Patch is out. Obligatory notes:
https://civilization.com/news/entries#civilization-vi-australian-summer-2017-update-multiplayer-teams-mod-tools

So can more clever players than myself explain Kongo’s Converted ability? While I get the basic bit of him piggybacking on another player’s religion, doesn’t it just mean that any future conquests he makes he’s simply helping the founder of his adopted religion get 1 step closer to a Religious Victory?

Has the religious unit spam been fixed? If it has not then there is no use in playing it.

With those tech dependency changes they might as well not even have a tech tree. Just let it give you all the advances in fixed order, since they’re all dependent on one another anyway. The point of a tree is to have a lot of leaves. Now they have, what, 2 or 3 total leaves before the end?

Yeah, the problem with the tech trees was not the lack of requirements, it was the explosive and crazy boosts you can. They should have really figured out by now those boosts should be worth maybe 10% or maybe 20%, but not fucking FIFTY.

From the patch notes:

ModBuddy will also receive additional updates in the future, as part of a modding SDK update later. These tools do not include DLL source for Civilization VI at this time.

The tools they’re releasing today look like we can change everything but (loosely speaking) the rules, eg. if a mechanic already exists, it can be tweaked, but a totally new one can’t be invented.

Crap, yeah that’s what modders were worried about. I hope they get the SDK update out in a decent timeframe, not years later like it was for Civ5.

Thanks for the info on that, @Sareln.

How on Earth could they not address Religious spam as @Granath mentioned? Do they live in an alternate reality from us?

What was that, @jpinard? I couldn’t hear you over all the thunder bolt spam.

I think it’s close enough to use this clip LOL

Well there’s a use for ModBuddy. Someone should replace the sound of religious combat with that. :)

They get the “Belief” bonuses of the dominant religion.

I am considering giving this a try again, but I have some questions.

  1. Is there a mod that improves the AI?
  2. Is there a mod that will make starting locations somewhat even and not cluster everyone together. IE: A large world with 4 players will result in each civ having a very large amount of space.
  3. Are there any other mods people recommend?

Just play Pandora instead. That’s how I do.

Pandora?

I guess this one? (Which if so, I wouldn’t really recommend. It’s interesting, but also unpolished.)

There’s mods that attempt to do both, but they’re not very successful, at least not when I tried them. The AI mods had very limited impact and the spacing mods had inconsistencies. There are variables that determine how far cities start apart, but the game often seemed to ignore them when I was experimenting modding them.

If you’re waiting for mods to make significant improvements, I’d suggest waiting until the full SDK is released.

I just hope Firaxis doesn’t drag their feet too much on this, but I worry they will.

Oh, so they did say they are actually going to release a full SDK then? I wasn’t sure that would happen.

No word on when access to the code is going to be given, which I think is going to be necessary for any significant AI improvements.

They are releasing their ModBuddy tool, but the more advanced modding stuff is still TBD. Hopefully it’s not like Civ5 where it’s 3 years after release… and I’m really hoping that decision wasn’t made on a belief that mods would cannibalize their DLC sales.