Sid Meier's Civilization VI

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  • v40

    v40 (2024-03-11)
    Compatibility: Add full CQUI Production Panel compatibility.
    Adjustment: Replace Tier 1 TE GPP/Pop effect with GPP from Specialists.
    Adjustment: Diversify TE Effects in same district.
    Adjustment: Modify Spy operations in TE districts.
    Feature: Add TE Text Description Icon.
    Feature: Preserve some TEs after capturing Cities.
    Feature: Add Neighborhood TE.
    Feature: Add Tall Play Advisor and improve Civilopedia W&T pages.
    UI: Add Tall Info Tab to City Panel Overview.
    Bug: Fix Yield Bonus Info in Tooltip of TE Slot City Center building....

  • Equal Cleopatras

    * Combined both Egyptian and Ptolomeic Cleopatra's abilities into one: Isis-Aphrodite
    * Gave both Cleopatras the agenda Queen of the Nile, since i felt that was the most flavorful of the two
    *Recreated the Basilike Ge agenda as a random agenda (Cultivator). Both Cleopatras are heavily biased towards it
    *Changed Ptolomeic Cleopatra's capital from Ra-Kedet to Alexandria and added Naucratis and Ptolomeis Hermiou to her city list. 
    *All the localization miscellanea for the English language...

  • 2.0 Update

    First Update is here!

    Load times are improved and You won't get leaders and civs that don't match the ruleset you are playing.

    There are still a few duplicates, in the Main Ruleset player selection, but it's much less annoying than the last version.

    Enjoy!...

  • V0.4b live

    Changelogs:

    Fixed Ame's Time Travellers. They now heal each turn.
    Fixed Ina's Acolytes. They now deal 10 loyalty damage when they kill an unit on enemy's border.
    Now Cities on Coast should grant as much housing as settling on a river with Gura.
    Nerfed Kiara ability: Her bonuses to burnt forests is now +5/+5 instead of +8/+8.
    Buffed Ina's ability: Her production bonus from faith is now 25% instead of 10%.
    Now the custom districts yields GPP like the usual districts does.
    Ina isn't blue anymore.
    Changed Starting bias for Ina: Deers and Deserts are now tier 2 instead of tier 3.
    Changed Starting bias for Amelia: Normal Mountains are now tier 1 instead of 3.
    Added partial Traditional Chinese translation....

  • V0.3b is out

    Changelogs:
    Fixed Amelia's ability working for everyone.Fixed art that was blurry when too small.
    Added a really high cost project for the campus for Amelia granting a random technology and civic of the current era upon completion (not yet appearing in-game).
    Added the KFP building to Kiara which yields an additional +2 production and 2 housing.
    Added a high cost project linked to the KFP. Upon completion, population yields an additional +2 production. (not yet working)
    Now Gura's Landshark get +10 Strength on water tiles
    Now Kiara's Phoenixes remplaces the Line Infantry....

  • V0.2B Is Live

    Changelogs:
    Fixed Starting bias for Kiara: Deserts are now a tier 1 instead of a tier 5, Forests are still a tier 4.Fixed Starting bias for Ina: Added Deers, Furs, Honey, Ivory and Truffles as a tier 3.
    Changed Amelia's ability to +2 movement and +3 Sight.
    Changed Eternal's ability to +2 Food in Desert, +1 Production in Desert Hills. Can build Farms on Desert tiles. +2 Food on Desert Farms.
    Changed Eldritch's Ability to Greatworks in a city reduce loyalty by 5 in foreign cities. Greatworks yields +3 Faith.
    Reduced Skellington's Ability to 15% Science.
    Attempt at Agendas:
    - Ame likes explorer.
    - Calli likes big armies and being the first in tourism.
    - Gura likes having coastal lands to herself and cities on every continent.
    - Ina l...

  • Started making the mod

    The mod is barely in development and as such is a beta.
    It has yet to be balanced, the assets aren't custom yet and all the flavour text need to be worked on....

  • V 1.0A

    Updated with the New Frontier Pass civs and some other goodies. Try it out!...

  • Version 2.0

    Brace Yourselves, wave of Nerfs incoming ! (sorry i forgot to update it in same time of my steam last updates)
    It should be more equitable that way and will make you hesitate again with vanillas.

    - Warrior sacred path = experience bonus lowered to +20% exp.
    - Holy writings Escorts = Movement bonus lowered to 1, Theologial Strengh lowered to +4.
    - Cousinship = Gold mutual Bonus removed.
    - Regional Product Promoting = Culture Trade route bonus lowered to +1.
    - National Martial Arts = Combat Strength bonus lowered to 4, ZOC ignoring ability removed and replaced by a +5 Hps per turn bonus while healing (in all territories).
    - Worshiped Emperor = Gold bonus lowered to +2, Faith Bonus lowered to +2.
    - Divine Heritage = Relic Faith Bonus lower...

  • Final version is out

    Im happy to announce you that Final version is here ! 

    Our little fellow the Warrior Monks see their promotion tree and unique passive ability covered aswell ! After my last tests i was so happy, they now have a very interresting gameplay ! Big thanks goes to ILOVEJETTROOPER who help me out to remind that wounded target mecanic.

    Thanks for your feedbacks, it helped me out big time to correct text formatings, text grammar mistakes (@A Suicidle Scotsman : "Queel" is now "keel" !) & code errors. Still keep an eye on this for the future, we never know if someone find any other omission or mistake someday.

    Im sorry for any inconvenience if you had a saved game from beta version (some promotions might glitch, especially for warrior monks which recieve the...

  • v3.0

    3.0 Version

    - Warrior Monks are not part of this mod anymore. Mod was renamed "Radiant Samurais". If you want a nice mod for Monks, i suggest you to see my other mod called "Radiant Better Unit Promotions"

    - Samurai Unit base Combat strengh brought back to 50. (they deserve it, because of the cost and maintenance and to help getting xp with dying less vs 45 and 48 units).

    - Samurai Unit base movement nerfed from 3 to 2. (the only way to have a nice mobility will be the related promotion)
    - Akuma armor promotion was revised : +7 CS bonus in all situation and additional +5 while defending (instead of a flat +10 in all situations).
    - Masamune Blades promotion was also revised : +3 CS bonus in all situation and additional +15 while attacking (ins...

  • v2.0

    New 3rd building : Secret Council Hideout (Government District, require 1st Tier building)
    careful with this one guys. Heavy maintenance cost to gain and a serious multi-city loyatly malus, but it will grant your first spy way sooner ! Make sure you take a look at your governement/civilization/city values before building it ! It's funnier when it's a little hard ; )

    Also, some little nerf on two first building (nothing nasty, just little more production and maintenance cost +1 on Square, removed on forum but -1 gold on forum). I am really happy with these change because they are really close to a firaxis rendement balance values, but little slightly harder....

  • v1.1-beta

    Fixed a really big mistake i must have done while lacking some sleep. Im really sorry for the inconvenience, you can try out my mod again starting right now (hoping there are not other one like this really).

    (this could have been working before for other people that have many other of my mods, because they had the missing reference)...

  • v2.4

    Obviously my new samurai is little much too much powerful ! Don't worry im doing these slightly and with lot of testings. It's important to keep our game fun.

    - Promotions rearranged. Niten ichi ryu style (3 fold attack) has moved to ultimate (lvl 4 promotion).

    - Promotion prereqs onto both lvl 3 promotions less permissive. To reach "Meikyo Shisui" you mandatory need "Akuma armors" (first combat strengh bonus) promotion. To reach "Masamune Blades" you mandatory need "Wind slicer" (movement boost) promotion. That way, a lvl 5 promotion is need at least to get the Akuma armors and Masamune Blades combo, so you won't be able to amass both these nice combat strengh bonus promotions too soon.

    - Samurai base combat strengh went down from 50 to 48. Because that...

  • V2.3

    Emergency Maintenance

    Messed up a Variable. 
    Sorry for the inconvenience...

  • V2.2

    V2.2 is out ! (minor Update)

    -Small Barracks fix. 
    Now the +25% bonus experience will also apply for samurai despite of their new promotion tree. (if you find any other issue like this one in the game, don't hesitate to poke me about it).

    -Even better Colors on promotion tree icons (more color profoundness). And to prepare these icons for my next incoming mod.

    -Small graphic fixes....

  • v1.1

    Added a new Project in addition of the 8 National Wonders.

    This project will be useful when you will want a City in "stand by" mode.
    Its production cost is huge and incrementing with game progress. I was thinking about you and me not to be annoyed every few turns if your city has very high production output.

    Your city will produce a reasonnable, almost weak, bonus of 10% gold of its native production output. I really didn't want more than that, since it should be your very last alternative. Meaning a city with a solid 40 production output (around medieval average) will produce only 4 gold per turn with that project active. Im sorry but our laziness has a cost and it's better than nothing ! im sure you agree with me : D

    Available at "Writing" techno...

  • v1.1 update

    Nerfs : 

    - Regional Products Promoting : +1 Gold and +2 Culture bonus for domestic roads (instead of +2 Gold and +1 Culture) because gold can sometimes stack up too much with game modifiers and equal an international trade which was not the point.

    - Culture profoundness : Removing the +1 Great Merchand Point per turn. Because this card is powerful enough without it.

    - Divine heritage : Remving the + 2 faith per city. Because you have to get relics to get the faith bonus provided by this card, there won't be a free one anymore.

    - Shadow assassin : Removing the + 2 gold capital, Now affect a malus of -1 gold and -2 Amenities in each of your city. Was way too much powerful compared to "Police State" policy card.

    - Warrior sacred pat...

  • V2.0

    2.0 Version is out ! 

    Graphics : 

    - New awesome handmade icons in promotion tree !
    - New Samurai portrait !
    - New Samurai icons !

    Code : 

    - Samurai is not replacing any other unit.
    - NERF 1 : Samurai can't be upgraded into musketman or any other more advanced unit.
    - NERF 2 : Samurai can't be upgraded from swordman or any other older unit.

    Compatibility : 

    - With "Steel and thunder : Unit expansion", you need to desactivate a specific line to prevent samurai being replacing the longswordsman (line 53). The main reason doing so is that samurai would become upgradable from/into something. Since this unit now got its own unique promotion tree and own rules, many bug/glitches can happen from thi...