Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Civilization Remake: China (Centralization)
   
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16 Sep @ 2:55am
19 Sep @ 8:19am
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Civilization Remake: China (Centralization)

In 1 collection by OftenOviour
OftenOviour's Civilization Remake Series
4 items
Description
Civilization Remake Series typically focus on civilizations with low pick rates and mediocre mechanics, but there are exceptions. The original Chinese civilization's traits are certainly not weak, but they often feel too generalized and don't quite fit the abilities of some leaders (though this mod also provides universal traits, they are at least without the stringent requirement of rushing wonders). Therefore, I decided to create a series of mods that remake the traits of the Chinese civilization. On one hand, this aims to better align with other Chinese leaders instead of only Qin, enriching players' choices; on the other hand, it seeks to showcase more of China's unique qualities, allowing the profound historical heritage of China to be more fully represented in the game.



Centralization

"One Central Secretariat was established, along with eleven Provincial Secretariats... The Central Secretariat holds the reins of the empire, while the ten secretariats divide its governance." —"Taiping Jinjing Ce"

Although many people often regard "feudalism" as a unified characteristic of ancient Chinese dynasties, China actually moved away from the most typical "feudal" system over two thousand years ago. "Feudalism" is a combination of "enfeeffment" and "establishment." The Spring and Autumn Period was the era with the most distinct feudal characteristics. From the Warring States Period to the Qin and Han dynasties, generations of feudal lords and emperors consolidated their power through exploration, continuously seeking more efficient and stable methods to control their ever-expanding territories.

Since the Sui and Tang dynasties, the Three Departments and Six Ministries system further strengthened imperial power, and Centralization began to take shape in the capital and nearby regions, with "enfeeffment" nearly becoming a formality. Learning from the lessons of previous dynasties, the Yuan Dynasty established the provincial system, completing the final piece of the puzzle for Centralization. From then on, the emperor, seated high upon the dragon throne, truly achieved (at least when the system functioned well) control over every inch of this vast empire.

During the Ming and Qing dynasties, the emperor's power reached its peak. However, overly stable imperial power led to excessively conservative administrative philosophies, hindering China's social progress and ultimately resulting in the Century of Humiliation. Entering the modern era, the imperial system ended, but this system, born from the ambitions of imperial power, was not abandoned. Stripped of its imperial exterior, the multi-tiered government system of Centralization has fully demonstrated its advantages in governing giant country and advancing large-scale projects. Of course, history has also shown its drawbacks in certain situations, and it still requires refinement.

This mod focuses on showcasing the achievements of the Chinese civilization in exploring national governance systems. To this end, the civilization's abilities have been modified, and a unique district, the "Central Secretariat", has been added. For balance and thematic considerations, the original unique unit "Crouching Tiger" has been removed (A mod patch that can merge all these traits for players who need is provided Here)).



Civilization Ability: Centralization
Each city except the Capital provides +1 Science, Culture and +2 Production, Gold and +1 City Defense for the Capital. Cities within 6 tiles of the Capital receive +8 Identity. If established in the Capital, Governor stretches base ability effect and Tier 1, 2 ability effects to all cities within 6 tiles from the Capital, numeric ability of Tier 2 -50% effect; If additionally having at least 4 titles, Governor stretches base ability effect to the entire Empire.
"numeric Tier 2 abilities" : "Resource Manager-Black Marketeer", "Educator-Grants", "Merchant-Tax Collector"
To those who don't know mechanism well: when you settle your first city, you gain a original capital (also a capital). This ability only functions to Capital, which means the Original Capital won't enjoy it after you transfer your Capital.

Unique District: Central Secretariat
Chinese unique district that replaces Government, turning the owner city into Capital. Grants a Wildcard Policy Slot upon completion and allows the owner city to construct an extra District.
"turning into Capital": This does not mean it becomes the original capital (the one required for a conquest victory). Be sure to protect your original capital!



Some missing graphical resources (such as historical moment illustrations) are normal and will be added later.Now Added.
6 Comments
Yumi 12 hours ago 
will you make submod or mod compatiblity for "Manor District and Great Agriculturalist"? i think that mod would complement well with your mod theme
OftenOviour  [author] 20 Sep @ 3:41am 
I have strengthened the ability, Tier 2 abilities of Governors can stretches too.
OftenOviour  [author] 19 Sep @ 8:31am 
增强了一下,二级能力也能辐射了。
OftenOviour  [author] 18 Sep @ 10:03pm 
嗯,如果你看到加成全部消失,那是文明6自己UI系统的问题,只是显示BUG,下一回合就会正常显示。
OftenOviour  [author] 18 Sep @ 10:02pm 
转变首都就是把文明能力的所有效果转移到新城市,原始首都不再享受这些效果。中书省迁都主要是为了防止原始首都位置太烂导致吃得到加成的城市太少,你要说有什么额外加成的话……城邦1使者的能力加成给两份算不算……
kevin law 18 Sep @ 8:12pm 
或许是我理解错误,原本以为分城建造中书省后,该城也能享受中央集权的效果,结果不是。那么请问该分城转变为首都后有什么加成?