One detail that I really like about the mod is that (once enabled) you can switch it of and on in your game creator like Secret Societies, Heroes and Legends,... It has the same impact and quality of those as well. I think it is a must-have for naval games.
There is one very big downside to this. If you've made configurations, and you load one, Sukritact's Oceans is NOT in the list of game modes. So you'll have to rebuild all the configs again (for the ones where you want Sukritact's Oceans enabled). Maybe could you add this in an edit to your post? Not everyone reads the replies to posts after all :)
@@theplasmawolf What do you mean by configurations? As far as I know, when a mod is added/removed the game must be reset, as one needs to re-load the main menu, this is an issue with YnEMP and I think a bunch of other mods that make changes to front-end.
Name another modder that fully animates their leaders. Not only that, but he's technically a Firaxis freelancer because he created the Gallic, Byzantine, and Portuguese palaces for the New Frontier Pass.
Actually yeah, he SHOULD be on the payroll. If Firaxis hasn't at least approached him/her to join their team, they really should get their collective heads examined.
@@Jondiceful He did end up working for Firaxis at one point, doing freelance work creating the Byzantine, Gaul, and Portuguese palaces. Probably the closest we got to them approaching him.
Sukritact makes amazing mods. Him together with some others. Leugi comes up on the top of my mind too. Only problem is that I like coastal cities and I use a mod so you can always build fisheries. Which is essential for me to make coastal cities compete with inland farm diamonds. This mods fisheries are kind of a deal breaker for me but maybe I could try and see if the food is any good. EDIT: I also wanted to mention that the reason for the fishery mod I use is that I see fisheries as essential but having to rotate The Surveyor gets really tiresome.
Ohno, I already felt awful with myself "improving" whales and turtles... and now I can also harvest seals and exploit reefs? Ah, the problems of the First World!
Love the fact that this mod feels like it could have been a part of the game all along, and that it makes coastal cities feel just as economically viable as land ones. I'd also be keen to see a mod spotlight for the Monopolies++ mods.
Potato, recommending your videos to friends has drastically improved my multiplayer games! I am no longer wrecking the fun at turn 250. I won't even miss sneaking up to triremes with Nuclear Subs.
Thank you for sharing this mod! I have found Sukritacts mods to be so good that I often feel like the game is unplayable without them. I hadn't seen this one yet, so thank you very much for bringing his latest work of art to my attention. This will likely become a standard mod for me now. I would like to see you present his Global Relations mod. It's a useful UI improvement in that it shows the diplomatic standing of all civs relative to each other at a glance. It's one of those mods that is so good, I never play without it. Or almost never. I recently got the mobile app. Playing civ on my phone is great! Having to paw through each leader's diplomacy screen to see what his mod shows in one screen might lead to early balding.😜
This brings back one of the main things that I loved in Civilization: Beyond Earth - oceans being interesting. This doesn't capture the diversity of oceanic features that game had, but I can't wait to try it out.
I have played with this, and it is awesome. There's another mod Called Civ Reimagined that basically overhauls civilization 6, and it allows warfare expanded units to be distributed among the world tree, hills without resources do not allow mines, but there are new policies and resources that allow you to make up the production you would have had. Eras are roughly 2.5 times as long, but there are fewer era score bonuses. 130 New Techs, 45 New Civics, over 50 New Buildings, and over 65 new policy cards! You also don't know anything that is out there until you actually research it, so you won't know where incense is until plantation.
Thank you so much for sharing this. As an average Indonesia enjoyer I am more excited about this mod than many of the updates in the frontier pass. Also gonna give Maori, Portugal, and Norway another shot with this for sure, and plenty more civs but just those off the top of my head.
"just look at the size of these horses" Me: oh yea, i wonder how these huge builders are gonna ride them... "They are the size of the house" Me: Holy shit, all praise the almighty builders, titans of the ages, thats why they can build anything in one turn, they are the gods O.o
Just this week finally got around to watching one of your videos that you mentioned you were using this (or did one just come out idk my months feel like they are running together) and immediately had to install it. Game play feels so much more dynamic and I'm still only on my 1st play with it. Thank you for the content keep it up!
Really cool to see how professional this video looks for a “show case” video! Been following you for a long time its cool to see how much you’ve gotten better and grown.
I love coastal cities, so this is an instant-include for me since downloading it a few days ago. It is really seamlessly integrated. Only problem I noticed was the fact some lakes are sometimes absolutely clustered with caviar and/or lobsters. Like literally all tiles of the lake having the resource, which especially with the extra gold caviar gives makes it a bit OP on some maps.
Normally I only use mods that are purely aesthetic without changing any mechanics. But I may have to give this one a try. Sukritact is a top-tier mod maker, and honestly, you had me at "squid". More games need to have squid in them.
When he posted on reddit, I immediately got the mod and have been playing with it on every game. Firaxis really should hire Sukritact - all his works are good, and the man deserves recognition from the devs.
Sukritact honestly makes the best mods for Civ. You could feature ANY one of them, and it would be fantastic. Super happy to have him in the community.
THanks for these - I would love to see more! I never paid attention too much to mods with games - until I started to play Cities:Skylines, which is greatly enhanced by mods and assets in my opinion. It's opened my eyes to just how many games out there support mods, but as with anything new it can be overwhelming trying to figure out where to start when you first discover something. So yeah, I hope you continue this series. Great stuff! Some of your other mentions of UI mods have really enhanced how I enjoy the game - and who knows, maybe the devs will just bake in some of what feels like obvious improvements in the next major version of the game. Also enjoying Old World based on your few play throughs - it does have a different feel and I think I like it. And man does that game force you into certain situations. If you like to play passively it's not a game for you probably - ha!
I really like these types of vids, I hope you make more of them. Personal request for a future Mod Spotlight video would be maybe some of the resource adding mods like Sukritact's Resources and CIVITAS Resources, or maybe even a longer video on Civilization Expanded, which completely rebalances most of the civs in the game.
Great video potato. This mod sounds super fun and will make lining up the perfect city center, commercial hub, harbor, and water park will be super fun. I also am super happy there’s more coastal luxuries because I find it really hard to get more amenities. I am kind of sad about fisheries. No more Liang Mausoleum cities :(
@@Max-zs6ur Though you're heavily discouraged from using nukes by the game mechanics. It's essentially an "it exists, but only morons and bad players (who haven't won before that point) will use it". Meanwhile burning coal, oil and now blubber is often the way to go.
@@DrZaius3141 I disagree slightly, a particularly long military game can lead to cities being too strong to kill easily without nukes. Nukes still aren't super useful, but very occasionally can be useful in longer games (such as on large+ maps).
I think there can be done more with this mod: Canada gets more happiness from access to seals but everybody else gets reduced happiness if canada has access to seals.
I tried this mod out a few days ago because I love playing naval civs and archipelago maps. I absolutely love it. I'm activating it for every naval game I play from now on.
This is a fascinating idea. In more general terms I like the idea of a resource that affects something other than amenities. It is an unexplored mechanic outside of natural wonders (which range from game-breaking to pointless).
@@pokefan314 Vanilla means in the base game. He was saying he wished the changes in the mod were part of the base game, because like this he cannot access them since the Switch version has no mod support.
Looks great. This should have been part of base game dev work. The sea part really needs a lot more love, coastal cities are still underwhelming and so are naval units. This will definitively find its way in the community patch/vox populi edition.
What I always wanted and hope civ7 will add regarding oceans is ocean currents. To have additional movement when going along currents and subtracted when going against them as sailing units. In history class we were told stories of ships stranding in Australia on their way to Indonesia because of the currents. It sets older units aside from engine units which wouldn't have as much issue with the currents and adds some strategy. Because right now sending your units across the sea is just boring turns of waiting for them too Arive.
Would love to see a rundown of City Lights, or maybe even a regular gameplay video, as someone who unfortunately doesn't have the time to watch one of the Livestreams you did with it
This mod series is amazing. This also showcases passionate & dedicated individuals towards that game. Can you make episodes of mods that improves quality of life while playing (Quick deals etc)? Thank you.
Suggestion: increase the yields on oceanic resources but have a turn/usage limit per era when you can fish due to “overfishing/over-exploiting” a resource. It could create an unique dynamic for coastal cities and will probably create new and fun strategies
I don't really have the endurance to watch streams usually, so I would love if you revisited city lights and covered it in a similarly well edited package like this one!
I find it incredible how his mods adhere to civ 6 design style... I mean, look at those icons, if I didn't know they were modded in I would believe they're part of the core game
Sukritact's mods have made me actually like the Hermetic Order. The Mount Fiji wonder is great for it and Oson (Akan) is a really unique leader/civ IMO that kind of takes a bit of Hungary and a bit of Greece and combines it into this unique play-style that also fits well with the Hermetic order. Some of his other leaders seem good too haven't gotten to try them all yet. A couple sound less interesting to me or slightly unbalanced but some are really on point. There was one where a district had a broken ass bonus but it required it to literally be built next to 4 mountains to apply. So that is like extremely situational. A lot of the designs seem to be that way. Like really good but situational or really decent but with a downside to go along with it and I like it.
Amazing mod from my experience! You should talk about Harmony in Diversity and how it charges all governors to match Pingala's impact. Also I'd love to see just a standard New Khmer game so I can see how you approach them.
Sukritact's Mods are a blessing to civ 6, they feel balanced, improve the QoL of the player, and expand the game content without brushing off that base game feeling. I hope one day they get implemented to console version for my console folks out there.
I started up a game with this after seeing it in your birthday stream, I also added those Urban development mods, sadly 200 or so turns in I started getting regular crashes, seems to be some issue with the game itself as I've found record of the same issue years ago as well as more recent, guess I'll just have to play civ vicariously through you (though you're much better than I am)
This mod looks great, I definetely will test it out in the future. Now, after seeing this, I hope Sukritact will make a mod like this for desert tiles. =)
I'm looking forward to seeing how Apple handles the Foundation series. Dune should be nice, but I've already watched the original movie and the scifi channel movies.
What would that entail other than open borders? It would be a big departure to the game, but maybe you would need open borders to make trade routes? Maybe if you lose open borders your trade route would have to take the long way around or be cancelled? They would also need to change the mechanic to incentivize shorter trade routes, rather than longer ones. Maybe -10% gold for every 4 tiles after the first 4.
My forever mod that I always have on is Watchtower. It lets your scouts build a one off watchtower to increase visibility in an area. Not at all game breaking, just a handy improvement to help explore in the early game and stop barbarian camps from spawning in an annoying place if you are crafty with it. 😉
Ooh, Ooh, Ooh! Please do the "Urban Complexity District Expansion" mod 🤩 preferably on a not too big map and not with The Gaul, but however you'd find it the most fun! Asked in your Tokyo video too, but now that you asked.. Loads of love from Denmark 🤗
Sukritact has been the King (or should I say Deity) of Civ 6 modding since the game came out in my opinion, atleast a quarter of my modlist is from him or he contributed to
I'd like to hear your thoughts and opinions on Eps mod, it's had a ton of updates that seem to stem from your comments in videos on how you think things should be done. I also think more mods should follow in Oceans footsteps on being able to be ticked on or off in the map select screen - just makes deciding to use it easier
One detail that I really like about the mod is that (once enabled) you can switch it of and on in your game creator like Secret Societies, Heroes and Legends,... It has the same impact and quality of those as well. I think it is a must-have for naval games.
Yes its amazing, wish I'd thought of that for the video!
That must make it so much easier to use
So lowkey everything that the Game Modes should have been xD
There is one very big downside to this. If you've made configurations, and you load one, Sukritact's Oceans is NOT in the list of game modes. So you'll have to rebuild all the configs again (for the ones where you want Sukritact's Oceans enabled). Maybe could you add this in an edit to your post? Not everyone reads the replies to posts after all :)
@@theplasmawolf What do you mean by configurations? As far as I know, when a mod is added/removed the game must be reset, as one needs to re-load the main menu, this is an issue with YnEMP and I think a bunch of other mods that make changes to front-end.
Seeing Sukritact in the title tells me that this will be good.
Yeah
Name another modder that fully animates their leaders. Not only that, but he's technically a Firaxis freelancer because he created the Gallic, Byzantine, and Portuguese palaces for the New Frontier Pass.
Tbh mate I'm getting this way. The Oceans, the UI improvements, whoever these guys are they are GOOD
@@remlapwastaken8857 he adds civs and ANIMATES THE LEADERS?!
@@remlapwastaken8857 that sounds like more than technical. Sounds like he can be relied on to fill in the gaps when they're short on time
Sukritacts mods contribute so much to the game you could almost argue he should be on the payroll.
Actually yeah, he SHOULD be on the payroll. If Firaxis hasn't at least approached him/her to join their team, they really should get their collective heads examined.
@@Jondiceful He did end up working for Firaxis at one point, doing freelance work creating the Byzantine, Gaul, and Portuguese palaces. Probably the closest we got to them approaching him.
@@VerdantAssassin good for him!
This should be official. Also Firaxis should hire Sukritact already.
Sukritact makes amazing mods.
Him together with some others. Leugi comes up on the top of my mind too.
Only problem is that I like coastal cities and I use a mod so you can always build fisheries. Which is essential for me to make coastal cities compete with inland farm diamonds. This mods fisheries are kind of a deal breaker for me but maybe I could try and see if the food is any good.
EDIT: I also wanted to mention that the reason for the fishery mod I use is that I see fisheries as essential but having to rotate The Surveyor gets really tiresome.
Loved this! More please :)
Can't wait to hear about the inevitable Lewis rants about lobsters in the upcoming charity streams
4:14 The Spice Must Flow, Potato.
He who controls the Spice, controls the Universe
I think Terra Mirabilis would be an interesting mod to cover, some pretty neat bonuses introduced by it
It really made natural wonders more fun
Its fun and game until u r the only player that far from natural wonder 😂😂
It added the Salar de Uyuni to civ it deserves all of the attention
Ohno, I already felt awful with myself "improving" whales and turtles... and now I can also harvest seals and exploit reefs? Ah, the problems of the First World!
Just think of improving sea mammals as building tour boats…except those would bring tourists instead of production wouldn’t they?
Sukritact is a top modder. Seeing this has retweaked my interest in yet another campaign. Thanks for sharing.
Love the fact that this mod feels like it could have been a part of the game all along, and that it makes coastal cities feel just as economically viable as land ones. I'd also be keen to see a mod spotlight for the Monopolies++ mods.
One of the few modders that blesses us with content that looks, feels, and plays like actual first party content.
Potato, recommending your videos to friends has drastically improved my multiplayer games! I am no longer wrecking the fun at turn 250. I won't even miss sneaking up to triremes with Nuclear Subs.
Potato at 3:24 "The lobsters are going to march up the coast to take out my cities :O"
Me at 3:24 "Why not Zoidberg? WhoopWhoopWhoop" XD
We the people NEED the Zoidberg Hero mod
@@Renno2124 Can consume a squid resources to spawn a special infantry unit?
@@Fractus Replace the giant death robot with the Mobile Oppression Palace FTW!
Thank you for sharing this mod! I have found Sukritacts mods to be so good that I often feel like the game is unplayable without them. I hadn't seen this one yet, so thank you very much for bringing his latest work of art to my attention. This will likely become a standard mod for me now.
I would like to see you present his Global Relations mod. It's a useful UI improvement in that it shows the diplomatic standing of all civs relative to each other at a glance. It's one of those mods that is so good, I never play without it. Or almost never. I recently got the mobile app. Playing civ on my phone is great! Having to paw through each leader's diplomacy screen to see what his mod shows in one screen might lead to early balding.😜
This brings back one of the main things that I loved in Civilization: Beyond Earth - oceans being interesting. This doesn't capture the diversity of oceanic features that game had, but I can't wait to try it out.
Great video, I would live to see you talk about city lights mod and JNRS urban complexity. Those are great mods that I would live to know more about.
He has some live streams on those mods if you do a search. I don't recall how much detail he goes into, it was a while ago.
1st of these mod spot lights I've seen you do. Keep em going.
I have played with this, and it is awesome. There's another mod Called Civ Reimagined that basically overhauls civilization 6, and it allows warfare expanded units to be distributed among the world tree, hills without resources do not allow mines, but there are new policies and resources that allow you to make up the production you would have had. Eras are roughly 2.5 times as long, but there are fewer era score bonuses. 130 New Techs, 45 New Civics, over 50 New Buildings, and over 65 new policy cards!
You also don't know anything that is out there until you actually research it, so you won't know where incense is until plantation.
Thank you so much for sharing this. As an average Indonesia enjoyer I am more excited about this mod than many of the updates in the frontier pass. Also gonna give Maori, Portugal, and Norway another shot with this for sure, and plenty more civs but just those off the top of my head.
Feels like a very natural extension to the game. Excellent work.
"just look at the size of these horses"
Me: oh yea, i wonder how these huge builders are gonna ride them...
"They are the size of the house"
Me: Holy shit, all praise the almighty builders, titans of the ages, thats why they can build anything in one turn, they are the gods O.o
Isn't one turn like 10 years in game (at standard speed)? The builders take 10 years to build a farm.
@@mathguy97 Heretic! you dare doubt our Titan Builder Overlords!?
Absolutely fantastic video.
Please keep informing us when there are new amazing must have mods like this one. Thanks a lot!
Just this week finally got around to watching one of your videos that you mentioned you were using this (or did one just come out idk my months feel like they are running together) and immediately had to install it. Game play feels so much more dynamic and I'm still only on my 1st play with it. Thank you for the content keep it up!
Really cool to see how professional this video looks for a “show case” video! Been following you for a long time its cool to see how much you’ve gotten better and grown.
I look forward to you trying it out!
Thanks for doing this spotlight. Its fascinating how the channel's stance has shifted towards embracing mods
A full Sukritact game would be cool. All his extra civs, districts, wonders etc.
I love coastal cities, so this is an instant-include for me since downloading it a few days ago. It is really seamlessly integrated. Only problem I noticed was the fact some lakes are sometimes absolutely clustered with caviar and/or lobsters. Like literally all tiles of the lake having the resource, which especially with the extra gold caviar gives makes it a bit OP on some maps.
Less than 3 months til DUNE baby! Great video, I'm definitely adding this to my mod list.
Those Kelp Forests look like Tiberium deposits.
It's time for a harvest.
Normally I only use mods that are purely aesthetic without changing any mechanics. But I may have to give this one a try. Sukritact is a top-tier mod maker, and honestly, you had me at "squid". More games need to have squid in them.
I love your channel thank you for helping new players like yours truly get too know this awsome game
The luxury resources added by this mod are fully compatible with industries and corporations? You can actually build those industries?
Wonderful!
When he posted on reddit, I immediately got the mod and have been playing with it on every game. Firaxis really should hire Sukritact - all his works are good, and the man deserves recognition from the devs.
Awesome mod presentation!
Sukritact honestly makes the best mods for Civ. You could feature ANY one of them, and it would be fantastic. Super happy to have him in the community.
Good to see Lewis gave you that push to make this video (from armchair), really enjoyed it
THanks for these - I would love to see more! I never paid attention too much to mods with games - until I started to play Cities:Skylines, which is greatly enhanced by mods and assets in my opinion. It's opened my eyes to just how many games out there support mods, but as with anything new it can be overwhelming trying to figure out where to start when you first discover something.
So yeah, I hope you continue this series. Great stuff! Some of your other mentions of UI mods have really enhanced how I enjoy the game - and who knows, maybe the devs will just bake in some of what feels like obvious improvements in the next major version of the game.
Also enjoying Old World based on your few play throughs - it does have a different feel and I think I like it. And man does that game force you into certain situations. If you like to play passively it's not a game for you probably - ha!
I really like these types of vids, I hope you make more of them. Personal request for a future Mod Spotlight video would be maybe some of the resource adding mods like Sukritact's Resources and CIVITAS Resources, or maybe even a longer video on Civilization Expanded, which completely rebalances most of the civs in the game.
A mod that lets me club baby seals? Count me in
New Canada meta?
Great video potato. This mod sounds super fun and will make lining up the perfect city center, commercial hub, harbor, and water park will be super fun. I also am super happy there’s more coastal luxuries because I find it really hard to get more amenities.
I am kind of sad about fisheries. No more Liang Mausoleum cities :(
*Sukritact:* creates a mod that adds seals that can be harvested.
*Me, an environmentalist:* No
The game has nukes, which are notorious for harming the environment a little bit...
@@Max-zs6ur Though you're heavily discouraged from using nukes by the game mechanics. It's essentially an "it exists, but only morons and bad players (who haven't won before that point) will use it". Meanwhile burning coal, oil and now blubber is often the way to go.
So what happens when someone is an environmentalist, but also a Canadian? Quite the cognitive dissonance I would say...
@@DrZaius3141 I disagree slightly, a particularly long military game can lead to cities being too strong to kill easily without nukes. Nukes still aren't super useful, but very occasionally can be useful in longer games (such as on large+ maps).
You could always just not use it? Plus it’s just a game.
Feel like purple sea snails should be a luxury in place of Coral. Lobster should probably be a bonus resource, too.
I think there can be done more with this mod: Canada gets more happiness from access to seals but everybody else gets reduced happiness if canada has access to seals.
I tried this mod out a few days ago because I love playing naval civs and archipelago maps. I absolutely love it. I'm activating it for every naval game I play from now on.
I’d love to see melange added in a mod, could buff military units but if supply is cut off weaken them
This is a fascinating idea. In more general terms I like the idea of a resource that affects something other than amenities. It is an unexplored mechanic outside of natural wonders (which range from game-breaking to pointless).
One of my favorite mods that I keep enabled at all times is Wetlands by JNR. Marshes and floodplains become much more interesting!
Really enjoyed the format of this vid. Great Work!
potato "look at that horse, igs bigger than a house"
the axe wielding giants in the adjacent tile "HUAR HUAR, horsie is good lap pet"
I'll definitely try this out soon. Just finished a domination speed run on giant map as the Aztec so next will be a return to the ocean.
You should do civ reimagined 6.9 I think it would be awesome to see you play a mod that is basically a free DLC
Very nice review. Hope we get more of these. Great work.
I wish this was in Vanilla as I'm stuck without it on the switch.
oofers man
Please excuse my ignorance. What is vanilla? and how do I apply it on my switch? I just assumed I couldn’t use mods with the Nintendo property
@@pokefan314 Vanilla means in the base game. He was saying he wished the changes in the mod were part of the base game, because like this he cannot access them since the Switch version has no mod support.
@@Jack_Rakan that’s what I thought. Thank you very much for your reply. I appreciate it.
I must agree!! I'm on Switch too and there are a lot of QOL improvements we could get! Like a map search function!
It's the Navigator's Guild you have to avoid angering with how you handle spice. Sandworms are always angry with you.
Those seal models are INCREDIBLE, such sleek looking swimmy bois
a huge mod you could review is called "ages of mankind" which is essentially reworking the entire tech tree
Looks great. This should have been part of base game dev work. The sea part really needs a lot more love, coastal cities are still underwhelming and so are naval units.
This will definitively find its way in the community patch/vox populi edition.
Coastal Cities are actually amazing, I prefer them tbqh
I would love to see more mods covered by you, specially mods with historical scenarios
Honestly this mod should be in the main game
What I always wanted and hope civ7 will add regarding oceans is ocean currents. To have additional movement when going along currents and subtracted when going against them as sailing units. In history class we were told stories of ships stranding in Australia on their way to Indonesia because of the currents. It sets older units aside from engine units which wouldn't have as much issue with the currents and adds some strategy. Because right now sending your units across the sea is just boring turns of waiting for them too Arive.
Very good this mode looks dope I saw u use it in the livestream
Would love to see a rundown of City Lights, or maybe even a regular gameplay video, as someone who unfortunately doesn't have the time to watch one of the Livestreams you did with it
This mod series is amazing. This also showcases passionate & dedicated individuals towards that game.
Can you make episodes of mods that improves quality of life while playing (Quick deals etc)?
Thank you.
He's already got a video about his better UI mod setup, actually.
Suggestion: increase the yields on oceanic resources but have a turn/usage limit per era when you can fish due to “overfishing/over-exploiting” a resource.
It could create an unique dynamic for coastal cities and will probably create new and fun strategies
Sounds like it would just add more micromanaging
I spent like 30m trying to find this mod on Steam yesterday.. and here's the video of course!
I don't really have the endurance to watch streams usually, so I would love if you revisited city lights and covered it in a similarly well edited package like this one!
Sukritact out here lobbying for a design job on Civ 7
I grabbed this right away. Love it.
I find it incredible how his mods adhere to civ 6 design style... I mean, look at those icons, if I didn't know they were modded in I would believe they're part of the core game
Great video by the potato man
Sukritact's mods have made me actually like the Hermetic Order. The Mount Fiji wonder is great for it and Oson (Akan) is a really unique leader/civ IMO that kind of takes a bit of Hungary and a bit of Greece and combines it into this unique play-style that also fits well with the Hermetic order. Some of his other leaders seem good too haven't gotten to try them all yet. A couple sound less interesting to me or slightly unbalanced but some are really on point. There was one where a district had a broken ass bonus but it required it to literally be built next to 4 mountains to apply. So that is like extremely situational. A lot of the designs seem to be that way. Like really good but situational or really decent but with a downside to go along with it and I like it.
I wish mods like this were available for the console versions...
One of the things i actually liked about Civ Beyond Earth was the ocean expansion. This reminds me of that, good mod
I would love to see you cover Harmony in Diversity, especially when it fully releases.
Amazing mod from my experience! You should talk about Harmony in Diversity and how it charges all governors to match Pingala's impact. Also I'd love to see just a standard New Khmer game so I can see how you approach them.
I’d love to see this be an exception to the no mods rule for a special or something of the like
Sukritact's Mods are a blessing to civ 6, they feel balanced, improve the QoL of the player, and expand the game content without brushing off that base game feeling. I hope one day they get implemented to console version for my console folks out there.
I started up a game with this after seeing it in your birthday stream, I also added those Urban development mods, sadly 200 or so turns in I started getting regular crashes, seems to be some issue with the game itself as I've found record of the same issue years ago as well as more recent, guess I'll just have to play civ vicariously through you (though you're much better than I am)
I really like the idea of a mod review series. Will you go back and do a proper review for some mods that you showcased and streamed like City lights?
This mod looks great, I definetely will test it out in the future. Now, after seeing this, I hope Sukritact will make a mod like this for desert tiles. =)
Can we expect a playthrough of a water-based civ with this mod? Or maybe inclusion in a future stream with the Yogs?
maybe
This video tickled my sandworm.
Great video potato!
sukritacts deserves a job at firaxis at this point. the UI mods are a must have QOL and the other stuff is some wonderful content design
continue being told that I'm loved, continue returning. good looks potato
I'd like to see your take on the monopoly++ mods, they expand on the concepts of the monopoly mode a ton.
Woa my favourite civ6 youtuber talking about mods from my favourite modder....
I'm looking forward to seeing how Apple handles the Foundation series. Dune should be nice, but I've already watched the original movie and the scifi channel movies.
I would love to see moded gamemodes in Civ 6 in next future. Any ideas just reply down below
They need to add some sort of coastal diplomacy to the game. Wars has been fough all throughout history for access to important bodies of water.
What would that entail other than open borders? It would be a big departure to the game, but maybe you would need open borders to make trade routes? Maybe if you lose open borders your trade route would have to take the long way around or be cancelled? They would also need to change the mechanic to incentivize shorter trade routes, rather than longer ones. Maybe -10% gold for every 4 tiles after the first 4.
My forever mod that I always have on is Watchtower. It lets your scouts build a one off watchtower to increase visibility in an area. Not at all game breaking, just a handy improvement to help explore in the early game and stop barbarian camps from spawning in an annoying place if you are crafty with it. 😉
I would love to see a playthrough with this mod and Atlantis would be awesome
loving the mod review video. better then us spamming in the chat what the mod do lol.
I'd like to see you do an island game with all the coastal civs, as well as a few other coastal mods like the Temple of Poseidon and the Tide Mil
Ooh, Ooh, Ooh!
Please do the "Urban Complexity District Expansion" mod 🤩 preferably on a not too big map and not with The Gaul, but however you'd find it the most fun!
Asked in your Tokyo video too, but now that you asked..
Loads of love from Denmark 🤗
Sukritact has been the King (or should I say Deity) of Civ 6 modding since the game came out in my opinion, atleast a quarter of my modlist is from him or he contributed to
YESS PLEASE! MORE PROFESSIONAL MOD REVIEWS PLEASE!
Seals, the woods of the sea.
Id love to see a mod that lets you build floating stuff on the coast other than offshore farms and fishing boats..
I'd like to hear your thoughts and opinions on Eps mod, it's had a ton of updates that seem to stem from your comments in videos on how you think things should be done. I also think more mods should follow in Oceans footsteps on being able to be ticked on or off in the map select screen - just makes deciding to use it easier