Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Items (150)
AI free settler on deity only
Created by Magma Dragoon
For some reason the AI gets free settlers starting on emperor. In my experience they use them to forward settle the human player, build a pair of new settlers immediately and surround me, leaving me nowhere to expand. And then they complain about how I'm t...
ARS - Improved Goody Huts v1.3
Created by Arstahd
Improves the overall quality of Tribal Village rewards. Weak rewards have been boosted or removed altogether. New rewards have been added to the mix. All rewards are available from the start and Gold & Faith rewards can be collected prior to founding a cit...
Ancient Dock
Created by Rdner
Adds the Dock building in the ancient era, provides the much-needed early production for directly-coastal cities. Dock +1 Housing Receive +1 Production for every two Coast or Lake tiles in this city Coast tile that yields Gold provides additional +1 Gold (...
Angryr's Ancient Policies
Created by Angryr
Makes adjustments to many of the policies in the ancient era. Does make adjustments to a few policies not in the ancient era due to similarities. Change List Caravansaries - +1 Food, +1 Production, and +2 Gold for each trade route. Triangular Trade - +1 Fo...
Annex City States
Created by Dazz Aephiex
Ever pondered why you cannot just annex your vessel City-States without stomping on your friendship? One Great Merchant that does the job is just not enough? You are at right place. If you are a Suzerain of a City-State and you have 15 or more Envoys in it...
Asset Counter
Created by WildW
Prints the number of loaded assets to Automation.log when loading a game. This mod is useful for people who are experiencing issues with the asset limit bug, and will even print information to the log as the game is about to crash. To use this mod, view Au...
Balanced Difficulty
Created by Avalen
While i have been enjoying many of the food based difficulty mods which keep challenge into the late game. Most of them also remove the AI's starting units and combat bonuses. Because of this i have found the AI too easy to beat early game. This mod provid...
Bargain Barbarian Clans
Created by Sailor Cat
Barbarian clans cost less to hire, bribe, incite, and ransom....
Basic District Yields
Created by p0kiehl
Effects +1 Food and +1 Production to all districts (except the City Center). This compensates for the fact that districts take up an entire tile, erasing its yields. Thus this mod serves as a light buff to Tall play. Compatibility and Notes This mod is com...
Basic Wonder Yields
Created by p0kiehl
Effects +1 Food and +1 Production to all World Wonders. Any Wonder that already provides either of these yields will receive a +1 bonus as well. So the Temple of Artemis, which provides 4 Food, will provide 5 Food with this mod (and 1 Production). This com...
Bear's Governor Overhaul
Created by MarshmallowBear
Hey you! Before you head on! I wanted to announce I now have a KoFi! Not only will it help me focus on making more delicious looking mods, but I hope to use it as a way to fund my upcoming civ-like game! So if you enjoy my mods head over to BearSpace Games...
Bear's Wonders Overhaul
Created by MarshmallowBear
Hey you! Before you head on! I wanted to announce I now have a KoFi! Not only will it help me focus on making more delicious looking mods, but I hope to use it as a way to fund my upcoming civ-like game! So if you enjoy my mods head over to BearSpace Games...
Better Civilization Colours
Created by janboruta
Improves the standardised colour palette provided by the game and amends many jerseys (colour sets) of almost all civilizations. Tries to stay true to vanilla experience while providing a variety of enhancements: - slight tweaks to existing colors done to ...
Better Civilization Icons
Created by janboruta
This mod replaces a number of civilization and city-state icons with more historically accurate or more aesthetically pleasing variations. No more bulls for Spain, way more bulls for Sumer! Changed civilization icons: - Arabia - Australia (DLC) - Babylon (...
Better Loading Screen (UI)
Created by infixo
New v1.9 as of 15.04 - option to turn OFF Dawn of Men speech. Displays detailed information about uniques on the loading screen. No more annoying laconic "unique unit". You can also turn off the Dawn of Men audio if you've heard it enough ;) Works with the...
Better Recon - Road Building
Make Recon class better. This mod is one of the collection that changes every aspect of Recon class. Designed to work together but can be used independently. This mod allows Recon units to start with 3 build charges and can build Roads (including Railroads...
Better Recon - Unit
Make Recon class better. This mod is one of the collection that changes every aspect of Recon class. Designed to work together but can be used independently. This mod modifies the Recon class units. These changes also apply their replacement unique units. ...
Better Report Screen (UI)
Created by infixo
New v7.0 as of 23.05 - Major technial redesign and several new features, improvements and fixes. Detailed information on the Change Notes tab. More information in the Report Screen. New tabs: units, deals, policies, minors. Compatibility Works with the bas...
Better Resource Yields
Created by p0kiehl
Fully compatible with Gathering Storm This mod buffs the yields of luxury and strategic resources. Buffed Luxury Resources (yield change in italics Coffee +1 Culture, +1 Production Dyes +1 Faith, +1 Gold Jade +1 Culture, +1 Faith Marble +1 Culture, +1 Prod...
Better Walls
Make Walls better late game (and a bit weaker early game) so you should actually consider building them. Ancient Walls (T1) Defense HP decrease to 85 (from 100). Defense Strength is kept at 3. Medieval Walls (T2), Renaissance Walls (T3) and Georgian's Tsik...
Boom's City Center+
Created by boom
This mod expands and rebalances the buildings in the City Center, allowing more variety in the very early game as well as opening up choices to certain flatland or coastal spawns. After a lot of testing I can confidently say that my PC does not crash or ex...
CIVITAS City-States Expanded
Created by thecrazyscotsman
City-States Expanded adds 4 new city-state types and over 40 new city-states. Updates and balance changes to existing city-states are also included. Incompatible with Better City-States UI. OVERVIEW New City-State Types: Agricultural, Consular, Entertainme...
CQUI - Community Quick User Interface
Created by the_m4a
https://i.imgur.com/Df4rNBo.png Works with Fall 2019, Spring and Summer 2020 Patches from Firaxis, as well as currently released New Frontier Pass and Great Leader updates. Mod is actively maintained and tracked on the CivFanatics GitHub Page CQUI is an op...
Castles - Better Forts
Created by JNR
Forts and other Military Improvements provide yields to their tiles (mostly production) as well as Housing. This makes them a more viable alternative especially on hills. Does not require Gathering Storm, but if you have it, the changes extend to the Pā. F...
Citadel - Walls and Encampment Policy
Add a new Citadel Policy Card at Diplomatic Service. The card combines effects of Veterancy, Bastions and Limes: +30% Production towards Encampment districts (and Harbor districts with Gathering Storm) and buildings for these districts. +6 City Defense Str...
City Canal Rework
Created by Rdner
Removes the canal graphic in directly coastal cities. Coastal city centers often show a canal graphic where it's sometimes undesirable and out of place. This mod removes the graphic and only shows it when necessary. Occasionally the canal graphic can be a ...
Civilizations Expanded
Created by p0kiehl
Overview Civilizations Expanded is a comprehensive mod that overhauls and buffs the abilities of every single Civilization in the game. Every single Leader ability, Civilization ability, unique district, unique building, and unique improvement has been buf...
Clean Nuclear Power
Created by JNR
Reduces the CO2 emissions of Nuclear Power Plants and uranium-powered units significantly (by a factor of 4). One unit of uranium now produces only 25% as much CO2 as before: 12g / kWh. As Firaxis used numbers as reported by the IPCC in 2014 (median values...
Coastline
Created by Rdner
Coastline adds three new coastal features, each bringing familiar yields and strategies to advance your game. Terrain Features Kelp - provides food, spawns on the coast near the ocean tile, and found in the polar and temperate regions. Mangrove - provides ...
Configure Diplomatic Victory Points
Created by DahakaMVl
Changes Creates an option when creating a game to change the required Diplomatic Victory Points under Advanced Options. Check out my other mods if you don't mind Enhanced Civil Infrastructure Enhanced Camera Configure Minimal City Distance If you want to s...
Constant Settler Cost [GS]
Created by Krysta
Removes the cost scaling of Settlers. ...
Cothon project "Move Capital" tweak
Created by The Red One
What does this mod do? This mod brings the cost of Dido's "Move Capital" city project in line with other projects. I did not understand why this project takes longer to complete than building two wonders. This mod sets the cost of moving one's capital to s...
Decommission Power Plants
Created by JNR
Power Plants running on Coal, Oil, or Uranium can be decommissioned at any time after unlocking the Environmentalim civic. The project cost has been significantly reduced. Rebalanced the role of decommissioning in the Climate Accords. The project no longer...
Diplomatic Quarter Expanded ULTIMATE
Created by gluglug yummy sperm
DIPLOMATIC QUARTER EXPANDED ULTIMATE! A complete and comprehensive overhaul of the Diplomatic Quarter District introduced in the Ethiopia Pack of the New Frontier Pass. Features new projects, new buildings with 3D art, new policies and full Civilopedia ent...
District Adjacencies+
Created by boom
A major problem with Civilization is the randomness and difficulty of spawns, which cause poor yields and poor adjacency, often to the point of being near impossible to come back from if you spawn poorly. Thus, in this mod, I aim to balance out some distri...
District Expansion: Aqueduct
Created by JNR
New buildings for the Aqueduct, which is renamed to "Cistern" (The Roman Bath is now named "Aqueduct" instead). Adds a total of 3 new buildings as well as the Sewer, which is reworked, stretching over 2 tiers. The new bonuses provide each city with a multi...
District Expansion: Campus
Created by JNR
New science-focused building choices for Campus. Adds a total of 5 new buildings and reworks the existing Campus buildings as well, now stretching over 4 (!) tiers instead of 3. The new bonuses provide each city with a multitude of ways to earn Science. So...
District Expansion: Commerce
Created by JNR
New commerce-focused building choices for Commercial Hub, Harbor, and Aerodrome, many of them with new 3D models and icons! Adds a total of 12 new buildings and reworks the existing buildings in these districts. The new bonuses provide each city with a mul...
District Expansion: Entertainment
Created by JNR
It's here, the final Urban Complexity district expansion! It has been an honor doing this series to such great reception and I am grateful for all the support and encouragement I have received from both players and modders alike. Enjoy playing with the ful...
District Expansion: Industry
Created by JNR
New production-focused building choices for the Industrial Zone. Adds a total of 4 new buildings and reworks the existing buildings as well, now stretching over 4 (!) tiers instead of 3. Further 6 buildings in a new tier are added with the Corporations mod...
District Expansion: Military
Created by JNR
New military-focused building choices for Encampment, Harbor, and Aerodrome. Adds a total of 5 new buildings and reworks the existing buildings in the Encampment and Aerodrome as well as the military-related bonuses of the Shipyard and Seaport. The new bon...
District Expansion: Spirituality
Created by JNR
New faith-focused building choices for the Holy Site. Adds a total of 4 new buildings and reworks the existing buildings as well, now stretching over 4 (!) tiers instead of 3. The new bonuses provide each city with a multitude of ways to earn Faith. Create...
District Expansion: Suburbs
Created by JNR
New specialist-focused building choices for the Neighborhood. Three slots with two choices each, buildable in any order. Boost all specialists in the city and give bonuses per Neighborhood. Did I say "final district expansion" before? Well, oops. I hope yo...
District Expansion: Theater
Created by JNR
New culture-focused building choices for the Theater Square, which is renamed to "Civic Square". Adds a total of 6 new buildings and reworks the existing buildings as well, now stretching over 4 (!) tiers instead of 3, not counting Museums which are now se...
District Expansion: Worship
Created by JNR
This mod adds 9 new Worship beliefs / buildings with unique 3D art and overhauls the gameplay bonuses of existing Worship buildings. The new buildings are designed to provide options for religions and cults not yet represented by Worship buildings. Each Wo...
Districts Base Yield
Created by Dazz Aephiex
It always bothered me that a district which takes more than 10 turns to build and overrides tile yield produces nothing on its own, just because it''s not adjacent to anything. Not anymore. Added base yield to all districts. Commercial Districts and Harbor...
Districts in Rainforests
Allows building districts in Jungle (Rainforest). Appeal and Adjacency bonuses/penalties of the Jungle remain. Works well with Green Cities - Districts in Forest...
Dramatic Age Human Not Flipping
Created by Faliothu
Human's City will not flip when dropping into the dark age. 避免玩家因進入黑暗時代而失去城市。 ...
Earlier Renewables
Changes the tech tree so that renewable sources of energy appear sooner, thus fixing some jarring design choices, such as Offshore Wind Farms, a technology from 1980, being a Future Era technology, after Giant Death Robots and Nuclear Fusion. Features: -Ge...
Engineers can rush Walls
Created by JNR
Military Engineers can now use their charges to rush building Ancient, Medieval, and Renaissance Walls. They provide 50%, 20%, and 15% of production cost per charge, respectively. Roman Legions can use their charge to rush 50% of Ancient Walls, too. This m...
Enhanced Civil Infrastructure
Created by DahakaMVl
Improves several Civil Infrastructure gameplay elements incl. Roads, Canals, Mountain Tunnels, Military Engineers (and Bridges if installed). Since it changes parts of "Port Lime - Bridge District", that mod is highly recommended, however it is not require...
Enhanced Civil Infrastructure - Only 1 Panama Canal
Created by DahakaMVl
Disables the ability to build the Panama Canal multiple times. This is an add-on for the mod Enhanced Civil Infrastructure. That mod is therefore required. Notes Usage of the Bridge Icon by Lime in the mod thumbnail was approved. If you want to support me ...
Expanded Culture Victory
Created by puzzler42
Civ6_XCV Civilization 6 Mod: Expanded Culture Victory (See also https://github.com/puzzler42/Civ6_XCV ) What this mod does Menu Options: Checkbox to enable/disable mod from game setup screen (so that you don't have to disable the whole mod in the content m...
Extended Policy Cards
Created by Aristos
https://i.imgur.com/ucgm4ir.png UP TO DATE WITH APRIL 2021 "NOTHING" PATCH! COMPATIBLE WITH VANILLA, RISE & FALL AND GATHERING STORM ! WORKS IN MULTIPLAYER. REQUIRES BETTER REPORT SCREEN TO SHOW EFFECTS INFORMATION !!! This mod extends the Policy Cards to ...
Faster Secret Society Discovery
Created by Fuzzle
Get the Society you want - and fast! All Secret Societies have their default discovery chances set to 100%, and other discovery methods set to 30%. Non-Steam users: You can download this mod at this link. To install the mod, unzip the folder to the followi...
First in Flight
Created by Sailor Cat
The first civilization to build an aircraft unit receives a bonus: Your aircraft units start with a free promotion. All players will be notified when a civilization has achieved first in flight. Needs either Rise & Fall or Gathering Storm....
Forest Improved
Created by Bluesky95
https://i.imgur.com/oEyI5cp.gif Description Increases base production of woods. Highly recommend using LUMBER MILLS REMOVED mod to make it not overpowered. Thanks especially to the helpful individuals at civfanatics (LeeS) for making this mod possible. Com...
Future Civics and Techs Revealed
Created by Sailor Cat
Future Era civics and technologies are no longer hidden....
Fuzzle's Secret Societies: Brigand Court
Created by Fuzzle
Ahoy, mateys! Join forces with fierce brigands and plunder the seven seas with a new Secret Society: the Brigand Court! Promotions 1. Seaman Unlocked by destroying a Barbarian Camp. You may purchase one Phantom Flagship unit. +1 Trade Route capacity each t...
Fuzzle's Secret Societies: Harmonists
Created by Fuzzle
Be one with nature when you join forces with the Harmonists! Promotions 1. Vernal Unlocked by discovering a Natural Wonder. Reveals the Ley Lines resource. These tiles gain +1 of the main yields of specialty districts absent from their city. 2. Estival Unl...
Fuzzle's Secret Societies: Knights of Solomon
Created by Fuzzle
Introducing a brand new Secret Society: the Knights of Solomon. Based loosely on the Knights Templar, this society is focused primarily on religious spread and military might, with a minor emphasis on trade. Promotions 1. Chaplain Unlocked by looting Barba...
Fuzzle's Secret Societies: Starborne Emissaries
Created by Fuzzle
Make first contact with a race of aliens with the Starborne Emissaries! This mod requires Gathering Storm! I currently have no plans to develop a Rise and Fall version, sorry! Promotions 1. Contact Unlocked by looting Tribal Villages. +15% Production towar...
Good Goody Huts
Created by ST4RL1FT3R
Goody Huts are improved, and here's how: -- Twice as many, and can cluster -- Better rewards appear more often than before -- Scouts no longer appear too often -- All huts yield +20 gold, in addition to the reward -- Twice the experience awarded when claim...
Green Cities - Districts in Forest
Created by JNR
Allows building districts on Forests. Beautiful cities with trees among them. No more waiting for Mining to finish because there is a forest in your desired district spot - instead build it right away. Build attractive neighborhoods right inside the lush g...
Happiness and Loyalty Deflation
Created by p0kiehl
Overview Amenities and Loyalty can sometimes seem meaningless: it's not hard to keep your people happy and loyal, and if you don't, the consequences aren't really bad. Happiness and Loyalty Deflation makes a few changes to Happiness and Loyalty to make the...
Harbor City
Created by Rdner
Harbor district gains +1 Gold bonus from each adjacent coastal wonder that requires the Harbor. Balance Changes Lighthouse no longer provides extra Housing if the city is adjacent to the coast, instead, Lighthouse now provides +1 Housing if the Harbor dist...
Housing++
Created by Angryr
All improvements that previously gave 0.5 housing now give 1 housing (i.e. Farms, Plantations, etc). Mod Files Location: ..\Steam\steamapps\workshop\content\289070\1259076422...
Improved City Names 2.0
Created by SeelingCat
Improves city names for all civs and increases the number of city names that are considered when founding a new city, allowing for a greater diversity of names to appear in game. Compatible with modded civs, and has improved/personalized city names for man...
Increased Nuke Range
Created by Scapeh
Simple mod to increase WMD range (Default ranges 12 & 15) Very minor maintenance increase (+1 & +2) Please be aware that aircraft still have the same default range, as their normal attack range is unchanged. Missiles have the modified longer ranges - Incre...
Keep Unique Buildings
Created by Fuzzle
Tired of Secret Society buildings overwriting your Civilization's unique building? Not anymore! With this mod, Secret Society buildings no longer actually replace a Civilization's own unique building. For example, Portugal with the Hermetic Order will have...
Larger Mushroom Clouds
Created by Scapeh
3x Larger Nuclear Animations 2x Larger Thermonuclear Animations For those who feel the standard Nuclear attack animations just aren't quite big enough. This mod does not edit any stats, the damage & costs etc are exactly the same as standard....
Mo' Food
Created by otto
New companion mod "Mo' Housing and Amenities" to accomodate for your population growth. Check it out in the attached "Mo' Stuff" collection! Welcome to Mo' Food! This mod is made by creator of the popular "Mo' Buildings' mod for Beyond Earth and Civlizatio...
Mo' Strategic Resources
Created by otto
Welcome to Mo' Strategic Resources! This mod is made by creator of the popular "Mo' Food" mod for Civlization VI! All this mod does is increase strategic resource yields, read below for more info. Updates: - 2/24/19 (Official v1.0.0) Release! Info! This mo...
More Coastal Flooding: 100%
Created by JNR
Increases the number of tiles getting flooded due to global warming from 45% of coastal lowlands to 100%. Waiting for the aquatic apocalypse but it never comes? Burned all the world's coal and oil but only a few tiles submerged? In this version ALL ELIGIBL...
More Governor Points
Created by dreadanddespair
Increases the number of civics that award governor points. This mod is an accompaniment for either of my 'More Governors' mods, but does not require them. Adds 'Grant Governor Points' to: Code of Laws, Feudalism, Civil Service, Humanism, Diplomatic Service...
More Maritime: Seaside Sectors
Created by Albro
More Maritime: Seaside Sectors This mod aims to expand the infrastructure available for your coastal cities by introducing 2 new Districts and 5 new Buildings! https://i.imgur.com/T4aRB2c.png For a full design breakdown of the effects in this mod, see the ...
More Movement
Created by p0kiehl
Adds +1 to movement of all units to make traversing big maps faster. Fully compatible with all mods, all DLC, and all expansions....
Natural Wonder Mountain Adjacency
Created by Fuzzle
Mountain natural wonders now count for Campus science adjacency. Holy Site adjacency was not added because natural wonders already grant major adjacency to Holy Sites. Machu Picchu will also give adjacency bonuses from the same natural wonders. Non-Steam u...
Naval Bombards
Created by localdisk51
Frigates, battleships, missle cruisers, and all unique replacements, are now seige units that use bombard strength rather than ranged strength. Designed to be used with my mod that makes regular ranged units such as Archers, unable to damage city walls. Th...
No Embark Air Units
Created by lukasdb
Balloons, drones and helicopters do not change into boats when embarking. I know AON created similar mod, but probably due to some updates it stopped working. I took some extra steps to ensure this mod works and does not require DLCs. Please let me know in...
No Preserves
Created by Rusty Keyes
"Firaxis, I don't feel so good..." Removes the Preserve district from the game. Load order set at 50000 to avoid conflict with packages like BBG....
NotificationClear
Created by 336tarot
A button has been added to the notification panel, which can be clicked to clear notifications other than transaction notifications....
One More District
Created by gluglug yummy sperm
Allows any civilization to construct one more district than population would normally allow. Intended for mods that add additional districts to build, or for game length mods like Take Your Time (Ultimate). Check out my other mod(s)! Diplomatic Quarter Exp...
Open Sea Redone
Created by SpatialX
Have you ever been in a situation were your boat is blocked by the border of someone? That your exploration is stoped by a random civilization that denounced you 3 turn ago? Have you never wished that your boat could just pass through this border, like a b...
Policy Pack: Future Governments
Created by JNR
Grants the final tier of governments (information/future era) added by Gathering Storm the unique policies which were previously only available in certain tier 3 governments. Losing access to these policies discouraged upgrading to the final level of gover...
Prehistoric Hunting - Scout Camps
Created by JNR
"Prehistoric Hunting" buffs Camps and makes them available more easily at the beginning of the game. Camp resources were changed to provide more Production. Features Camps provide 2 Gold in all game versions (Fall 2019 patch added this only for GS) Camps p...
Quick Deals
Created by wltk
https://i.imgur.com/arBYwRN.png Introduction Are you tired of asking each AI's price for your items to see who pays the most? This mod provides you an interface to see all AI's offers for the items you want to trade, in sorted order. Now you only need to c...
Real Balanced Pantheons (AI)
Created by infixo
This mod requires Gathering Storm. Supported languages: English, Polish, Russian. CivFanaticsGitHub Overview Changes and tweaks to Pantheons to help AI choose better and in the process make some of them attractive for human players. RBP is a result of my t...
Real Meteors
Created by Spectrum
Introduction No more horses from outer space! Impact craters are not likely to provide you with cavalry. Meteorites tend to deliver some (metallic) rocks to the surface, and that's exactly what Real Meteors is made for! Features Visiting a Meteor Site no l...
Religion Expanded
Created by p0kiehl
Summary Religion Expanded raises the founded-religions-per-game cap to a maximum of 16, introduces more than 40 new beliefs, and adds new, fully-customized religious buildings. In short, religion becomes more dynamic and personalized. Additionally, the tex...
Removable Feitorias
Created by Sailor Cat
Enables the removal of the Feitoria improvement....
Remove Mountain Tunnels
Created by TearsInRain
Sick of the AI turning beautiful defensive positions into Swiss cheese? Think it's silly that you can tunnel through the Himalayas by putting a tunnel on each side? No more! This mod completely removes mountain tunnels from the game....
Remove Pet
Created by Sailor Cat
Remove the Scout's Pet action. Meant for use with the Scout Cat DLC, since the latest update adds a non-functional button to the unit actions bar (but works without the DLC)....
Renewable Energy Complexity
Created by JNR
Renewable Energy Complexity makes everything about renewable energy in the late eras more engaging and rewarding. Receive more green electricity with smart placement of improvements and transfer that green electricity to other cities (or even other civiliz...
Resource Extraction Efficiency
Created by 56Múmia
All strategic resources have improved extraction through technologies. So, for instance, Iron is discovered with Bronze Working and starts extracting 2 per turn with mines. After Machinery is discovered, all improved iron sources have their extraction impr...
Reveal Secret Society Promotions
Created by Fuzzle
Shows all promotions for secret societies instead of hiding the later promotions until you have the prerequisite promotion. Non-Steam users: You can download this mod at this link. To install the mod, unzip the folder to the following location: Documents\M...
Roads Don't Use Charges
Created by Sailor Cat
This mod makes it such that roads don't use build charges. Because it makes use of a table that was added in Gathering Storm, that expansion is required. So that you may build a road from your heart to those of your neighbors. Then dominate them....
Rosetta - Dynamic City Names
Created by SeelingCat
Ever wish cities were a bit more dynamic? That the cities you conquered felt like they were a part of your empire now? Then this mod is for you! Rosetta - Dynamic City Names changes cities' names according to their owner. It also prevents duplicate names f...
RwF: Custom Historic Moments
Created by JFD
Adds support for custom Historic Moments added by other mods to function, for instance, for my RwF: Revised Governments. If modders wish to add their own custom historic moments, see the mod above. This mod is a part of a series of mods called 'Rule with F...
RwF: Great Theologians
Created by JFD
Adds the Great Theologian as a new Great Person Class. Great Theologians are generated using Great Prophet Points, and offer a variety of distinct effects. Also disables the Faith generation from running out of accessible Great People from a given class. T...
RwF: Great Theologians Secret Societies Patch
Created by Retheri
This is a compatibility patch between JFD's RwF: Great Theologians and Secret Societies game mode introduced in New Frontier DLC. This patch adds great theologian faith bonus to ley lines. Now with appropriate governor promotion, for every great theologian...
SEOWON DISTRICT: Unique Models
Created by Albro
https://i.imgur.com/LJ5ZrA0.png Effects: Purely visual update to the Seowon district that provides unique models for the Library, University, and Research Lab buildings. In vanilla Civ, several unique districts such as the Suguba, Cothon, and Ikanda receiv...
Sailor Cat's Emergent Goody Huts
Created by Sailor Cat
What it does. When the game enters a new era, new goody huts may pop up on the map. How it works. Upon entering a new era, the mod counts your map's remaining goody huts. It then compares that to two numbers: the previous era's count, and a fraction of you...
Sailor Cat's First to Circumnavigate
Created by Sailor Cat
Brings back the Civ IV mechanic: The first civilization to circumnavigate the world gets +1 movement to all naval units. All players will be notified when the first civilization has circumnavigated the world. https://i.imgur.com/g1NTtvT.png Needs either Ri...
Sailor Cat's Ranger Cats
Created by Sailor Cat
Replaces the Ranger's dog with cats. Requires the Scout Cat DLC. (The Scout Cat DLC changes the scout's dog to a trio of cats, and you get the Scout Cat DLC by linking your game with a 2K account. After launching the game, you should see the option in the ...
Sailor Cat's Relics Plus
Created by Sailor Cat
Get your relics yesterday! Keeps relics rare while adding more reliability to their acquisition. Unexplored Ruins Like goody huts but much harder to come by. Delve into the depths of these ruins to discover a free relic, or a large sum of gold if you have ...
Sailor Cat's Watchtower Improvement
Created by Sailor Cat
Introducing the watchtower improvement, which can be built by recon units, such as the scout, to help your civilization better explore and monitor. Occupying units have +2 Sight and can see through woods and jungles. +1 Sight for units occupying adjacent E...
Sailor Cat's Wondrous Goody Huts
Created by Sailor Cat
Introduces 10 new tribal village rewards, including:Your unit discovers a new natural wonder. A random resource in your territory. A random unique unit. A random unique improvement in your territory. A random policy. Your unit has its formation upgraded. Y...
Specialist Progression
Created by JNR
All district buildings now upgrade Specialist yields, making their value progress more smoothly throughout the game. Specialist slots and yields are also added to specialty districts which did not have any before. Specialists also consume only half the Foo...
Starting Builder
Created by NoShotz
This mod makes it so you spawn with a builder in addition to the starting warrior and settler. Features: Everyone (including AI players) start with a builder in addition to the starting warrior and settler Compatibility: Compatible with my Starting Scout m...
Starting Scout
Created by NoShotz
This mod makes it so you spawn with a scout in addition to the starting warrior and settler. Features: Everyone (including AI players) start with a scout in addition to the starting warrior and settler Compatibility: Compatible with my Starting Builder mod...
Stone rocks!
Created by JNR
Buffs the Stone resource: now grants +2 Production instead of +1 and it can also spawn on plains, plains hills, and desert hills, not just grasslands. New Quarry model has also been added just for desert, without any out-of-place grass patches. Benefits no...
Suburban Roads
Created by JNR
Automaticlly builds roads around districts. For those who feel it's wrong that roads got oursourced to merchants and wonder how citizens who walk to work every day do not leave any trail. Roads are automatically built around city centers and specialty dist...
Sukritact's Barbarians--
Created by sukritact
Nerfs Barbarians by preventing them from spawning Horse Archers and HECKING QUADQUIREMES before you even have your economy up and running. Changes: Barbarians can only spawn Cavalry if within 3 tiles of Horses (was 5) Coastal Barbarian unit spawn interval ...
Sukritact's Embarkation++
Created by sukritact
https://i.imgur.com/1UAbU2D.png Even been stuck on a tiny island with no way to grow? Even been annoyed by not being able to grab that glorious spot next to the Great Barrier Reef because of the nasty coast in the way? Well I have a mod for you! Now ALL Ci...
Sukritact's Oceans
Created by sukritact
https://i.imgur.com/1UAbU2D.png May not be compatible with Yet Not Another Map Pack. Your mileage will vary. https://i.imgur.com/Nlx9yDp.png Oceans is a brand new Game Mode that will breathe new life into the world's coasts, with new resources, new feature...
Sukritact's Policy Manager
Created by sukritact
https://i.imgur.com/1UAbU2D.png Adds an alternative method of selecting Governmental Policies because: Policy Cards feel really gamey Drag and drop can be somewhat finnicky This mod adds an alternative UI you can use instead. This screen will pop up when y...
THANH DISTRICT: Unique Models
Created by Albro
THANH DISTRICT: Unique Models https://i.imgur.com/QWpL7zk.png Effects: Purely visual update to the Thanh district that provides unique models for the Baracks, Stable, Armory, and Military Academy buildings. In vanilla Civ, several unique districts such as ...
Tomatekh's Historical Religions
Created by Tomatekh
This mod adds additional historical (pre-modern and indigenous) religions to the base game. Leaders previously lacking a religious preference (Aztec, Greece, etc.) are updated to prefer an appropriate historical religion. Several additional generic icons a...
Trader Mercenaries - Protect Traders Policy Card
Tired of protecting your Traders? The game does not even have a mechanic to let your military units to follow a Trader! Now for some costs, the Mercenaries will ensure that no one can disrupt your cash flow. Add a new Military Policy Card "Trader Mercenari...
Denser Vegetation (Standalone)
Created by JNR
Welcome to the Jungle! No more social distancing for trees. Turn your forests into actual forests with dense growth. Also gives forests unique looks based on terrain so you can still identify what's underneath based on the type of forest you see. The chang...
Wetlands
Created by JNR
Wetlands are among the world's most productive ecosystems. Throughout history, many people have relied on them to provide for their needs - food, construction material, and fuel. In Civilization VI, however, they are barely represented, and only with very ...
Z City Center Yields
Created by Zur13
City centers slightly improved in each era: Ancient Era (4000 BC) - no bonus. Classical Era (1600 BC) - +1 production. Medieval Era (120 ~ 200 AD) - +1 production, +1 faith. Renaissance Era (1100 ~ 1200) - +1 food. Industrial Era (1625 ~ 1675) - +2 product...
Z Unit Promotions - Always Allowed
Created by Zur13
Allows to promote unit even if unit has no movement points left. This mod affects the human player units only. AI players can't promote units with 0 movement points left but you can use the Z Unit Promotions - AI mod to compensate the difference....
Zee's Fewer Trade Offers
Created by _Zee
This mod is for those who are tired of being spammed every turn with offers from the AI for your Great Works and friendship. Increases turn cooldown for friendship offers from 5 to 30. Increases turn cooldown for peace offers from 3 to 10. Increases turn c...
Zee's More Reliable Reactors
Created by _Zee
This mod extends the life of nuclear reactors before they start running into risk of accident. Overview =================================================== Vanilla values set the minor, severe, and catastrophic turn timers to (10, 20, and 30) respectively....
Zee's Strategic Resource Overhaul
Created by _Zee
It makes me really sad that Firaxis introduced this awesome new resource management feature in GS and then barely utilized it. It's also been a long-time disappointment that certain resources like Iron and Horses become completely pointless after an era or...
[Auto Version]Production Overflow Bug Fix
Created by D
Did you feel the actual production is less than it shows sometimes? Did you notice that the overflow is less than expected? Are you enough with the production overflow bug? Here comes the partial solution! It will automatically apply the production overflo...
[GS] Leugi's City Styles Pack
Created by Leugi
Adds some new City Styles, Canals and Monuments for Gathering Storm, and allows modders to use XP City Styles for their own civilizations. I suggest using this with any of the mods that allow max zooming because they are pretty if I do say so myself. IMPOR...
p0kiehl's Better Aqueduct
Created by p0kiehl
p0kiehl's Better Aqueduct This mod buffs the Aqueduct district to make it more worthwhile to build and boost Tall play a bit. Mod Effects Great People Points: +1 Great Engineer Point Adjacency: Minor Food adjacency bonus for other districts, and a standard...
p0kiehl's Better Encampment
Created by p0kiehl
p0kiehl's Better Encampment This mod buffs the Encampment district to make it more worthwhile to build and boost Tall play a bit by offering more Housing. Mod Effects Adjacency: Minor Production adjacency bonus for other districts, and a major Production a...
p0kiehl's Improved Specialists
Created by p0kiehl
p0kiehl's Improved Specialists FULLY COMPATIBLE WITH GATHERING STORM! Specialists in Civilization VI provide lackluster yields. In order to make them more useful and buff Tall play, this mod increases the yields of specialists and adds specialist slots to ...
Archers and Walls
Created by localdisk51
Ranged units such as the Archer, are no longer able to do any significant damage against city walls. Ranged siege units are the only ranged units that can damage city walls. Designed to be used with my Naval Bombard mod that makes Frigates and newer naval ...
Anti-Tourism Policy
Created by WillaWillNot
Adds the Closed Country policy, which nullifies all generated tourism, preventing the user (but not their competitors) from winning a Culture victory. This is particularly useful if you want to use monopolies for their economic benefits, but don't want the...
Real Strategy (AI)
Created by infixo
New version 2.3.1 as of 6.08 - AI should build Walls. The mod is currently being updated. I will try to address suggestions and fix problems reported since v2.0. Contributions in various forms are welcomed. Please contact me via GitHub. Different approach ...
Production From Population
Created by p0kiehl
Gathering Storm compatible! Production From Population This mod is intended to be a buff to Tall play. Every citizen in your city will passively produce Production (similarly to Science and Culture). The result is that it becomes much more worthwhile to gr...
Remove Summoning Sickness
Created by Sailor Cat
All units no longer need to wait a turn to act after being purchased....
Sailor Cat's Upgrades Keep Unique Abilities
Created by Sailor Cat
Don't Wait! Get Your Upgrade Today! Similar to Civ V, upgrading a unique unit will pass on its unique abilities. Subsequent upgrades to the same unit will continue to pass on these abilities. This includes unique abilities such as great general points from...
No Obsolete Unique Units
Created by Sailor Cat
Unique units will no longer become obsolete upon unlocking certain civics or technologies. Meaning you can continue to train them until the end of the game, but can also train the units they'd upgrade into, if any....
Unique District: Eanna (Sumer)
Created by JNR
https://i.imgur.com/ABNLBkh.png Adds the Eanna, a new unique district for Sumer, replacing the Holy Site. The Eanna has its own adjacency bonuses focused on urban cores around rivers as well as Ziggurats, to which it provides further yields throughout the ...
Unique Improvement: Castrum (Rome)
Created by JNR
Adds unique graphics and bonusesfor the Roman Fort, which has been renamed to "Castrum". The graphics include a version with wooden palisades and tents for the classical era and a stone version for the medieval era and beyond. Further, some decorative elem...
Unique Building: Dojo (Japan)
Created by JNR
A Dojo for Hojo! Let the minds and bodies of your soldiers become one as they cultivate your famous martial arts in these halls. The Dojo is a new unique building for Japan, designed with various bonuses around the core theme of Japan's civ design, and it ...
Unique Reworked: Qhapaq Ñan (Inca)
Created by JNR
Reworks the Qhapaq Ñan to be more central to the Incan economy. The Qhapaq Ñan now gets +1 Gold and further +1 Gold from speciality districts in the city, rewarding cities with large populations. BUT: you no longer get free Food on mountains from Terrace F...
Unique Reworked: Carnival (Brazil)
Created by JNR
Brazil can build both unique districts in the same city. Completing the Carnival in a city with both the Street Carnival and the Copacabana grants +1 Era Score (repeatable). Requires Gathering Storm.. Compatible with Civilizations Expanded. For even more f...
Unique Reworked: Yongle (China)
Created by JNR
Replaces Yongle's yields from citizens with city center adjacency for all districts. I always wanted to make a civ or leader having such a bonus because building districts next to the city center creates those sprawl buildings that look nice. Always had co...
Unique Building: Dragon Kiln (China) - 龍窯 / 龙窑
Created by JNR
Adds the Dragon Kiln (龍窯 / 龙窑), a new unique Industrial Zone building for China. The Dragon Kiln enhances your Industrial Zone specialists and in cities with a Governor also grants the unique luxury resource Porcelain. The model is based on the Nanfeng Kil...
Unique Building: Kūrag (Scythia)
Created by JNR
https://i.imgur.com/ABNLBkh.png This mod adds the Kūrag ("Forge" in Middle Persian), a new unique building for Scythia. A unique building for a nomadic civ? Yes, you heard that right. The Scythians were famous for their horse archery, but also their metall...