Civilization 5 Fallout Mod

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Civ5 - Modpacks. Modpack creators can post their completed creations here. Please don't open a new thread if you don't have file to post! This rule also applies to ALL other files forums below. Use the main Civ5 Creation forum for questions & requests. For larger mod projects, visit this link. What are the best Civ 5 Mods? Submitted 4 years ago by luisbaugusto. I've been playing Civ 5 for a while, but I'm looking for a fresh experience and I haven't delved.

Civilization 6 has had two expansions since 2016, and unsurprisingly that means it's a bigger and better game than it was at launch. Even if there are no more expansions in store for the future, that doesn't mean there's nothing new to check out. The modding community has pulled out all the stops tweaking graphics and gameplay, adding new civs and new units, and even improving the UI.

Here's our definitive list of the best mods for Civilization 6, updated to take 2019's Gathering Storm expansion into account.

Fallout Mod Minecraft

Installing Civilization 6 mods

With the addition of Steam Workshop support, installing many mods is easy: simply subscribe to the mod on Steam. Steam will automatically download the mod, which can be enabled or disabled from the 'Additional Content' menu.

Mods that aren't on Workshop can be installed by creating a folder called ‘Mods’ in your Civilization 6 user directory: DocumentsMy GamesSid Meier's Civilization VI.

Extract mods to your new Mods folder (with each mod in its own subfolder) and then enable them from the ‘Additional Content’ menu in-game. Some mods may have extra steps, which I’ll describe in their individual entries.

If you want to make changes to Civ 6’s files yourself, the simplest way is to make direct changes to the files in Civilization 6’s install directory (after backing up the originals, of course). First, find Civ 6’s install folder. If you don't know where it is, you can right-click on the game in your Steam library and select Properties > Local Files > Browse Local Files. The default install location is Program Files (x86)SteamsteamappscommonSid Meier’s Civilization 6. Identify the file you want to mess with, save a copy, and go for it—just don’t forget what you’ve changed.

For help with the more elegant and shareable approach—a mod which can be installed in the Mods folder and toggled in the menu—check out and Gedemon’s .

GRAPHICAL MODS

Environment Skin: Sid Meier's Civilization V

One common criticism of Civ 6 is that it’s a bit too bright and cartoonish, as compared to the more realistic look of previous games in the series. This mod, released by a Firaxis dev, strikes a really nice balance between this Civ’s visual style and that of its immediate predecessor. The saturation has been turned down and almost every basic tile type and decal has been altered in some way. It even adds new, more naturalistic models for ground clutter like trees. Pair this with something like the R.E.D. Modpack (above) to get rid of the Clash of Clans-looking armies and you’re in for a much more immersive, less board game-y feel.

Mappa Mundi

Gathering Storm added labels for major geographic features on the map, which was a really cool touch. But if you play a lot, you’ve probably seen the same ones over and over. Mappa Mundi can basically eliminate that problem forever, adding over 15,000 new names of real world rivers, deserts, mountains, and more. It’s also seamlessly compatible with a lot of the most popular mods that add new civs to the game, so your Taino or Icelandic empire can put their own linguistic stamp on the map.

R.E.D. Modpack

Gedemon brings us a Civ 6 version of one of our favorite Civ 5 mods. The R.E.D. Modpack rescales units to make them a little more like miniatures, a little less like cartoon giants stomping over the hills. Check out the mod's collection for versions that are compatible with all of Civ 6's expansions.

MAPS

Detailed Worlds

Graphics mods can make certain things look more realistic, but if you want the world layout itself to feel a bit less game-y, this is the mod for you. In addition to adding more coastal detail to replicate all those little coves, bays, and fjords we expect to see on a globe, it also makes the placement and size of deserts, rainforests, and marshes much more true-to-life. And if you’re all about that Nile Valley life, it improves food placement along rivers running through desert tiles as well. It comes with seven different map scripts, including Continents, Pangea, and Islands.

Yet Not Another Map Pack

Yet Not Another Map Pack is another map pack from well-known modder and bundler Gedemon. YNAMP for Civilization 6 includes Earth-shaped maps with the correct start locations for each culture. If you’re tired of playing a landlocked Norway, this is your chance to create a proper Viking empire. The pack also adds new, bigger map sizes (one of which is so big it might take five or so minutes to load).

When starting a game, you’ll have new map types and size options available. Head to the post on Civfanatics for more information on how to use YNAMP, as well as known bugs and issues.

GAMEPLAY MODS

Catastrophic Disaster Intensity

The highest disaster intensity in vanilla Civ 6 is called 'Hyperreal.' If that’s just not enough for you though, this mod let’s you crank it up to basically Just Plain Ridiculous. The description states that some kind of disaster will happen somewhere on the map just about every turn, and the severe versions are made more common. There is no longer any such thing as a dormant volcano. And in the late game, the number of coastal lowland tiles that can flood from climate change has been increased from the vanilla 33% all the way up to 75%. Mother Nature is coming for you and this time she’s not gonna play nice.

To Hell With The Devil: Religious units fight Rock Bands

This mod is so great we wrote an entire article about it. The premise is pretty simple: Rock Bands, Civ 6’s new, late game 'culture nukes,' can now engage in theological combat with religious units. For the pious, you can send apostles to keep these long-haired hooligans from corrupting the hearts and minds of your people. For the sacreligious, you can cast down the sanctimonious clerics of the Demiurge and make sure all the world gets to hear your tasty riffs and the good word of our Lord, Satan. This mod is so much fun that I have a hard time playing late game Civ 6 without it.

Zee's Fewer Trade Offers

The struggle of having to tell Victoria you’re not interested in her weird trade proposals constantly is real. This mod forces the AI to give it a rest once in a while, whether it’s pestering you for your gems or begging for their lives in a war. The AI cooldown for trade offers is increased from 10 turns to 50, peace offers in war from 3 turns to 10, and offers of friendship from 5 turns to 30. Maybe now you can finally enjoy some peace and quiet while you plot their ultimate demise.

Adjust starting units, techs, and more

While I was messing with Civ 6 to try to play a game , I found that all the player and AI starting conditions are stored in a file called Eras.xml. You’ll find it in the Civ 6 install directory, under BaseAssetsGameplayData.

Using what’s there as an example, it’s not hard to copy and paste to add starting units, or limit the AI’s unit bonuses on harder difficulties. Just make sure you backup Eras.xml before you start tinkering in case you want to revert to the defaults.

INTERFACE MODS

Better Trade Screen

The 'Repeat Route' checkbox alone makes Better Trade Screen worth it, but it brings lots of improvements, such as new sorting options to the Trade Overview screen. It's one of those quality of life improvement UI mods we'll keep checked forever.

Radial Measuring Tool

One of the most poorly-explained mechanics in Civ 6 is the fact that certain districts, like Industrial Zones, grant their benefits to all city-centers within six tiles. (I’ll pause for the gasps of everyone who has played hundreds of hours and still didn’t know that.) What makes it even more annoying is that there isn’t an easy way to figure out which cities are close enough—you have to count out tiles individually while bouncing your cursor along. At least, there wasn’t an easy way until now. This mod adds a tool that makes it very easy to quickly display the range of these effects so you never waste land on a redundant district again.

CIVIGraphs 2

If you love data visualization and miss the demographic graphs from previous Civs, you’re in luck. CIVIGraphs 2 adds a Civ 5-style demographics panel that lets you see info on things like army size and population for you and all of your rivals over time. Simple, lightweight, but very useful. TPS Report cover sheet not included.

Real Era Tracker

Rise and Fall brought us the concepts of Era Score, Golden Ages, and Dark Ages. But there was one glaring problem: You’re never really told what actions will give you Era Score. So until you memorize all of the mini-achievements that do so, it’s a lot of guesswork and hoping. It can be even harder to keep track of which world firsts are still available. But no more! This mod adds an objective list of ways to earn Era Score, and even lets you know which moments are no longer available once they’ve been claimed by another civ. This makes it much easier to stack up those Golden Ages and let the good times roll.

NEW CIVS

Durkle’s Anangu

Australia finally got some representation in Civ 6 after long being the only populated continent to never appear in the series, but they’re represented by the British colonizers that came along pretty recently. This mod adds an Aboriginal Australian civilization, the Anangu, under Tjilpi with two unique units, a unique tile improvement, and bonuses to setting up specialty districts in arid regions akin to their Outback home. They also benefit greatly from finding and building near natural wonders. If you own the Australia DLC, which the mod creator recommends, they will use Australia’s music tracks for added thematics.

CIVITAS Vlad III

Vlad the Impaler leads Romania in this appropriately bloody addition, and he’s all about causing chaos for his enemies. His unique unit is basically a crossbowman with the movement speed of a cavalry unit, which is already pretty crazy. But even more interesting is his unique ability that damages enemy units adjacent to a tile that’s being pillaged and sends out a wave of disloyalty to nearby cities when he captures a city, which can result in a chain revolt if you use it in the right place at the right time. You’ll need to download the Romania civ separately, which gives even more unique bonuses like a free technology for being on the winning side of an Emergency.

'A Song of Ice and Fire:' Rise and Fall of Usurper

This mod adds NINE(!) new civs based on George R.R. Martin’s A Song of Ice and Fire novels, the basis of the television show Game of Thrones. These include Rhaegar Targaryen of the Crownlands, Eddard Stark of the North, Tywin Lannister of the Westerlands, Robert Baratheon of the Stormlands, Mace Tyrell of the Reach, Jon Arryn of the Vale, Hoster Tully of the Riverlands, Doran Martell of Dorne and Balon Greyjoy of the Iron Islands. Each have unique units and bonuses appropriate to the lore. And yes, of course, you can train dragons.

TOTAL CONVERSION MODS

Anno Domini

This is one of the most involved mods I’ve ever seen. It basically takes Civ 6’s gameplay and zooms way in on the Ancient and Classical eras 'from the Dawn of Time to the fall of Rome,' keeping the same game pace and roughly the same number of civics and technologies to unlock. This sharper focus allows Anno Domini to model things that would normally be outside the scope of a Civ game, including new Historical Moments and new government types.

Sounds cool already, but who can you play as, you might ask? Well, these beautiful, crazy bastards have gone way above and beyond to bring us THIRTY distinct leaders (some being alternates for the same civ), including Ashurbanipal of Assyria, Sargon of Akkad, Hannibal of Carthage, Hatshepsut of Egypt, Arminius of Germania, Boudica of the Iceni, Zenobia of Palmyra, Leonidas of Sparta, Helen and Hector of Troy, four new Roman emperors, and reworked versions of some vanilla favorites like Pericles, Qin Shi Huang, and Chandragupta.

A Fresh Look

The latest “Civilization' game hasn’t been out for very long, having been released in September of last year, but the community – mostly the good folks at civfanatics.com – quickly stepped into action for much theorycrafting and the creation of new modifications to add to your game.

Although the game features many new improvements and additions compared to “Civilization IV,' some of which have been criticised, you may want to alter aspects of the game which don’t suit your playing style.

Keep reading for a brief list of the most popular “Civilization V' mods, chosen by highest number of downloads and available on the civfanatics.com mod-section.

Unofficial Patch/Thal’s Balance

This combination fixes quite a few bugs for the game, with the unofficial patch, and adds improved options regarding decision-making and general playability. Some of the changes are highly recommended for in-game balance, and better values for food and production. Changes include:

1) +1 Production-value with a Horse, Elephant, Cow, Sheep and Deer Stable and same increase in food-value for a Granary with Wheat, Sugar, Spices, and Banana. There are other increases in production/food for a number of buildings.

2) A drastic change in the placement of strategic resources, making the game fairer for players in crowded land-spaces. Effectively this means that even players without access to vast lands will have each weapon/combat resource (horses, coal, iron etc…) on nearby or adjacent tiles, balancing-out combat strategies for the game.

3) Improvements in amounts of wealth for terrain: improved rivers and city tiles now yield +1 wealth, while villages +2.

4) A number of bugfixes in the latest 7.1 version like increased horseman strength, building production bugs, bugs regarding national wonder requirements and more.

Check out the official page for the mod listing many more of the features, as well as providing a download for the latest version of the mod. This mod was downloaded over 10,000 times (way over 9,000) and is definitely one of the more popular ones.

Economy Mod

As the name implies this mod increases the cost of technology, decreases building-costs, and adds a variety of changes to the game’s economics and the User-Interface. Here are details on the changes:

1) UI changes include unit XP string-display instead of a bar, clock fully integrated into the XP-bar display and changes to the UI-functionality; for instance speeding-up production by mouse-click, more information in the Infopane (number of resources owned, which ones, how many used etc…) and generally more information when you roll your mouse over a section. A richer, more informed UI.

2) Major economic changes; tech costs are increased by 50%, building costs are decreased by 20%, unit costs are decreased by 20%, defensive penalty on flatlands is increased by 25%, workshops yield more production (hammers), bakery increases the percentage of food stored after growth (+20%) and is worth +1 food.

3) Some changes to culture like a +2 increase for a Weaver or the removal of a culture penalty for the Freedom Social Policy.

I would encourage players to try this mod as it makes the in-game economics more realistic and slightly fairer for players, even at the highest difficulty levels. You can find this in the civfanatics section for “Civilization V' mods at this address.

Regiment and Ethnic Diversity (R.E.D.)

The R.E.D. mod by Gedemon has been available since the release of Civ IV, and has now been adapted for the newer version of the game. It is not quite a overhaul of the game, in the sense that it does not alter technical playing-aspects like the previous two mods listed, but it is quite useful if you consider some of the scaling or models unrealistic.

R.E.D. rescales all combat models and deals solely with graphical aspects of combat-units, as you may be able to tell by the hefty file-size. It also adds new units for respective countries, like the He-111 for Germany or P-51 “Double Trouble' for the US. It is definitely worth downloading for the new models and considerable work. Here are some of the changes:

1) Rescaling of all units and new formations added; tanks now look bigger than warriors or people, mounted units are the right size and so on.

2) Addition of many new units, like: American Sherman tanks, American infantry units, English musketmen, Spitfire planes, Cromwell tanks, R35 tanks, BF109 fighter-planes, Type97 tanks, Fiat G55 Centauro planes and much more.

You can download the mod and look at all the additions and changes at this address.

Total Mod

Fallout

It’s big, it’s ferocious, it impacts your game and it gives you more content, more techs, more everything! The Total mod does exactly what it says and it adds new eras, new technologies, new units and many other additions; should you feel short-changed by your experience with the game this is the mod to download. Some of the changes:

1) The addition of Pre-historic and Digital eras, with appropriate techs and unit to match.

2) 27 new technologies, including fire, language, map-making (cartography?), military psychology and modern-techs like satellite targeting, cloning and artificial intelligence. Would have been nice to pair the latter with robotics and create the new “Asimo…'

3) New buildings like Google (!), which is a national wonder, huts for the pre-historic era, hangars and oil refineries.

4) New units for existing eras; most of these additions are made in the Industrial era which now includes some great WW2 units similar to the R.E.D. mod.

If this isn’t an overhaul of your game then I don’t know what is. Highly recommended for a wealth of additions and the two new eras which add more then flavour. Get the mod at civfanatics.com, right here.

Mod

Other Mods

Some of the other mods available are certainly worth it, though they do not offer as many changes as the ones above (apart for the Nights mod). Those worth mentioning are:

1) A Civ of Ice and Fire – which adds a new playable scenario to the game.

2) Hundred-Years war – Adds the Valois/D’Anjou conflict, very interesting from an historical perspective

3) Beyond the future – An interesting concept, which extends the units and playability of the future era. Unfortunately the author gives little information on the mod (non-english speaker) and it looks like the project is abandoned.

4) Civilization Nights – Another overhaul mod, which adds a variety of changes to game-playing aspects, such as the happiness/science system, new tech pyramids, new buildings and other stuff.

Again, you can find those mods at civfanatic.com, simply by searching through the mod-section. Visit the links in any of the mods and click on “Civilization V – modpacks' at the very top of the page.

This post is part of the series: Civilization V Mods and Maps

Articles based on using the Civilization V SDK and WorldBuilder tool.
This entry was posted on 17.09.2019.