Sid Meier's Civilization VI

Sid Meier's Civilization VI

103 ratings
Sukritact's Babylon Rework
   
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9 Apr, 2022 @ 7:23am
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Sukritact's Babylon Rework

Description

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Forewarning: this mod most certainly will not be for everyone, especially since so many do love Babylon's Eureka gimmick. I like it too, but it does make Babylon a much more complicated civ to play. I just wanted to enjoy the Palgum's ability without needing to plan so much, and this is the result.

You'll need MCUIS to get that little icon showing how much you're getting from Eurekas in the second image.

Babylon

Unique Ability: Enuma Anu Enlil
Eurekas provide +1% Science for every building and +3% Science for every specialty district in the Capital. Receive two random Eurekas whenever the Capital gains a new district slot.

Unique Building: Palgum
A building unique to Babylon, replacing the Water Mill. +1 Housing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a River.

Unique Unit: Sabum Kibittum
Babylonian unique Ancient era anti-cavalry unit replacing the Spearman. Available from the start of the game. This unit has 3 Movement and Sight.
16 Comments
FuriousGreg 2 Jan @ 1:43pm 
Thanks for this. I forgot about how broken Babylon was until I was playing over the holiday and found while the majority of the AI players, and myself, were in the middle age Hammi was well into the modern age. I wish more of the folks that worked on Civ V were still around, these Civ VI guys just haven't been as innovative or posses the same attention to detail, makes me a little worried what Civ VII is going to look like balance-wize...
Nuukov 10 Jan, 2024 @ 9:08am 
I'm a little confused how this works. Does it mean that buildings and districts in the capital increase how much of a boost you get from a eureka, or does it mean eurekas give you higher science output in your capital?
Potatoes and Tomatoes 20 Mar, 2023 @ 3:45am 
thank you Sukritacts, it is amazing, how a team of developers, being paid to do this a their job, fail to make a balanced Babylon civilization to be played, while a normal person like you, who does this out of passion, makes such a great ability that fits babylon!!!
no longer i need to ban babylon from my games. thanks!!
Zau 11 Dec, 2022 @ 8:49am 
This is a good rework to Babylon. I like how it still keeps the original theme of chasing after Eurekas but shifts the power spike from early/mid game to mid/late game. This makes the early game feel less like a mess when you play them, though it also makes Babylon feel less 'gamey' and more like a generic Civ. They're still definitely strong though, which is not a bad thing. I also like how it ties the UA to Hammurabi's ability by focusing on growth in the Capital.
Marv de Marvenlöse 11 Oct, 2022 @ 7:42am 
great
M.mushroom 30 Sep, 2022 @ 4:26am 
I don't know if I understand it wrong. But I have played with this mod for a long time, and after triggering a lot of Eureka, my science has not been significantly improved, and the number of rounds of technology research and development has not been shortened. Is this a bug?
Rhettorical 10 Aug, 2022 @ 8:38am 
Well this at least reigns him into the "playable" category but he's still extremely strong.
H.Humpel 14 Jul, 2022 @ 5:30pm 
Hi sukritact,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Arcadian 10 Jul, 2022 @ 6:20am 
Is the science buff a stacking constant bonus? Maybe not as op as 100% to eureekas, but not a big nerf to an op civ.
claudemac24hrs 11 Jun, 2022 @ 8:03am 
Could you please add Nas Qasti (Archer replacement) as the secondary unique unit in this mod:

https://steamproxy.com/sharedfiles/filedetails/?id=1362931045