Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Historical Spawn Dates
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13.542 MB
25 Jun, 2020 @ 12:24am
4 Aug, 2023 @ 10:38pm
52 Change Notes ( view )

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Historical Spawn Dates

Description
Inspired by the Rhye's and Fall mod for Civilization 4. Civilizations appear based on the game year, ie: Sumeria and Egypt start the game in 4000BC, America starts the game in 1776AD. Optionally players can spawn by era instead of year. Revolutions will surround new players when they appear, converting cities or causing free city revolts nearby. Starting bonuses and military units are based on the progress of other players, and the current game era. Isolated players start without bonuses. Players exist in a state of limited autoplay off of the visible map until their start date.

Original mod by Gedemon on Civfanatics, updated for the Rise and Fall expansion, Gathering Storm, New Frontier Pass, and all DLC. Does not support the base game without expansions. Supports randomly generated maps, Worldbuilder maps, TSL Earth maps and YNAMP.

Timelines
Setup menu option for start dates:
  • Standard: A mixture of historical realism and gameplay balance
  • True Historical Start: Based on the national founding dates of countries or cities
  • Leader Start: Based on the birth date of leaders
  • Era Start Mode: Era based timeline. Players will appear at the beginning of a new Era
  • Lite Mode: Isolated and Colonial Civilizations receive start dates. All other civilizations start the game normally on Turn 1
  • Input Start Dates Manually: Enter start dates from the setup menu

Full list of start dates can be found in the Discussions section post (link here)

Spawn Zones and Invasions
Spawn zones increase in size around the starting plot based on the game era (maximum 6 plots in all directions by Medieval). Cities in the spawn zone will revolt if they don't have an established governor. Original capitals and City State players will not revolt by default. New players will declare war on the city owner if it has an established governor, and they receive military units (compatible with all unit mods) dynamically based on tech and civic progress. AI players will attack nearby cities.
    Setup menu options:
  • Spawn Zone Types:
    - Iterative: Select cities not separated from the starting plot by mountains or water
    - Classic: Select one city per player within the spawn zone
    - All Cities: Select every city in the spawn zone
  • Convert Cities: Cities are converted to the new player when they revolt. If disabled, they become Free Cities and must be converted through loyalty
  • Convert Cities With Governor: Cities with established governors can revolt
  • Convert Any City: All cities can revolt, including original capitals, cities with established governors and a player's final city

Gameplay Balance
  • Receive bonus technologies, civics, yields and great person points based on the progress of other players and the game difficulty setting. Isolated players receive minor bonuses to yields based on the game era.
  • The Super Monument building provides bonus loyalty pressure from all citizens to help sustain new players. It is spawned in the capital until the number of cities owned by the player exceeds the era limit. The era limit is the numerical value of the game era (Ancient = 1, Classical = 2, etc)
  • New cities receive bonus population, buildings and units until the era limit is reached
  • Players receive 1 Era Score per turn before they spawn, after the first Civ enters the Classical Era. Later starting players will spawn in a Normal or Golden Age, depending on factors such as number of players and game speed, while earlier starting players are more likely to start in a Dark Age

Isolated and Colonial Civilizations
  • Isolated Civs spawn without any bonuses, but they receive a stronger version of the Grand Embassy trait which provides extra Science and Culture from Trade Routes to more advanced Civilizations (defined in IsolatedCivs.sql)
    • Isolated Civilizations:
    • Aztec, Cree, Inca, Mapuche, Maya, Maori
  • Late-game Colonial Civs start with the Democracy government unlocked and receive a copy of the Grand Embassy trait and the Era Building which provides bonus yields in every city depending on the Starting Era (defined in IsolatedCivs.sql)
    • Colonial Civilizations:
    • America, Australia, Brazil, Colombia, Canada

Colonization Mode
  • European Civs can spawn colonies on foreign continents after discovering Cartography and advancing into every new era until Modern Era. Colonies start with military units, workers and a Harbor.
  • Coastal cities on foreign continents with a Harbor that is not pillaged are always loyal to the owner

Raging Barbarians Mode
  • Barbarian camps will contain unique units based on the continent and game era. These units are weaker versions of player unique units and can be viewed from the Civilopedia. For Earth maps only.

  1. How to change start dates:

    • Start date lists are found in the Tables folder of this mod. Choose the file that matches the Timeline of your choice. Open in a text editor to make changes to the start dates. You can add start dates for Leaders which will always take precedence over the Civ start date.

    • See the discussion post "Spawn Dates and Starting Eras" for the full list

  2. How to make advanced changes:

    • See ScriptHSD.lua for the main gameplay functions, InGameHSD.lua for some UI related functions, UnitFunctions.lua for starting units and all unit related functions, and ScenarioFunctions.lua for Colonization mode and Raging Barbarians mode (WIP)

  3. Default mod location (search for the mod ID in bold):
    C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2141200494

Known Issues:
  • Civs that conquer their first city before using a settler do not have an Original Capital. Does not affect Domination Victory.

Credits:
Gedemon, Tiramasu, LeeS
Popular Discussions View All (8)
50
22 Mar, 2023 @ 7:51am
Future Development Discussion (Features, New Civs, Ideas)
totalslacker
44
9 Jul @ 12:43pm
PINNED: Bug Reports / Crash Reports
totalslacker
19
30 Dec, 2022 @ 1:40am
Mod Civ Suggestion
choijanggyu
598 Comments
ZuryMcFlapjack 16 Aug @ 9:28am 
I have added lines for CSE (and a couple modded civs) into HSD_Eras_6T.sql, HSD_InputHSD.sql, and ModSupport.sql and the civs seem to have took but the CSE mod is still incompatible and I am unsure why. If there is anyone out there with some coding skills please help! Message me and I will share files. Or perhaps totalslacker or gedemon might read this and have some tips?
ZuryMcFlapjack 16 Aug @ 9:24am 
Is there anyone who has this mod working with City States expanded? I have been trying to add compatibility to CSE for hours at a time here and there since last year and just cannot get it to work.
josearte777 6 Jun @ 8:01am 
hi, I liked this mod, how can I advance the turn automatically until my civilisation appears on the map?
josearte777 24 May @ 2:19pm 
this mod is compatible with the mod Maple_Leaves's World Tracker Expanded (UI) even if the YNAMP and the rest of the maps?, try it if you can
JcolterMT 14 Apr @ 12:54pm 
Hey there, I was thinking there could be a revamp on a few Civilizations just out of some raw suggestion. For example, Japan for some reason starts at 400AD? And while we can't exactly go back to nearly 39,000 Years ago to the start of the Jomon Period (Since that was when the first traces of people on the Archipelago was found. It could atleast spawn in a similar time akin to China? Or atleast the 3rd BC when the Yayoi immigrated to Japan and overthrew the Jomon. It feels like you decided to plop them in during the midst of the Kofun Period (250-538AD), even though Japan has roots further back. Did you perhaps do that due to the Kofun Period unifying Japan? Which I understand, but if you wanted to go further back, you could have increased Barbarian spawns around Japan to signify the Jomon and Yayoi if we're going to spawn in during the Kofun Unified Period.
R3v3r3ndGizmo 7 Apr @ 10:24am 
this should be worked over a bit maybe bring back civ4 rise and fall that would be killer
Vucko 18 Mar @ 4:34am 
Hi @totalslacker,
love your mode, but having problems with civs appearing in a later stage, like Germany. The problem is that at some point I have to select Pantheon, but there's no way to select and I'm blocked. Did you had any issues like that?
automatonLexicon 12 Mar @ 1:54pm 
Can you please make this mod compatible with CIVITAS city states mod?
Scryie 8 Mar @ 1:54pm 
how do you imput start dates for modded civs?
Mana 25 Jan @ 2:06am 
I've been looking for a mod that can be used to create a colonial era scenario, and this seems to do that and more. Hope it works.