Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Abraham Lincoln Rework
   
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2 Dec, 2022 @ 12:50am
2 Dec, 2022 @ 4:12am
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Sukritact's Abraham Lincoln Rework

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I will admit I was a bit disappointed by Lincoln's unique ability as added in the Great Negotiators DLC. The loyalty bonuses and penalties felt underwhelming, and are ignorable if you happened to not spawn near any Plantation resources. His free units made the civ best suited to external conquest. He receives no bonuses to either diplomacy or culture: two of America's greatest in-game strengths. This mod hopes to change that, and makes dealing with separatists the central feature of Lincoln's gameplay.

Abraham Lincoln

Unique Ability: A House Divided
+2 Amenities from Industrial Zones. Upon constructing an Industrial Zone or its buildings, receive a free Melee unit, and your cities within 6 tiles receive a burst of -10 Loyalty for each Plantation or Farm in their borders.

Conquered Free Cities provide +1 Diplomatic Favor, receive +1 Culture, +1 Food from Plantations and Farms, and are immune to this ability's Loyalty penalty. +7 Combat Strength against Free Cities.

Instead of a per turn loyalty malus from Plantations, Lincoln gets a single massive burst of negative loyalty from Plantations and Farms whenever he builds an Industrial Zone. This allows you to either actively plan to avoid, or to purposefully trigger revolts depending on when you choose to complete those buildings. Adding Farms to the ability also makes the loyalty malus much harder to simply ignore if you happen to get a Plantationless start.

Why would you purposefully trigger a revolt? With Lincoln, losing a city to revolt isn't necessarily a bad thing (I actually forward settled a city with the intent to let it revolt in one of my test games). Retaking that city via loyalty pressure or military strength will give you a nice boost to your Diplomatic Favor and Culture income (which becomes the standard boost to Tourism from Improvements with Flight). Besides, the +7 Combat Strength against Free Cities should make crushing the Confederacy a lot easier.
30 Comments
Kody 14 Jun, 2023 @ 12:26pm 
Just getting back into Civ 6. Holy crap this rework is amazing. Introduces a really unique interaction with Free Cities and is very thematic for the era Lincoln lead the country through.
早乙女らんま 5 Feb, 2023 @ 6:29pm 
Hello, I like your mod very much, do you have any plans to add Chinese and Japanese translations?
I'd be happy to help if that's your plan.
NiTe xx ViSioN 31 Dec, 2022 @ 4:23pm 
Just did a play through very fun in Dark ages mode, i like this ability much better than the original one.
Fejrskov 29 Dec, 2022 @ 9:21am 
My cities can't go past 0 loyalty even though im triggering -70 loyalty twice on one turn. Is this a bug?
Aria 15 Dec, 2022 @ 7:35am 
update on the double units thingy: thats mea culpa, forgot to check mod compatibilities, pretty sure its caused by also having the community patch mod active at the same time
also, MarsEco, from what ive been experiencing in-game, the diplo favor isnt per farms/plantations in recaptured cities, but rather per recaptured cities. two recaptured cities with two farms each yields a total of two diplo favor, not four. the food and culture, however, do apply to each of the farms and plantations and are visible from the tile yields
MarsEco 15 Dec, 2022 @ 1:39am 
And Aria, the way it reads above, (though i have not played with this mod yet, especially with you saying it's giving double units, ill wait) is that in cities you have captured that were once Free Cities, those city's tiles that have or you construct Farms or Plantations will have +1 Diplo Fav, +1 Food, AND +1 Culture as yields from each farm or plantation. The city, being a Free City, provides these 3 yields from these 2 improvements, and the immunity to current or future lotalty penalties from this ability. Your understanding of clauses is incorrect. It is written properly.
MarsEco 15 Dec, 2022 @ 1:32am 
So in this mod, does the free melee units require resources? In the base game Lincoln, these units don't require resources, just curious before i dive into a game with this.
Aria 13 Dec, 2022 @ 7:10pm 
overall fantastic mod, thank you very much for making it!!! ^_^
Aria 13 Dec, 2022 @ 7:09pm 
im getting two melee units for each IZ and IZ building, one in the city center and one in the IZ. is this intended behavior?
also the ability looked like it gave +1 culture per recaptured city and +1 food on farms and plantations in recaptured cities, rather than the actual, much better and much more interesting effect of +1 culture and +1 food on farms and plantations in recaptured cities. Rewording "receive +1 Culture, +1 Food" to "receive +1 Culture and +1 Food" would probably be clearer, so that all the commas in that sentence are separating full clauses
sukritact  [author] 8 Dec, 2022 @ 5:42am 
> these resources aren't very common on world map unlike wheat, rice and maize.
That's the point. That's why I added farms.