ 8:04am 
After half a day of experience and testing, I found some problems, as well as suggestions.
First of all, thank you very much for the author's hard work, very creative mod, as a player who has experienced more than 2000 hours of civilization 6, the god difficulty also feels too easy, Skynet is a very strong challenge as an enemy, which makes the battle of civilization 6 more interesting.

After trying to play as Skynet, I found that Skynet battles are too powerful and can wipe out all players very easily, which makes conquest victory too uninteresting. On the other hand, the population limit leads to a large number of buildings and facilities can not be built, so the experience is not too good.
In addition, colleges, universities, etc. cannot trigger Eureka. After half a day of experience and testing, I found some problems, as well as suggestions. First of all, thank you very, very much for the author's hard work, very creative mod. As a player who has experienced more than 2000 hours of Civilization 6, the god difficulty also feels too easy, and Skynet is a very strong challenge as an enemy, which makes the battle of Civilization 6 more interesting. After trying to play as Skynet, I found that Skynet battles are too powerful and can wipe out all players very easily, which makes conquest victory too uninteresting. On the other hand, the population limit leads to a large number of buildings and facilities can not be built, so the experience is not too good. In addition, colleges, universities, etc. cannot trigger Eureka.
Sanakan  [developer] 4 Jan, 2023 @ 8:17am 
@X thanks for the feedback! I think I will rework the population, it just doesnt work on the AI too much because its too stupid to realise the project increases population. Thats why i found it builds so many farms i believe. In one of my test games, Skynet had the best crop yields according to a report mod xD. One idea i had was to make food 'Coltan', a material which comprised the Terminators in the TV show, The Sarah Connor Chronicles. This way, the population would grow naturally. However, I dont know how to set that all up. I was thinking to add the 'Coltan' as a resource, and add an improvement which mines the Coltan, and grows the population that way but it seems like hard work. I want to remove the Theater district completely, maybe have the 'Skynet Central Core' as a replacement for the Theater district and the unique buildings as replacements so that Skynet cant make any culture. Also I was thinking all tech should be triggered eurekas because Skynet is really smart so ill look into that. I will nerf the units and make them acquirable even later in the game soon.
The thing with conquest is that Skynet is supposed to be strong as hell with military, but im not sure how to make it more 'interesting.' Perhaps make some units 'hackable' like in the movies, and give some to the enemies sometimes but other than that im not too sure...:winter2019happybulb:
Wheatzer 11 Jan, 2023 @ 8:31am 
hooray!
LickinUrKitten 6 Apr, 2023 @ 6:20am 
An infiltrator unit to replace spy with skynet related abilities would be cool :)
Sanakan  [developer] 6 Apr, 2023 @ 7:20am 
@LickenUrKitten ask and you shall receive ;)
DawnQuixote 7 Apr, 2023 @ 3:31am 
Well I just got some rough/raw idea, like Skynet System Core as wonder, HK drones/ HK aerial building for hangar or airfield could be an idea too?

And I think it will be much cooler if you can add improvements like "human POW camp(which gives...food or production maybe?)“, "Resource Digger(various improvement which provides certain strategic resources by 1)", "Anti-Air defense" improvements or building, "guard outpost" improvement for borderline control, field-repair pit or something helps to heal faster for units...

Yet you added almost all the facilities and units based on Terminator lores, I can tell that you really do love Terminator series and got some serious passion on this. I wish I could help more but there's not much I can do besides like these raw ideas XD
Sanakan  [developer] 7 Apr, 2023 @ 3:36am 
@DawnQuixote thanks for your suggestions dude I appreciate it! I like the aerial Hangar idea, thinking of adding a building which gives airslots to the encampment or make a unique district replacing the aerodrome. I did want to make an improvement that allowed for a ranged attack but I'm not sure how. Thanks for the suggestions ill see what I can do :D
LickinUrKitten 7 Apr, 2023 @ 7:20am 
I like the idea of the extermination camps, they used them for slave labor and for experimentation so could be production/income :P Also feels weird to send traders to people as skynet i just imagine they are little cargo drones hauling supplies around
Sanakan  [developer] 7 Apr, 2023 @ 8:40am 
@LickenUrKitten thats true xD
GrimmGunner 12 May, 2023 @ 10:15pm 
So far the only thing i have seen that is an issue is that the Skynet districts don't count toward the tech boosts. I would imagine that anything that has a name change might not count toward tech/social boosts. Though noticing in some of the other mod discussions about coding i would guess you might be able to set a flag either on the districts or might have to do it with the techs.
Sanakan  [developer] 13 May, 2023 @ 3:19pm 
@GrimmGunner yes i did keep that in mind, i just thought it has enough benefits to outweigh that loss xD Skynet gets enough free tech boosts and science to brush that off. as for civic boosts, i suppose its a handicap for skynet for having so much scientific prowess? think of it like that xD
《Zytronium》 23 Jun, 2023 @ 8:57am 
Could you maybe make a unique district that replaces the theater square? I know it would take a lot of work but I feel like instead of just completely removing it and even destroying the theater square when capturing cities, you could use it as a completely new district, which doesn't have to be related to culture. I haven't seen the Terminator movie before so I don't know what you could replace it with, but it's just an idea. Another idea to solve the issue I read about the AI building tons of farms: remove its ability to build farms and take out the food yields from any buildings and improvements that yield food (even if it requires unique improvements and/or buildings just to make the modifications). With nothing available to provide extra food, the AI can't focus on it anymore. I might come up with more ideas later, I've only played 140 turns with this mod so far, but it's really fun.
Sanakan  [developer] 23 Jun, 2023 @ 9:25am 
Originally posted by 《Zytronium》:
Could you maybe make a unique district that replaces the theater square? I know it would take a lot of work but I feel like instead of just completely removing it and even destroying the theater square when capturing cities, you could use it as a completely new district, which doesn't have to be related to culture. I haven't seen the Terminator movie before so I don't know what you could replace it with, but it's just an idea. Another idea to solve the issue I read about the AI building tons of farms: remove its ability to build farms and take out the food yields from any buildings and improvements that yield food (even if it requires unique improvements and/or buildings just to make the modifications). With nothing available to provide extra food, the AI can't focus on it anymore. I might come up with more ideas later, I've only played 140 turns with this mod so far, but it's really fun.
unfortunately, there is no way to remove the farm building from my knowledge, unlike how you can exclude districts like i have with the theater district. i am sure there is still room for improvement in removing food yields perhaps as a leader or civ trait which could deter the ai from building them. ill keep it in mind. honestly, if i had to bring the theater back with some unique buildings, it would have to be repositioning the existing skynet facilities maybe like the bedford falls or baker hollow buildings, which possibly have cultural themes in a sense, but ive nearly exhausted building ideas as the mod has 30 xD. ill keep all this in mind, thanks for the feedback.:wakana:
this skynet mod is so great i ve played more than 20 hrs for it,it would be more fun and immersive if the original spy is replaced by T-1000,TX,T3000,T10000.Cuz those models r really fit the unit of spy,with some unique ability i believe Skynet can run more efficient on the intel warfare beyond the extermination battlefield :lunar2020hearteyesrabbit:
Sanakan  [developer] 29 Jan @ 1:17pm 
@TargoCelix hey thanks for your feedback! i thought about adding t1000 as the spy a while back but i didnt really know how to scale it as the t1000 is such a strong terminator. ill think about adding it as per your suggestion but its been a while since ive played. thanks for playing:chocola2::wakana:
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