Sid Meier's Civilization VI

Sid Meier's Civilization VI

GoldenAge - Brave New World
Ursorius 22 Jul, 2022 @ 1:00pm
How is this mod so highly rated?
A lot of the comments that I can read (English), are negative. This seems like someone who didn't understand the game tried to "fix it" and made the thing so distorted it's worthless. It's difficult to tell what is and is not done exclusively in this mod. Things like the world wonder adjustments, poly extender, builder tracker, map pins, are all good, but they are they're own mods, you don't need this to get the good parts of this mod.

The modern war part? That was fun, until my alliances expired halfway through the era and I now had everyone attacking me, I noped out of that one.

Training military depletes population, does not apply to city states, so they pump out troops, with free walls from turn 1. It's worse than it sounds in play.

You can't actually control the entire world anymore, because there are steep penalties forcing you to build tall.

The AI "strategy changes" appear to be just giving them some sort of base multiplier so they get higher yields and it's loosely related to what is actually on the board. As far as I can tell, the AI still plays about as logically as a monkey throwing darts.

Secret society changes, why are the ley lines only on mountains? Guess what? anyone trying to play a strategy where you're not mountain cuddling dwarf I'm afraid you will be eaten by the barbarians in the closet.

Oh yeah, everyone can work mountains now because "BUFFS MAKE THE GAME BETTER!!!111..."

Apparently you need food now for your population twice? Once to actually get the citizen, one to have them work in the district, as a result they put way more resources on the map. It just snowballs from there.

There are so many ways of "cultivating" or putting something on empty plots of land, it feel like someone went crazy with the cheat codes. Good yield tiles become meaningless, and it's clear the author wants every tile in every game used every time. Sorry Kupe.

Everyone gets more culture bombs, because that makes things exciting (mods own reasoning), unless you're Kupe, then you're culture bombing too much so we're taking that away

National Districts (special BUFFED version of normal districts) don't count as normal districts. So if you have any special building, Marae, build the normal version, or you can't get your unique. This is for those who want a simple strategy, just put all the purple districts by the purple districts, and all the orange ones by the orange ones, and since that's too difficult you get extra pieces to make grouping them easier.

Forced eras. That's right, game not hard enough? Guarantee yourself a dark era. Happens to be in the modern war era? WHAHAHAHAHA. I'm sorry did I laugh out loud?

I have been deactivating feature, after feature, after feature, and I can not find a single good thing the author of this mod has done, or a possible explanation for this mods success. I feel like I should be compensated for the time I have already wasted playing this mod.

Mod not recommended. Author should retire from game design.
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Showing 1-8 of 8 comments
nea_baraja  [developer] 23 Jul, 2022 @ 8:51pm 
2
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The mod is highly rated just because a lot of people like it. We authors made this mod for ourselves to play at first, and later we uploaded it to workshop. Soon it became popular. That's what happened. We are here to share fun, not to serve the players. If you don't like it, it means it's not suitable for you .
I highly recommend "Diversity in Harmony" mod for you, since its authors are my friends and I think you may like it.
Have a good time:spain_icon:
HktkNban 4 Aug, 2022 @ 6:04pm 
The author of this mod is Chinese and most of the users of this mod are Chinese. Since the Chinese are the most populous people in the world, there are more Chinese Civ6 players than any other country in the world. Therefore, a mod made in China will have more subscriptions and ratings. It is a very simple reason.

In addition, non-native English speakers may evaluate a mod only because it corresponds to their native language in the first place.

Mod that supports English:.
"This mod supports English. That's a given. English is the universal language and everyone in the world is obligated to learn it!"

Mods that support Chinese:
"This mod supports Chinese! Excellent! Highly appreciated!"
guttermanek 10 Aug, 2022 @ 10:13pm 
I like it. You don't. C'est la vie. The world still turns... (or just...sits, if it is flat).
wargolynch 13 Aug, 2022 @ 8:11am 
A lot of work was put into this mod by Gold and other modders.
I've yet found a lot of incoherencies, like the sabum kibbitum overpowered with 30 combat points in despite of +17 vs. cavalry.

------------------------------------------------------------
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=== WHAT SHOULD BE DONE ===
------------------------------------------------------------
------------------------------------------------------------

=> Napalmed "units_major" files in "major_civilizations"
Those remnants from another added mod I guess, were overriding with GoldenAge's units modifications.
e.g. Keshig had 45 combat alongside the usual 45 ranged combat and 2 range. This was a bad idea to begin with, but really annoying knowing the mod is also enhancing Mongolia's cavalry bonus. It was even worse with the firesupport mechanics addition!
------------------------------------------------------------
=> Melee units
-Warrior: 25 combat; as part of better ergonomics for its unique variants
------------------------------------------------------------
=> Unique units and variants are now optimized by following the vanilla model
Some examples knowing a warrior now has 25 combat and 40 cost:
-Sabum kibittum: 22 combat (still with 40 cost, +17 vs. cavalry, +1 move, +1 sight)
-Eagle warrior: 33 combat 65 cost
-Gaesatae: 25 combat 60 cost
-etc...
------------------------------------------------------------
=> Cavalry units
-Super helicopter: 3 sight
------------------------------------------------------------
=> Naval units
-Galley: 3 moves 2 sight
-Wooden: 3 moves 2 sight
-Carrack: 4 moves 2 sight
-Caravel: 4 moves 3 sight
-Ironclad: 5 moves 3 sight
-Gunboat: 5 moves 3 sight
-Destroyer: 5 moves 3 sight 90 antiair
-Missile frigate: 6 moves 4 sight 100 antiair

-Quadrireme: 3 moves 2 sight 2 range; no ressources needed
-Galleass: 4 moves 2 sight 2 range; no ressources needed
-Frigate: 4 moves 2 sight 2 range
-Armored cruiser: 5 moves 3 sight 2 range
-Battleship: 5 moves 3 sight 3 range 90 antiair
-Battlecruiser: 5 moves 3 sight 3 range 100 antiair
-Missile cruiser: 6 moves 4 sight 4 range 110 antiair

-Privateer: 45 combat 55 rangedcombat 4 moves 2 sight 1 range
-Submarine: 65 combat 75 rangedcombat 4 moves 3 sight 2 range
-Nuclear submarine: 85 combat 95 rangedcombat 5 moves 4 sight 3 range
------------------------------------------------------------
=> Air units are now all back to default
-Not overpowered anymore
-More focus on airstrips
------------------------------------------------------------
=> Support units
-Observation balloon: 2 moves 4 sight
-Drone: 4 moves 6 sight
------------------------------------------------------------
=> Siege units now evolve in late game like in vanilla
-Atomic artillery: 2 moves
-Rocket artillery: 2 moves 4 range
------------------------------------------------------------
=> Recon units are now balanced so the AI will not only produce those like any human should
-Locked 2 moves and 3 sight without new eras' upregulation; sufficient considering their promotions and the paradrop ability
-Ranged attacks are back (except for the scout); required for the specops priority target ability
-Back to preupdate points (15:0-30:30-50:50-70:70)
------------------------------------------------------------
=> Mongolia is now balanced with the firesupport mechanics addition
-Back to default +3 cavalry combat bonus
-Back to +25% ordu XP bonus
-Keshig: 1 range

------------------------------------------------------------
------------------------------------------------------------

=> Same class same tier districts unbalanced yields are now fixed
e.g. there is currently none interest into building something else than a mint, public school...

------------------------------------------------------------
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=> Better mechanics for the "city centers 5 tiles spacing range" setting
(very important knowing this mod is meant for tall play)

-- City Min Range --
UPDATE GlobalParameters SET Value = 5 WHERE Name = 'CITY_MIN_RANGE'; -- default 3

-- City Culture Bomb Max Range --
UPDATE GlobalParameters SET Value = 5 WHERE Name = 'CITY_MAX_BUY_PLOT_RANGE'; -- default 3

-- City Expansion Multiplier --
UPDATE GlobalParameters SET Value = 5.5 WHERE Name = 'CULTURE_COST_LATER_PLOT_MULTIPLIER'; -- default 6

-- City Growth Multiplier --
UPDATE GlobalParameters SET Value = 7.5 WHERE Name = 'CITY_GROWTH_MULTIPLIER'; -- default 8

-- Civilizations Start Distance --
UPDATE GlobalParameters SET Value = 14 WHERE Name = 'START_DISTANCE_MAJOR_CIVILIZATION'; -- default 12
UPDATE GlobalParameters SET Value = 7 WHERE Name = 'START_DISTANCE_MINOR_CIVILIZATION_START'; -- default 5
UPDATE GlobalParameters SET Value = 8 WHERE Name = 'START_DISTANCE_MINOR_MAJOR_CIVILIZATION'; -- default 6

-- Barbarian Camps Min Distance --
UPDATE GlobalParameters SET Value = 6 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY'; -- default 4
UPDATE GlobalParameters SET Value = 9 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP'; -- default 7

-- Citizens Identity Pressure Radius --
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'CAPITAL_IDENTITY_PRESSURE_TILE_RADIUS_MAXIUMUM_BASE'; -- default 10
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'CITIZEN_IDENTITY_PRESSURE_RADIUS_CUTOFF'; -- default 10
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'CITIZEN_IDENTITY_GREAT_WORK_RADIUS_CUTOFF'; -- default 10
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'CITIZEN_IDENTITY_WONDER_RADIUS_CUTOFF'; -- default 10

-- Religions City Spread Radius --
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'RELIGION_SPREAD_ADJACENT_CITY_DISTANCE'; -- default 10

-- Trade Routes Range --
UPDATE GlobalParameters SET Value = 20 WHERE Name = 'TRADE_ROUTE_BASE_RANGE'; -- default 15
UPDATE GlobalParameters SET Value = 20 WHERE Name = 'TRADE_ROUTE_LAND_RANGE_REFUEL'; -- default 15
UPDATE GlobalParameters SET Value = 40 WHERE Name = 'TRADE_ROUTE_WATER_RANGE_REFUEL'; -- default 30

------------------------------------------------------------

-- Buildings Regional Range --
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_ZOO'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_STADIUM'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_THERMAL_BATH'; -- default 6
UPDATE Buildings SET RegionalRange = 11 WHERE BuildingType = 'BUILDING_AQUARIUM'; -- default 9
UPDATE Buildings SET RegionalRange = 11 WHERE BuildingType = 'BUILDING_AQUATICS_CENTER'; -- default 9
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_FACTORY'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_ELECTRONICS_FACTORY'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_POWER_PLANT'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_COAL_POWER_PLANT'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_FOSSIL_FUEL_POWER_PLANT'; -- default 6
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_NUCLEAR_POWER_PLANT'; -- default 6

-- NEW BUILDINGS ADDED BY THE MOD --
to do

-- Wonders Regional Range --
UPDATE Buildings SET RegionalRange = 8 WHERE BuildingType = 'BUILDING_COLOSSEUM'; -- default 6


------------------------------------------------------------

-- Mayan Capital Regional Range --
UPDATE RequirementArguments SET Value = 8 WHERE RequirementId = 'REQUIRES_OBJECT_6_TILES_FROM_CAPITAL_NOT_CAPITAL' AND Name = 'MaxDistance'; --default 6
UPDATE RequirementArguments SET Value = 8 WHERE RequirementId = 'REQUIRES_OBJECT_6_TILES_FROM_CAPITAL' AND Name = 'MaxDistance'; --default 6
UPDATE RequirementArguments SET Value = 11 WHERE RequirementId = 'REQUIRES_OBJECT_9_TILES_FROM_CAPITAL' AND Name = 'MaxDistance'; --default 9
UPDATE RequirementArguments SET Value = 9 WHERE RequirementId = 'REQUIRES_OBJECT_7_OR_MORE_TILES_FROM_CAPITAL' AND Name = 'MinDistance'; --default 7
UPDATE RequirementArguments SET Value = 12 WHERE RequirementId = 'REQUIRES_OBJECT_10_OR_MORE_TILES_FROM_CAPITAL' AND Name = 'MinDistance'; --default 10

-- Lautaro --
to do

-- Abraham Lincoln --
to do

-- Tokugawa --
to do

------------------------------------------------------------

-- Specops Paradrop Range --
UPDATE GlobalParameters SET Value = 9 WHERE Name = 'PARADROP_SHORT_RANGE'; -- default 7
UPDATE GlobalParameters SET Value = 14 WHERE Name = 'PARADROP_LONG_RANGE'; -- default 12

-- Balloon --
2 moves & 5 sight

-- Drone --
4 moves & 7 sight

-- ALL UNITS --
+1 sight

------------------------------------------------------------
------------------------------------------------------------

Make GoldenAge great again!
Last edited by wargolynch; 21 Dec, 2022 @ 12:03pm
EvojKam 9 Jan, 2023 @ 12:30am 
Whoever write this post is rude and lack of appreciation.
The creator of the mod done it for free with the sheer love of the game and civ community. Judging from the amount of content, clearly many hours and hard work has been put into this project. Asking compensation for other's hard work you didn't pay is ridiculous.

7argoMinch above on the other hand give out solid advice. Everyone have the freedom to express their opinion of the mod, hope every civ fans can be respectful to each other and contribute to the mod community like what 7argoMinch did.
Last edited by EvojKam; 9 Jan, 2023 @ 3:27pm
Dusk 4 Feb, 2023 @ 6:50am 
Convoluted way of saying "I don't like overhaul mods"

I really enjoy this mod. Thank you, creators.
Kyqoz 3 Dec, 2023 @ 10:28pm 
Originally posted by HktkNban:
The author of this mod is Chinese and most of the users of this mod are Chinese. Since the Chinese are the most populous people in the world, there are more Chinese Civ6 players than any other country in the world. Therefore, a mod made in China will have more subscriptions and ratings. It is a very simple reason.

In addition, non-native English speakers may evaluate a mod only because it corresponds to their native language in the first place.

Mod that supports English:.
"This mod supports English. That's a given. English is the universal language and everyone in the world is obligated to learn it!"

Mods that support Chinese:
"This mod supports Chinese! Excellent! Highly appreciated!"
the amount people in china that have access to a computer are 0 to none, especially one capable of running this game and mods lmao
Legoworf 2 Sep, 2024 @ 10:59am 
Originally posted by Kyqoz:
Originally posted by HktkNban:
The author of this mod is Chinese and most of the users of this mod are Chinese. Since the Chinese are the most populous people in the world, there are more Chinese Civ6 players than any other country in the world. Therefore, a mod made in China will have more subscriptions and ratings. It is a very simple reason.

In addition, non-native English speakers may evaluate a mod only because it corresponds to their native language in the first place.

Mod that supports English:.
"This mod supports English. That's a given. English is the universal language and everyone in the world is obligated to learn it!"

Mods that support Chinese:
"This mod supports Chinese! Excellent! Highly appreciated!"
the amount people in china that have access to a computer are 0 to none, especially one capable of running this game and mods lmao

Bro what? now we can add racism to your list of faults
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