thecrazyscotsman's Omnibus

by thecrazyscot·v1.2.3·Updated 2018-10-20

thecrazyscotsman's Omnibus

Screenshots 1 screenshots

About this mod Machine translation

thecrazyscotsman's Omnibus

This Omnibus Mod represents a variety of builds that I've been working on, and is a sequel to my popular Civ V Omnibus Mods and Building Packs. It aims to deliver an enhanced and improved "vanilla-like" experience by focusing on four core goals:

  • play map

Civilization VI introduces many new elements that increase the importance of map geography. However, in my opinion, gaming doesn't go far enough. By connecting new areas to terrain and resources, I hope to encourage you to respond to the map better.

  • Respect players’ time and investment

As part of my goal to provide a "vanilla-like" experience (only better!), I won't overwhelm you with dozens of new buildings, units, technologies, citizens, policies, and more. If I add something to it because I think it serves a specific purpose, I'm always open to changing what I do if there's a compelling enough reason.

Another part of achieving this is respecting compatibility. I created different "tiers" in this mod so you can choose the one you want to play with, and the "low" tier is compatible with almost every mod.

This mod has something for everyone.

  • Give players choices

I don't want you to be railroaded into the same path every game. Part of my goal with this model is to make multiple strategies feasible and give you interesting and compelling choices for which areas to place or which buildings to construct.

As I already mentioned, I also have the option to determine how many features you want to play with. There are some core changes to the standard ruleset that you can mix with almost any other mod. Other rulesets gradually introduce more changes.

I also implemented a UserSettings.sql document in the mod. At this point, the only item you can toggle on/off is Raging Barbarians, but if I find something that's best completely optional, I'll add other functionality to UserSettings.

  • Proper balance

A truly interesting Civilization game is a balanced game, since no single strategy is a sure way to victory. My commitment to continually tweaking and updating this mod based on your feedback is essential to achieving all of these goals.

I hope you can help me play and test this modpack to improve the core Civ VI gameplay experience.

ruleset

Civilization VI introduces rulesets, which are a way for modules to provide options within their mods. This mod makes extensive use of this feature by providing three rule sets: Standard, Enhanced, and Complete. To select a ruleset other than standard, you must use Advanced Options when creating a new game and select from the Ruleset drop-down menu.

Spoiler Ruleset menu location:

Current stable version: 1.2.3 on Github

Latest beta version available

Standard ruleset

Broadest mod compatibility

Spoilers:

global parameters

Population requirements per district increased to 4 (was 3)

Number of sciences per population reduced to 0.5 (from 0.7)

buildings and areas

Transforming the way industrial, commercial, campus and theater district buildings work:

Level 1 buildings now provide small base output

Second-tier buildings now provide required production equal to the district's adjacency bonus

Three-story buildings now provide a 15% increase in production (except power plants, which provide +3 area production)

Sewers now provide +1 comfort

Added new cistern building: +2 housing, unlocked at Irrigation, requires building sewers

Added new water treatment plant construction: +2 Housing/+1 Comfort, unlocked in Plastic. Need sewers to build

updated airport

No more population building needed

Earn adjacency bonuses: +1 gold from the community, +4 gold from the business center, +2 gold from the city center

Updated harbor and harbor buildings

Port adjacency bonus: +2 food for each adjacent sea resource and +2 gold for each adjacent city center

Harbor District: +1 Coast and Ocean tiles when building.

Lighthouse: +1 food for all marine resources.

Shipyard: Coast and ocean tiles +1 gold, all ocean resources +1 food.

Harbor: …

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
thecrazyscotsman's Omnibus
File size
70.9 KiB