Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sui Generis - Regional Groups and Bonuses
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23 Oct, 2019 @ 6:34pm
22 Sep, 2024 @ 10:05pm
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Sui Generis - Regional Groups and Bonuses

Description
Sui Generis is a mod that sorts civs into one of 41 different regional/cultural groups, each with their own set of additional abilities. The goal of this mod is to shake up old playstyles and open up new avenues for expansion and play.

There is mod compatibility included for some of the most popular modded civs, and more will be added as time goes on.

As of now Sui Generis includes the following groups:
Group
Ability
Group
Ability
Aboriginal
Walkabout
Abyssinian
Island in a Sea of Pagans
Amazonian
Terra Preta
Andean
Vertical Archipelago
Balkan
Powder Keg of Europe
Caribbean
Sea of the Antilles
Caucasian
Pillar of the World
Celtic
Oppida
Central African
Nzadi o Nzere
Central European
Magdeburg Rights
Circumpolar
Land of the Midnight Sun
Classical
Imperium
Colonial
Colonial Charters
East African
Sea of Zanj
Eastern European
Gathering of the Russian Lands
Great Plains
Sun Dance
Guinean
Forest Kingdoms
Himalayan
The Third Pole
Indochinese
Mandala
Iranian
Shahanshah
Kemetic
Season of the Inundation
Latin American
Patria Grande
Maghrebi
Barbary Coast
Mediterranean
Thalassocracy
Mesoamerican
Followers of the Feathered Serpent
Mesopotamian
Cradle of Civilization
Middle Eastern
Ships of the Desert
Nordic
Viking Legacy
Nusantaran
Spices Archipelago
Oceanian
Wayfinders
Pacific Northwest
Raven Tales
Patagonian
Regio Gigantum
Sahelian
Trans-Saharan Trade
Sinic
Literary Culture
South Asian
Caste System
South African
Ubuntu
Southwestern
Adobe Architecture
Steppe
Hordes of the Steppe
Turkic
Turkic Migrations
Western European
East India Companies
Woodlands
Three Sisters

A complete set of ability descriptions can be found here[docs.google.com].

Compatibility Issues:
Things may behave unexpectedly with Civilizations Expanded enabled

Other Known Issues:
Middle Eastern Group's Free Trader does not grant the +1 Faith/GP points per turn - currently exploring if a workaround is possible.

Credits:
Coding: SeelingCat, Seljick (from Capture Uniques mod)
Special Thanks: ChimpanG, Deliverator, Digihuman, SailorCat, Seljick
German Translation: Ickex
Chinese Translation: laughter[CDC]
Popular Discussions View All (5)
12
27 Aug, 2024 @ 5:01pm
Mod Civ Suggestion
choijanggyu
4
1
17 Mar, 2024 @ 3:49am
Suggestion: Classical Group needs diversification?
Chrissant
3
10 Jan, 2020 @ 9:08am
Amazon Rainforest
Wolfgang1347
397 Comments
VModBAddict 12 Mar @ 7:55pm 
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 @ 1:22pm 
Hi, could you add Old Slavic Civilization: Kievan Rus' whos in game name is Rurik created by notnka?
King of Winter 27 Nov, 2024 @ 10:03pm 
can we add Merrick's Britons as well? or not?
Admiralen1728 26 Oct, 2024 @ 7:15am 
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 @ 10:38am 
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).
sascha 18 Jul, 2024 @ 6:43am 
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!
sascha 18 Jul, 2024 @ 6:43am 
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 @ 1:32pm 
Actually I tweaked it myself. I found x4 rather than size /2 worked well.
Darklord 3 Jul, 2024 @ 7:15am 
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 @ 2:24pm 
is this mod compatible with port lime iran mod? I cant see the shahanshah bonus in nader shah port lime iran civ