Civilization VI Mods

Best mods

Policy Bonanza

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

It's time to go crazy with the civics. If you didn't feel like you had enough policy cards to work with, this mod steps in to deliver a healthy host of more for your political progress. From trade, to production, to military, these policies will lend you just a little bit more when you need to get your civilization in gear for what comes next.

Solitaire Sandbox

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

Ever just want to play around on your own terms and run your own Civilization without worries of the world to hold you down? This mod offers up a new option that allows you to remove all AI players from the game as well as Barbarians and City States if you so wish. You can take on simply expanding your civilization and expanding into the world on your own terms almost like a city management sim.

Re-Districting

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

If you're just not getting enough out of the new district system of Civilization VI, then this is a meaningful and thorough upgrade that just might give you a little more bang for your production buck. It allows a fantastic slew of new district upgrades, ranging from specialization in food, science, production or military bonuses to bonuses for being built over certain luxury and strategic resources. Get more out of your districts than ever before.

Increased Starting Distances

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

Tired of getting crowded by your local city states and civilizations? Want a little more breathing room to more easily lay your claim on fertile lands and expand your sprawling empire? Then you need this. It increases the distances between spawning civilizations, city states, and barbarian camps to ensure that you and everyone else will having ample space to work with as you plan your game.

Research Reminder

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

Why spend precious science on research that you could easily finish with a Eureka and save yourself the resources for something far more important? If you fear forgetting to make the change in your research that will allow you to save time later, this mod is a great option. It supplies a reminder that notifies you to switch tech research when you're 50% complete (enough to finish with a Eureka, 40% in regard to China). Save time and dominate your Science tracks with careful planning and this handy notification.

Better Sewers

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

Ever feel like the cost of a sewer system far outweighs the benefit? Sewers were a substantial technological step forward in terms of health and wellness. This mod aims to bring them up to code and make them more useful. The building time is decreased and the housing boost is doubled to make sewers a far more enticing commodity in your city planning.

Improved Fog of War

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

This one is simple, but certainly a great quality of life mod for your Civ VI experience. This mod adjusts the color contrast on the edge of the fog of war in the game to better distinguish where you are from what you shouldn't be able to see. That means it will be harder to mistake parts of your map for uncovered land and provide a better, more understandable snapshot of what you need to keep eyes on.

Better National Parks

  • [Mod]
  • Posted over 9 years ago
  • 2 downloads

National Parks are practically meant to be national treasures. In theory, they should yield the equivalent of a wonder for the whole nation, but their benefit of amenities is a little lackluster. This mod aims to bump them up a notch. Now National Parks will supply 10 amenities to the building city and one for each city in the nation. This makes the Park a far more worthwhile asset in the late game.

Passable Mountains

  • [Mod]
  • Posted about 9 years ago
  • 2 downloads

This mod poses a simple query. A mountain should be difficult to pass, but shouldn't it be possible? This one says yes. With it, your units will be able to cross over mountain tiles. It will be difficult, costing 5 move points per tile, but you'll be able to get through if you're persistent to seize your goals on the other side. What's more, mountain tiles will still supply all the benefits they should for adjacency to applicable situations.

Disable Religion Holy Site Mod

  • [Mod]
  • Posted over 7 years ago
  • 2 downloads

This Civilization VI mod hinders the construction of Holy Sites. Ideal for preventing AI from constructing a Holy Site when Religious Victory is disabled.