Civ6++

by ElGuapoCiv·v1.0·Updated 2018-10-26

Civ6++

About this mod Machine translation

Civ6++

Preview:

Zone progression costs are related to the number of existing zones: +20 per zone, Min city distance: 4 -> 5, zone range 6 -> 7, barbarian camps reduced by 1/3, counterintelligence: 8 -> 40 turns increased, religious unit cost increased by +50%, scout combat: 10 -> 12. Religion spread from neighboring cities: 10 -> 13

Details:

The vanilla area is related to the number of technologies/citizens studied and the average of all participants (BS rubber band mechanism). I changed it to a system similar to settler cost progression: each additional district of the same type costs 20 more (Districts.xml). The minimum distance between cities has been increased from 4 to 5, the number of city spams has been reduced, the number of barbarian camps has been reduced by 1/3, and religions spread 30% further from neighboring cities (10->13) to accommodate the increase in religion unit cost to support more macros instead of micros (GlobalParameters.xml). The area range of area buildings has been increased from 6 to 7 (Buildings.xml) due to the longer minimum distance between cities. Anti-spyware now lasts for 40 turns without manual interruption, thus reducing clickfest (Unit Operations.xml). All religious units have their cost per subsequent unit increased by +50% to reduce religious spam, while Scouts have a combat value of 12 instead of 10 (Units.xml). All adjustments can be easily changed or deleted in the corresponding files.

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Please give me some feedback or changes you'd like to add.

I wish to reduce the number of city states, but this is written in a .lua file. Don't know yet how to overwrite .lua files in the mod.

You can change the original file directly:

steam apps/common/sid meier's civil vi/base/assets/maps/utility/AssignStartingPlots.lua

entry:

“self.iNumMinorCivs = math.floor(PlayerManager.GetAliveMinorsCount()* 0.8);”

==> 20% less city status than default, rounded down

If anyone knows how to change this value in the mod without overwriting the original file, please let me know!

Teaser:

District progression cost tied to number of existing districts: +20 for each, Min City distance: 4 --> 5, District range 6 --> 7, Barbarian camps reduced by 1/3, counter spying: 8 --> 40 turns increase, Religious units cost progression +50%, Scout combat: 10 --> 12., Religion spread from adjacent cities: 10 --> 13

In detail:

Vanilla districts are tied to the number of techs/civics researched and the average of all players (BS rubber band mechanism). I changed that to a system akin to the settler cost progression: each additional district of the same type costs 20 more (Districts.xml). The min distance between cities is increased from 4 to 5 for less city spamming and number of barbarian camps reduced by 1/3, religion spreads 30% (10-->13) further from adjacent cities to accomodate for the increased cost of religious units in favour of more macro than micro (GlobalParameters.xml). Due to the higher min distance between cities, the regional range of district buildings has been increased from 6 to 7 (Buildings.xml). Counter spying now lasts 40 turns if not interrupted manually, thus reducing the clickfest (Unit Operations.xml). All religious units have a +50% cost increase for each subsequent unit for less religious spam and scouts have a 12 instead of 10 combat value (Units.xml). All adjustments can easily be changed or deleted in the corresponding files.

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Please give me some feedback of what you'd like added or changed.

I would love to reduce the number of city states, but that is scripted in a.lua file. Don't know yet how to overwrite.lua files in a mod.

You can directly change the original file:

steam apps/common/sid meier's civilization vi/base/assets/maps/utility/AssignStartingPlots.lua

Entry:

"self.iNumMinorCivs = math.floor(PlayerManager.GetAliveMinorsCount() * 0.8);"

==> 20% less city states than the default setting, rounded down

If someone kn …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Civ6++
File size
3.2 KiB
SHA-256
ee91b0864c71e39364287d7b52b5ed710fe9a404223f0ea6427d32ea61420af8
Stored at
2026-10-08 06:13