Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strudeler's Civilization VI Deluxe
67 Comments
Strudeler | Tatary  [author] 6 Sep @ 9:34am 
It's an option in advanced setup, @Swinky. Try it on 2.
Swinky 6 Sep @ 9:06am 
@Strudeler is that a certain file or an option within the game itself?
Strudeler | Tatary  [author] 6 Sep @ 8:43am 
Move the Religions: Hist. Religions option to 2, @Swinky. Asenism was likely removed from option 1.
Swinky 6 Sep @ 8:24am 
line** 654
Swinky 6 Sep @ 8:24am 
@Strudeler found it, it's like 654 and it's [530645.058] [Gameplay] ERROR: Invalid Reference on FavoredReligions.ReligionType - "RELIGION_STR_ETHNO_GERMANIC_ASENISM" does not exist in Religions
Strudeler | Tatary  [author] 5 Sep @ 5:49pm 
Could you look in your Database.log for any line that includes 'invalid,' @Swinky? Logs would be appdata.
Swinky 4 Sep @ 4:19pm 
@Strudeler the modifications for the civs are much more unique it seems, But thank you! Also on a side note when the wolfenstien mod and this mod are active together it gets a failed to load error when starting a game.
Strudeler | Tatary  [author] 31 Aug @ 8:32am 
I wouldn't even dare to run both, @Swinky. Never tried. Looks like an immediate crash in the making. Even if the game were to load, I can guarantee the text changes would not mesh well.
Swinky 31 Aug @ 6:30am 
is this compatible with civilizations expanded? Or does it also modify the civs bonus's and other stats
Strudeler | Tatary  [author] 16 Jun @ 5:11am 
Are getting errors in the database log, @TsarDushan?
Authentic Serbian Hero 15 Jun @ 8:35am 
Doesnt work for me for some reaso
fascist-commieguy 6 Mar @ 3:47pm 
while it doesnt work with it, theres other issues besides incompability
fascist-commieguy 6 Mar @ 2:48pm 
it does not
Strudeler | Tatary  [author] 5 Mar @ 6:04am 
I have not tried in a long time, @Fas-Comguy.
fascist-commieguy 5 Mar @ 1:49am 
do mods that add more units work with this mod
Strudeler | Tatary  [author] 4 Mar @ 9:00pm 
Update is out. New vision game mode. Revised mod support. New policies. New buildings. New Peacekeeper and Child Soldier units.
Strudeler | Tatary  [author] 24 Nov, 2024 @ 10:57am 
Update is out. Support for Domitian, Belarus, and Navajoland. Revised Pantheons and Beliefs.
Strudeler | Tatary  [author] 23 Sep, 2024 @ 1:38pm 
Update is out. Support for Numa, Prithviraj Chauhan, and Rajasthan. Minor balance and text changes. Two new improvements for conserving Rainforest and Marsh tiles.
Strudeler | Tatary  [author] 12 Sep, 2024 @ 3:14pm 
Update is out. Major changes to governments and resources. Will be updating this mod as other mods are modernized over the coming months.
night rain 31 Dec, 2023 @ 1:01am 
This motherfucker expects me to unload all 200 of my mods and download his....
Motherfucker knows the fun of civ 6 is at war chess and improvement tho
Strudeler | Tatary  [author] 23 Sep, 2023 @ 7:37pm 
Save games were working for me, @FrankGoldberg, I am not sure if I can replicate your problem. If you are getting an error notification that takes you back to the menu then the database log will likely show an error, try using 'invalid' when searching. If the game ever hard crashes to desktop or shows an access violation then I don't think logs will track that issue. Sometimes updates by Firaxis cause issues with mods, it can be arbitrary. Usually when there are strange problems I ask people to verify files or reinstall, but, people rarely get back to me on if it works. Do you have all DLC? With the recent Leader Pass I added compatibility through SQL, allowing people that do not own the pass to play the mod without new dependencies. I specifically wrote files to work with or without the Leader Pass but I fear if Firaxis altered something.
Frank Goldberg 22 Sep, 2023 @ 3:24pm 
so when i turn the mod on, play a new game, save it, i cannot load it back. but when i turn the mod off, play a game, save it, i am able to load it back up. When i try to load a game while using the mod, it gives me the error that one or more mods aren't working, and gives me the options to manage my mods of exit to the main menu.
Frank Goldberg 22 Sep, 2023 @ 3:13pm 
it gives me the mod error that you would see when you try to start a game. I am not sure what to look for in the log files.
Strudeler | Tatary  [author] 21 Sep, 2023 @ 4:38pm 
What happens when the save fails, @FrankGoldberg? If it the is an error message that returns you to the main menu then does an error appear in your log files (logs were relocated to appdata by Firaxis some time ago).
Frank Goldberg 21 Sep, 2023 @ 4:17pm 
couldn't load saved games using this mod. Any reason why that would be?
rafer1997 20 Sep, 2023 @ 7:07pm 
Good to hear. Thank you.
Strudeler | Tatary  [author] 20 Sep, 2023 @ 9:18am 
If it loads for a user from menu to load screen to map screen then it will work; Firaxis seems to have only touched leader traits with the last update, @Rafer1997, meaning that only a handful of trait texts will be inaccurate. There is still the issue of crashes ever since the unit expansion, if playing the 1.2.0.1 update (the current one) for the mod before the recent Firaxis update worked without random crashes then it will probably be fine going forward. I did launch this mod in the last two days, it loaded without issue.
rafer1997 20 Sep, 2023 @ 5:52am 
Would you advise not using the mod right now to prevent crashes?
Strudeler | Tatary  [author] 18 Sep, 2023 @ 12:51pm 
Oh, I don't know, @Rafer1997. My desktop is no longer capable of running the game for a long period of time or when many civilizations or units are on the field. My playtesting is limited, which is why I moved back to YouTube. I haven't even had the willpower to update my civilizations as intended, so far only Ukraine and Delhi have been updated, and I had hoped to update all 40+ civilizations by Christmas. I don't know when I'll get everything done.
rafer1997 18 Sep, 2023 @ 12:18pm 
How soon will the mod be updated? Thanks for your work as always.
Strudeler | Tatary  [author] 3 Sep, 2023 @ 3:06pm 
I haven't even tried this mod since Firaxis updated the base game, @Rafer1997. I don't know if it's working, but I'll be forced to update soon.
rafer1997 3 Sep, 2023 @ 2:44pm 
Will this be compatible with the new update?
Spaceracer 7 Jul, 2023 @ 3:05pm 
Finally, proper Grand Strategy modding.
Strudeler | Tatary  [author] 23 Jun, 2023 @ 4:37am 
A while ago I considered making new pantheons/beliefs and projects grant diplomatic victory points. Instead I gave out a small amount of favour to keep the resource scarce, hence why Gandhi gained an additional point in his trait (so he wouldn't be locked into Faith). I may now add a new slider just for diplo vp, or adjust the existing congress slider to consider inflation. Thank you @IeeboX; I rarely played for congress before the slider and haven't considered inflation.
leeboX 23 Jun, 2023 @ 4:18am 
And one more thing - when Congress start at the Industrial age, the help emergency can snowball into an instant diplomatic victory and it feels like a fast run for the victory.
Strudeler | Tatary  [author] 23 Jun, 2023 @ 4:13am 
The Saoshyant is now due for a rework, thank you @LeeboX.
leeboX 12 Jun, 2023 @ 11:54am 
I stumbled on the issue, that even when you have Saoshyant belief, you can't buy him on the Globalization civic.
Cagativo 2 Jun, 2023 @ 10:07pm 
I love how you thought this mod, my favorite gameplay mod and I recommend "Radiant Better Unit Promotions" with this mod, is perfectly
Strudeler | Tatary  [author] 6 May, 2023 @ 1:04pm 
My wish for a star rating has been granted. To celebrate, today's patch has added an additional 30+ units.
Gundam Woundwort 15 Feb, 2023 @ 1:10am 
It would be great if this was compatible with 6T 😆
I had to remove it because I kept activating it by accident.
Strudeler | Tatary  [author] 18 Nov, 2022 @ 8:59am 
This game is getting DLC, again, yay. The plan going forward is to update the text for new leaders and "nothing else."

Okay, I have no doubt balance will get screwed over, so I will be adding criteria that will make the mod playable with or without the leader pass. Personally I think leader personas can be excessive which is why I don't bother touching the abilities for Teddy(s) or Catherine(s). As an example of balance getting wacky, have you seen Caesar's announcement? Everyone's favourite dictator gets a couple hundred gold for putting in the effort of conquest, that is minuscule! My Gaiseric leader in the Vandals mod dwarfs the Caesar ability; I feel a compulsion to 'fix' Caesar's shortcomings. Rome probably needs a rework, it is not as strong as were in vanilla years ago. The Leader Pass won't be required to play this mod, I would sooner make new forks if it comes to that.
d_iperione 3 Nov, 2022 @ 4:44am 
@Kharn
Thank you thank you.

I did a little test and you were right, it works, now i will try to install all mod ui, which i liked, and play with strudeler mod
Kharn 31 Oct, 2022 @ 10:13am 
@d_iperione some DLCs in this(or another) mod dependencies disables all non save depending mods upon loading, so you need to manually edit this mod .modinfo file located in steam\steamapps\workshop\content\289070\2493022278\ and delete DLC dependencies, tho of course you still need them to play mod correctly
d_iperione 27 Oct, 2022 @ 3:24pm 
@Strudeler of the Tart Society

Hi I have tried the following plugins, which you list as compatible in Strudeler's Civilization VI Deluxe and Compatible Items Lite:

City original owner info
unique district icon
appoint dynamic civ and leader name
greatest cities

And when you load a save, they also deactivate.
d_iperione 9 Oct, 2022 @ 10:40am 
@Strudeler of the Tart Society

"It sounds like these new units may have a new promotion class and will require new modifiers added to the policy cards."
Exactly

Then I try your new update :D
Strudeler | Tatary  [author] 30 Sep, 2022 @ 1:03pm 
Dear @d_iperione,

Today I released a major update. I will be looking into mod support for units, wonders, and natural wonders in a later update now. It sounds like these new units may have a new promotion class and will require new modifiers added to the policy cards.

Best Regards,
Strudeler Tarts
d_iperione 28 Jul, 2022 @ 5:14am 
@Strudeler
Same problem with Psiloi or Peltast class units
d_iperione 28 Jul, 2022 @ 3:27am 
@Strudeler

I noticed that if I use warfare with your mod, the social policies that increase production to build ships, do not work with ships bombard of warfare (ex. UNIT_GREEK_FIRE_SHIP). Can you do it compatble?
Strudeler | Tatary  [author] 6 Jul, 2022 @ 3:18pm 
Dear @Rafer1997,

I have tried YnAMP and it ended with crashes. I don't know what is causing issues. I don't often try modded maps on the workshop so I'm simply unaware of what TSL is available these days. I know Saph's maps, which often support my civilizations, requires YnAMP and thus don't work with this mod. Best I can do now is tell you that sooner or later certain features of this mod will be repackaged as separate mods (beliefs, policies, etc.), of course this mod would have to be 'finished' first (all things balanced and every change I ever wanted done). Eventually I will start releasing my own TSL maps (maybe).

Best Regards,
Strudeler Tarts
rafer1997 6 Jul, 2022 @ 8:33am 
Love this mod! Does it have compatibility with Yet Another Map Pack? If not is there another map mod that can be used that grants TSL to your modded civs?