Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sui Generis - Regional Groups and Bonuses
397 comentarios
VModBAddict 12 MAR a las 19:55 
Can confirm mod conflict with HSD (Historical Start Dates) reported below - bummer, they make sense together. I feel like they used to work together (2-3 years ago) but can't confirm that
Peterbro 4 FEB a las 13:22 
Hi, could you add Old Slavic Civilization: Kievan Rus' whos in game name is Rurik created by notnka?
King of Winter 27 NOV 2024 a las 22:03 
can we add Merrick's Britons as well? or not?
Admiralen1728 26 OCT 2024 a las 7:15 
Hello I have a suggestion for an improvement, In Civilization Expanded you can work mountain tiles and hence build really great preserves, can this be integrated into this mod??
Peterbro 4 SEP 2024 a las 10:38 
Hi, I know I've asked this before but I really like this mod and was wondering if you could add these leaders to the game: Agamemnon (Dusk's Mycenae created by duskendawne), Killer Whale (Dusk's Inca created by duskendawne), Akhenatan (egypt created by teddyk).
camembert4u 18 JUL 2024 a las 6:43 
Additionally, I think that the Western European bonuses suffer compared to the Mediterranean ones; notably, the double diplomatic favour from city state suzerainty is pretty pathetic (comparing this to the Mesoamerican +2 combat strength from each city state makes it even more ridiculous). The full loyalty on coastal cities with governors on other continents is a little limited; maybe removing the coastal limitation would make it a bit more influential, given that the amount of governors one normally has its pretty small anyway, and you want them in your home core cities.

The third part of the ability I think might not work so well with tech tree mods such as Project 6T: Grand Eras, in which coal is not unlocked at Industrialisation. Maybe make it reveal coal as well as granting Industrialisation in order to cover those use cases.

The mod is fantastic though, thank you!
camembert4u 18 JUL 2024 a las 6:43 
I think that the Mesoamerican bonus is incredibly overpowered. +2 combat strength per city state adds up fast; it's ridiculous to have +40 combat strength all the time, which is not that hard to achieve, especially with the insane envoy point generation from captured cities. You can easily outpace a future-era envoy built civ in influence points by the classical era.

I think that the +2 combat strength bonus per suzerained city state should be nerfed to +1, and maybe capped to something a little more sensible, like +20 cs or something similar.

The influence points from captured cities should also probably be capped to +15 or something of that degree, which is already huge.
Darklord 11 JUL 2024 a las 13:32 
Actually I tweaked it myself. I found x4 rather than size /2 worked well.
Darklord 3 JUL 2024 a las 7:15 
I was wondering if you would consider buffing Caste System? I was watching an Ursa Ryan play through and it never did give any sort of worthwhile burst.

Anyhow, fantastic mod! I've used it for several games and really enjoy it.
i love cute chinese boys :3 30 JUN 2024 a las 14:24 
is this mod compatible with port lime iran mod? I cant see the shahanshah bonus in nader shah port lime iran civ
Daepapa 10 JUN 2024 a las 13:42 
@checkedstream922 don't seowons count as campuses?
-1 Stability Hit 7 JUN 2024 a las 21:55 
is there a version for just R&F? some of the other mods i want to try out with this are R&F only.
checkedstream922 2 JUN 2024 a las 13:50 
I found a bug in the "Sui Generis - Regional Groups and Bonuses" mod, playing as Korea, their regional bonus gives great writer points from campuses, but since Korea has Seawons they don't receive that bonus. Is this intended?
starverse 24 MAY 2024 a las 1:42 
How does this mod works? Does it includes the civs and if it doesnt, the civs that are outdated cannot be played am i right?
pabloalejandromedinaayala 1 MAY 2024 a las 7:43 
persia unique district didn´t work with city lights Borough Districts, the commercial hub replacement don´t recive the borouht districts bonus except for the normal adyacenci bonus fron districts
Mr. Rocky-Bruce 16 MAR 2024 a las 18:39 
I don't know if it has been reported yet, but this mod breaks the "TSL Earth Huge" map type, making the civs spawn in random places instead of their TSL. For example: Playing as Trajan/Rome I end up starting in Spain, Russia, Africa etc. instead of Italy.
edgardo85 28 FEB 2024 a las 14:30 
Awesome mod. But as The Comfiest Wiggler said, for the Berbers they can be put in the Sahelian Group and it also would be ok and the bonus is gonna be more consistent with their traits than the Magherbi group.
MarshmallowBear 14 ENE 2024 a las 19:40 
Questiona bout the Kemetic (I ran a quick game, I'm in love with the concept, the Cultural Diversity mod in 5 was one of the more fun ones to have) trait, are you checking if the resource is visible? I noticed in my game a grass hill had 3 food 1 production on it, I assume there was a resource there.
yug civ asset 26 JUN 2023 a las 8:30 
can add china's mao zedong(People's Republic of China.ver) ?
RezeDevilUwU 22 JUN 2023 a las 18:15 
You should've made a different bonus for Bolivar, it's too specialised for Brazil to the point it basically does nothing for Bolivar's play style :(
GrimSigil 7 MAY 2023 a las 15:50 
I'm again reposting a mod conflict, thoroughly verified and correct this time. Since the April update and possibly before, this mod conflicts with Historical Spawn Dates, regardless of whether or not Colonization and Raging Barbarians are enabled. I'm not a modder and the logs don't make much sense to me, but I'll be very happy to share them with anyone who might be able to help. I don't really see why these mods should conflict. The errors seem to have something to do with Nusantaran and Himalayan. Perhaps SeelingCat will have some ideas? I will also post this to the comments for Historical Spawn Dates. What gets me is that I don't think the conflict used to exist. Maybe it has something to do with some changeds made with the release of the Leader Passes?
RwbyMoon 22 ABR 2023 a las 0:21 
Thanks for it ! :p
RwbyMoon 17 ABR 2023 a las 2:19 
Hello @SeelingCat ! Do you think my Lithuania (probably into Central European, especially since Strudeler's have already been set to it) mod could be integrated into Sui Generis support ? ^^
Hoshi 10 ABR 2023 a las 3:53 
This is one of my favorite mods but i can't start a game with it right now, I don't use Civilizations Expanded so I don't know what other mod could possibly be conflicting with it.. :(

I supose i got a conflict with something because when I activate all of my mods with Sui Generis the game doesn't start, If I turn off just sui generis game starts normally but if i try to load only Sui generis it works too
Peterbro 19 MAR 2023 a las 14:42 
@SeelingCat YOUR THE BEST MAN! I didn't think you would actually respond thanks man.
SeelingCat  [autor] 19 MAR 2023 a las 14:12 
@Killmyself Peter - Request Granted!

@CodedPandi - It's because Poundmaker was a Plains Cree chief
Peterbro 17 MAR 2023 a las 11:34 
Is it possible the mod could be updated to add these leaders to groups, Theodoric, Spearthrower Owl, Sepe Tiarauju, Po'pay, Pi Ngbe, Jade Spider, Ideas Alauma and 'Otse. Sorry if this is a big ask but these are some of my favorite leaders are from merrick, JFD, You, and a bunch of other creators that already have mods that work with Regional Groups.
Anataji 28 ENE 2023 a las 17:33 
Does anyone have a collection of compatible modded civs?
CodedPandi 31 DIC 2022 a las 10:38 
I am extremely confused why the Cree are part of the great plains cultural group when they barely benefit at all from it, where as they lean way more into the woodlands cultural group in terms of bonuses and benefits
Patricida 15 OCT 2022 a las 1:10 
Mod is cool but I've noticed that Hordes of the Steppe ability to increase population with clearing barbarian camps doesn't work with Barbarian Clans mode enabled.
Lucius, the Heavenly Dragon 4 OCT 2022 a las 4:36 
@Jesse I think all of Sukritact's Mods are supported.

I know from personal experience that Tibet certainly is.
ConnieOfTheWolves 30 JUL 2022 a las 14:19 
Babylon with Grand Eras installed and Shuffle mode on seems to give a random starting civic
Jesse 17 JUL 2022 a las 13:55 
Love this mod! I've used it for years. It really adds some wonderful spice to every civilization it effects. Have you ever considered adding more recent mods like Sukritacts Civs. For example, I won't say that it would be balanced (it might even be hilariously broken), but Sinic group feels perfect for Tibet led by Lobsong.
Kev 17 FEB 2022 a las 5:16 
Getting an error when starting rise and fall, anyone know a fix? I've tried with no other mods being loaded so it's not a compatability issue.
Metroxide 16 FEB 2022 a las 8:19 
@Excel.exe did you ever find any problems?
No Name Legion 5 FEB 2022 a las 10:55 
steam says the link for the ability descriptions is malicious
Excel.exe 3 ENE 2022 a las 19:11 
What does it mean when it says "Things may behave unexpectedly with Civilizations Expanded enabled" are there any specific problems?
hyeonse's cookie 4 NOV 2021 a las 10:56 
Can't edit comments... Well, Turkic is also another one! Anatolian, perhaps?
hyeonse's cookie 4 NOV 2021 a las 10:55 
I was looking through the list of civ groups and I noticed that Sinic Group is the only one that specifically refers to a nation in the region. The constituent civs are definitely unified by the Sinosphere culture group, but would "Far Eastern" as the group name not be more in line with the rest? Vietnam is geographically SEA, but it's the easternmost of its region...

Great mod, by the way. :) Having a ton with it and it helped me retread some classic experiences.
Pilatian 24 AGO 2021 a las 17:50 
I fixed the issue below by adding direct support for the Hittites in your CivAssignments.sql. For whatever reason it doesn't look like the support in Merrick's is working.

('CIVILIZATION_MER_HITTITES', 'SG_LEADER_MESOPOTAMIAN'),
Pilatian 24 AGO 2021 a las 2:37 
Originally posted asking about adding support for Merrick's Hittites, but it appears it actually is supposed to be supported and there's just a bug. They do not receive the population or Code of Laws unlock upon founding their first city. No idea if they receive the farm bonus.

I tested a few times to make sure and consistently reproduced it; other Mesopotamian civs appear to be working correctly.
Trail Blazers 19 AGO 2021 a las 3:46 
Hey! I translated the mod into Russian. Please add it.
https://drive.google.com/drive/folders/1TfXz76akf8Kx5hanKFxNjuohAOp9X9tH?usp=sharing
Lucius, the Heavenly Dragon 16 AGO 2021 a las 4:36 
Ah, good to know.
It's alright, I know you must be a busy Cat, Seeling. Making so many amazing mods.
SeelingCat  [autor] 14 AGO 2021 a las 9:29 
@Lucius - Sorry about that! That's the variant bonus for that group for those who are playing with a mod that already allows for Unique Improvements to persist to other owners.
Lucius, the Heavenly Dragon 13 AGO 2021 a las 18:31 
I would very much appreciate knowing what the VAR on the third bonus in the Turkic Group means. The Original Ability works fine, so I'm kinda confused.
SeelingCat  [autor] 13 AGO 2021 a las 15:40 
@Venti; BricmasterE - The Mediterranean group is functionally a non-classical Southern Europe grouping (note that modded Italian civs are also placed there); and the Classical group is meant for, well, Classical-era civs in the Mediterranean world. The third Classical ability was directly inspired by Greek and Phoenician colonization.
BrickmasterE 13 AGO 2021 a las 15:15 
I agree with Venti, Phoenicia should be in the Mediterranean group instead of the Classical group. As it stands right now, the Mediterranean group might as well be called the Iberian group since only Spain and Portugal are included. Plus, Phoenicia is one of the most famous examples of a Thalassocracy, which is literally the name of the Mediterranean group bonus lmao

Not to mention that the ability fits better as Phoenicia was known for its coastal colonies.
Lucius, the Heavenly Dragon 29 JUL 2021 a las 20:33 
What does the VAR on the Turkic Migrations mean on the Google Sheets?
Bad to the Bone 17 JUL 2021 a las 10:14 
I dont know if you guys take balance suggestions but Season of the Inundation is so massively powerful that we have to flat out ban Egypt and Nubia every MP game.