Strudeler's Civilization VI Deluxe is ou ...

Strudeler's Civilization VI Deluxe is out!

May 25, 2021

I've had no subscribers bring up any issues (be it the steam workshop, reddit, mod nexus, video comments, etc.) so I think all is good and functional!

Check out the trailer on Odysee or YouTube:

https://www.youtube.com/watch?v=dRSxE20iz9Y

https://odysee.com/@TartSociety:5/mod--strudelers-civilization-vi-deluxe-trailer-1:f

Subscribe or download from Steam or Nexus Mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=2493022278

https://www.nexusmods.com/civilisationvi/mods/111

A quick rundown of features:

  • Tile changes: 3 Food Grassland; 1 Food, 1 Production, 1 Gold, Grassland Hills; 2 Food, 1 Production, Plains; 2 Production, 1 Gold, Plains Hills; 1 Faith Desert; 2 Production, 1 Faith, Desert Hills; 1 Food, 1 Production, Tundra; 2 Production, 1 Gold, Tundra Hills; 1 Science Snow; 2 Production, 1 Science, Snow Hills; 2 Food, 1 Gold, Coast; 1 Food, 1 Culture, Ocean.

  • All Units gain +1 Movement (cost to embark, ford rivers, and pillaging increased by 1).

  • Most Units gain 1 Gold Maintenance.

  • Settler and Builder cost scales with the amount of Techs and Civics researched.

  • Unit changes: Quadrireme has 2 Range; Crouching Tiger has 40 Strength; Highlander has 57 Strength; Gaesatae upgrades into Musketmen; Man-at-Arms require Military Tactics; Sabum Kibittum replaces the Scout and upgrades into the Ranger.

  • New Units: Thrall Worker, Prisoner of War, Horse Archer, Horse Ranger, Armed Pilgrim, Jund Rider, Wolf Warrior, Equestrian, Jaguar Warrior, Cataphract, Headhunter, Pharaoh's Guard, and The Saoshyant.

  • Helicopter, Drone, and Air Balloon appear to hover over water; Helicopter can fully defend on water and can embark on tiles and cliffs without cost.

  • Pillaging rewards reduced by a half.

  • Technology and Civics cost x0.8/1.2/2.8/2.8/2.8/2.6/2.3/2.3/5 times the cost for the Ancient/Classical/Medieval/Renaissance/Industrial/Modern/Atomic/Information/Future Eras.

  • Random Technology and Civic Costs (Tech and Civic Shuffle, Future Era) are x5 times the cost.

  • 50% Penalty to Techs and Civics from the next Era; no bonus towards Techs and Civics from the previous Era.

  • Most Buildings cost less Production (and therefore less Gold/Faith)

  • Most Buildings gain 1 Gold Maintenance.

  • Additional Great Work slots in the Palace; all Tier 3 Religious Buildings hold a Relic with the Cathedral holding any type of Great Work.

  • District cost scales with amount of Technology and Civics researched (removing the previous formula).

  • District changes: Neighbourhood/Mbanza gain Food adjacency from various sources; Cothon lost the heal bonus and gained Science adjacency from various sources; Seowon cost 6 Gold Maintenance.

  • Cities do not gain Strength from Population and +1 Strength from Specialty Districts; Encampment, Harbour, and Aerodrome grant +3 Strength and the Oppidum grants +2 Strength.

  • Remade Goody Hut bonuses and Meteor bonuses.

  • Over a hundred Pantheons and Beliefs.

  • Over a hundred Historical and Custom Religions.

  • Religious Pressure doubled; range decreased to 6 tiles; Religion Spread increased to 600.

  • Can declare Holy Wars at Theology.

  • Can declare Protectorate Wars at Recorded History.

  • Barricade, Trap, Modern Barricade, and Modern Trap are in the base game, are workable tiles, and lower Appeal

  • Improvement changes: Great Wall on Forest, Jungle, Floodplains, and Mountains; Polders adjacent to Mountains; Hacienda at Feudalism; 3 Appeal from Golf Course; Ice Hockey Rink on Woods; Farm adjacencies; Mine adjacencies; etc.

  • Every Policy remade.

  • Golden Age Policies in the base game.

  • All Governments, except Monarchy, gain 1 Wildcard Slot; Monarchy gained an additional 1 Military Policy.

  • Governments grant Cities yields such as Production per Citizen.

  • Governments gain bonus Resources, such as Tier 1 Government gaining +4 Iron.

  • Great People cost +50% more points.

  • New Great Prophets; Great Prophets pushed to the Medieval Era.

  • Amount of Religions increases with map size (2 on Duel - 9 on Huge).

  • Gold Resource from the scenarios spawns in the base game (cannot have a Industry or Corporation built on it).

  • Civilization changes: Arabia gains Science when first using a spread charge on a City; Russia nerfed to +1 Gold and Faith on Tundra, Korea gaining Culture; Gold, and Faith from sent Envoys, etc.

  • Leader changes: Cleopatra exerts +25% Tourism from sending a Trade Route; Eleanor gains automatic Theming for the Art and Archaeological Museum; Kublai Khan gains an additional +10% Eureka and Inspiration bonus; etc.

  • All changes found within the Civilopedia.

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