Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Project Sistine - A medium-scale overhaul
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1.448 MB
31 May @ 9:47am
18 Oct @ 7:14pm
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Project Sistine - A medium-scale overhaul

Description
For unknown reason we found the Quick Deals mod enhances AI performance so it's now recommended to use it with this mod. This mod doesn't need Quick Deals mod to run.

This mod needs ALL DLCs to work.

Project Sistine (codename, not final name) is the largest mod we have ever made, and a total conversion mod that modified nearly every aspect of the vanilla Civilization VI. This mod aims to introduce principles and methods used in previous Civilization titles to balance available choices in the game to provide more meaningful strategies, thus making the gameplay more interesting.

Summary

By fanatics, for fanatics. This mod is designed by veteran Civilization players who played this franchise since more than 10 years ago and is built with referring to all previous titles. Most changes are inspired by classic titles in the Civilization franchise to keep the overall gameplay and strategic complexity of the modded rule set fits the style they provided.

Top-down overhaul. Interactions among game systems are carefully considered to provide a novel and better experience different from the vanilla rule set. Restricted unmoddable but harmful-if-untouched systems (e.g. Emergencies, World Congress, Monopolies) without totally removing them to keep the game flavor intact.

True AI improvements. We accelerated Deity AIs' Science Victory by ~100T without any additional cheats while kept turns needed to win for human players. This mod might be the first overhaul mod that take AI performance into consideration.

Stability and performance. This mod kept conservative about adding new contents to prevent the gameplay from being messed - more importantly, this mod won't slow down late game to an unacceptable extent or un-stabilize the game to make it crash more. It's also multiplayer compatible.

Detailed Changes

Global parameters: Tweaked a set of global parameters, including reduction to cost escalation factor, XP needed to upgrade alliance level and barbarian strength whose unreasonable vanilla value harmed gameplay.

Victory conditions: Increased the need of Science and Culture for respective paths. The paradox of "a Culture Victory needs no Culture yield" is no more.

Terrains, features and resources: Rebalanced plot yields. As per traditions of the franchise, Hills now have less Food yield and Marshes even decrease Food yield instead of increasing it. Resources are also adjusted to make them of more use.

Buildings, wonders and districts: Lowered cost of buildings, wonders and districts. Most buildings receive a new effect to boost city yield. Wonders are rebalanced (most of them are buffed).

Techs and civics: Tweaked prerequisites of some techs and civics. Lowered the difficulty to acquire a late-game boost while increased the difficulty to acquire an early-game one. It is no longer wise to try to let all techs and civics boosted before you unlock them.

Religions: Overhauled Pantheons and Beliefs. Boosted natural spread of religions to reduce player operations needed to achieve a Religious Victory and nerfed the ability of religions to win an early-game Cultural Victory.

Governments and policies: Rebalanced all governments, buffed policies of little use, and integrated late-game policies to let them cost less slots (thus strengthening them).

Great people: Buffed underpowered great people to let all of them valuable.

Game era and dedications: A Golden Age will be harder to achieve, but with significantly increased award.

Units: Repurposed Light Cavalry units as strikers mainly used to raid enemy ranged units, Heavy Cavalry units as attackers with a higher basic combat strength and penalty versus districts to shatter enemy defensing units, and late-game Scout units for guerrilla warfare.

AI performance: Greatly improved high-difficulty AI's performance to achieve a Science Victory. AI can build flourishing cities, quickly develop techs and civics, and pose much more pressure on human players - all without additional cheats but only replacing direct cheats (adding yields to cities) with indirect one (reducing cost to build or research).

Civs, leaders and city-states: Reduced generic bonuses of all city-states and balanced unique bonuses of city-states to reduce variance of randomly placed city-states while keeping them unique. Buffed underpowered and boring civs and leaders, and nerfed overpowered leaders with ugly numbers.

We are still assessing these changes and are going to continuously tweak them based on our results and your feedback.

Known Issue

Newly added buildings are lack of icons and 3D models due to insufficient art asset and the work needed to add them into the game. We currently have no plan to add them by ourselves, but if you have the asset needed or even able to add them into the game, feel free to contact us.

We need a better name for this mod and we hope that its name just looks like one for a real official expansion!

Introducing Shimamura et al.

Shimamura et al. (literally means "Shimamura and other people") is the team of UzukiShimamura and his friends, a group of experienced modders trying their best to design some leader mods that are unique while keeping harmony with vanilla game. And of course, WE NEED YOUR SUPPORT if you can do better than us!

www139154 completed the gameplay test of this mod. Boa of the Boaians made preliminary English localization of it. This mod won't be finished without their help.

This mod received a lot of suggestions about designing and bugfixes, which we are hard to track exact contributors due to the long time it takes to finish this mod. We hereby express our gratitude to all players who tested our preview builds.

Need modding support, or found some issues? Create an issue on my GitHub[github.com].
Popular Discussions View All (1)
0
2 Jun @ 4:42am
PROJECT SISTINE CATALOG - ALL CHANGES LISTED
Boa of the Boaians (ᜊᜓᜀ)
143 Comments
UzukiShimamura卯月  [author] 12 Dec @ 2:33am 
@暗冰狂绝龙 其它模式有些微调,但不多
暗冰狂绝龙 12 Dec @ 2:27am 
没有对其他游戏模式修改吗,我看文档好像就改了英雄攻击力?主要是想打其他模式的mod,但又怕改动冲突覆盖了
excosy 7 Dec @ 9:26am 
为了缓解因为封建主义三角田加成被延后导致中期难以涨人口的问题,自制了一个mod Resource under District
该mod的做法是让古树林为内商提供粮食和文化加成。同时为了增加大型城市的收益,购物商场将根据单城专业区域种类提供公民产出加成。
UzukiShimamura卯月  [author] 3 Dec @ 12:21am 
(唉,直白说是因为折腾了有要一年的时间结果没在时限内骗到1000赞导致动力消失了……
UzukiShimamura卯月  [author] 3 Dec @ 12:19am 
@No way back 本作已经基本停止新内容的制作,我们已将重心放至关注文明7的动态上。不过,我们欢迎其他人制作本作的子mod。
No way back 2 Dec @ 6:54am 
希望能兼容资源mod(Sukritact's Oceans,Latin American Resources,CIVITAS Resources,Sukritact's Resources),指的是数值
yang 23 Nov @ 4:03am 
看了一下模组特性的介绍,感觉还是很符合我对综合mod的要求的,之前玩过的综合mod修改的东西都太多了,ai难以驾驭就不提了,后期还很卡。
我现在都是自己订阅一些我需要的修改mod来尽量避免大幅修改游戏内容了,但是这样做又会使得各种作者的修改它不是很统一。
:love_seagull: 目前来讲这个mod的理念我还是挺喜欢的
UzukiShimamura卯月  [author] 4 Nov @ 5:26am 
@Triauu “来自娱乐设施的宜居度”意为在宜居度统计面板该项加成记为“来自娱乐设施”。宗教系统我们参照文明5的传统和文明7的趋势,将其削弱为一个前期相对重要但在后期逐渐淡化的机制,因此我们没有再增加大量的百分比加成。拜占庭在本作中会受到工人价格提升的影响,农田给加成是有所削弱的。而高棉本来就很适合养猪流,在本作中算是被版本红利加成的,因此会削得更狠一些。
Triauu 4 Nov @ 4:49am 
简中高棉的UA描述跟原版一样有误,水渠不需要娱乐设施直接就可以+1宜居度,另外我觉得高棉会不会被削得太厉害了,圣地住房和水渠人口鸽被削很合理,但是河流大加成直接削没了而且圣地还必须沿河才能鸽转粮,我感觉太苛刻了,直接和河神绑死了,但是隔壁女拜农田依然可以给圣地标准加成而且无条件鸽转琴,另外我感觉整个宗教系统在改版中有点格格不入,其他系统多少都有往百分比加成方向改,但是各种教条和圣地建筑我记得好像只有耶稣会教育是改成有百分比加成的,别的就是单纯加数值,我觉得环己烷的万神殿与信条重做改得挺有趣的,如果可以的话可以参考削弱一下
UzukiShimamura卯月  [author] 27 Oct @ 4:11am 
@fez yes it's highly accelerated. in vanilla game things are even more unbalanced and this is the trial we made to try to let the game somewhat more interesting. The trial is now concluded since we are moving to prepare for civ 7 modding and the mod is now provided as is because we no longer feel motivated to revise late-game experience.