Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Type: Mod
Mod: Crises
File Size
Posted
Updated
197.010 KB
23 Oct @ 8:20pm
23 Oct @ 11:15pm
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More Crises

Description
More Crises Civ VII Mod

Author: austineamonn

Version 1.0.1

Adds new crises to the Antiquity and Exploration age. More Crises to come!

Current Mod:

Adds a Famine Crisis to Antiquity and an Inflation Crisis to Exploration.

Famine Crisis - Antiquity

Crisis policies reduce the food output of your settlements. Settlements with negative food will pillage buildings. You are given a choice at the first level of the crisis, where you gain policies that hurt towns or hurt cities.

Policies - "Send the masses to the Towns"

  1. Empty Storage: -5 Gold on Warehouse Buildings in Towns.
  2. Overworked Farmers: -75% Production and Food in Growing Towns.

Policies - "Let them build shanty towns in the Cities"

  1. City Slum: -5 Gold on Food Buildings in Cities.
  2. City Migration: -50% Growth Rate in Cities.

Policies - Second Crisis Level

  1. Food Insecurity: -5 Food on Urban Districts.
  2. Knowledge Loss: -2 Science from Specialists.
  3. Death of the Artists: -2 Culture from Specialists.

Policies - Third Crisis Level

  1. Resource Scarcity: -1 Gold and -2 Food on Resources.
  2. Underserved Communities: -6 Food in settlements with unfilled Resource Slots.

Age Transition Unlocks:

Just like the in game Crises, you can unlock extra cards at Age Transition if you meet certain conditions.

Card Name
Effect
Unlock
Cost
Fisheries
Gain the Cartography Tech for free and +50% Production towards Wharfs.
Have 5 Fishing Quays.
2 Militaristic Points
Starving Workers
+50% Food and Happiness towards maintaining Specialists.
Have 6 Specialists.
2 Scientific Points

Inflation Crisis - Exploration

Crisis policies reduce the gold output of your Settlements. Some policies also generate Treasure Fleets from Distant Land Settlements, at a cost.

Policies - First Crisis Level

  1. Land Tax: -100% Gold in Distant Land Towns. Distant Land Towns generate Treasure Convoys worth 1 Treasure Fleet point each.
  2. City Tribute: -100% Gold in Distant Land Cities. Distant Land Cities generate Treasure Convoys worth 1 Treasure Fleet point each.

Policies - Second Crisis Level

  1. Rent Hike: -5 Gold on Urban Districts in Homeland Settlements. Distant Land Settlements generate Treasure Convoys worth 1 Treasure Fleet point each.
  2. Worthless Treasure: -3 Gold on Treasure Resources.
  3. Debasement: +100% Building Purchase Cost.

Policies - Third Crisis Level

  1. Price Revolution: -10 Gold on Gold Buildings in Cities.
  2. Hefty Tribute: - 15 Gold in Towns. +1 Movement on Embarked Treasure Convoys.
  3. Embargo: -6 Gold per Imported Resource.

Age Transition Unlocks:

Just like the in game Crises, you can unlock extra cards at Age Transition if you meet certain conditions.

Card Name
Effect
Unlock
Cost
Investor Wealth
+3 Gold on Gold Buildings.
Have positive Gold per turn at the end of Exploration.
2 Economic Points
Endless Trade
+1 Trade Route Limit with all other Leaders.
Have 10 Trade Routes.
2 Cultural Points

Known Bugs:

  • When gaining Treasure Fleets with the Inflation Crisis, if the Settlement already produced Treasure Fleets, the number shown will be wrong. This is just a visual bug, as upon unloading the Treasure Fleets the correct amount of Treasure will be given.

Latest Update:

Added unlockable cards at Age Transition.
8 Comments
Pastoru Just now 
@ChurchBus, when you set up a game, it's in the advanced options. You can chose to get no crisis, or to remove those you don't like, you can also turn off legacy paths, etc.
Melkor Unchained 29 Oct @ 4:30pm 
Go outside: inflation
Get on Civ: inflation
Look back to the beginning of the universe: cosmic inflation

No escape.
ChurchBus 29 Oct @ 12:47am 
@MarshmallowBear How do you turn them off. Cannot see an off switch anywhere!
MarshmallowBear 28 Oct @ 5:16pm 
@ChurchBus just turn them all off.
ChurchBus 28 Oct @ 5:17am 
Would it be possible to include a "No Crisis" option!
m_mus 27 Oct @ 1:52am 
Would be consider overhauling the current crises as well? I for one find some very fun and impactful (barbarian invasion in antiquity, e.g.) and other nearly negligeable in their effects (plague in antiquity, e.g.).
Looks quite interesting so far!
Jägermeister 25 Oct @ 12:49pm 
i hope this is integrated into the game at some point, it was such a boring cycle in every game having to get stuck between 2 crises. thanks for introducing more!
Za Ukrainjhiu 24 Oct @ 11:35am 
great idea