A game balance Mod for Civilization VII (Civ7). Adds Advanced Start, and Age Transition card bonuses to each era of the game, to give human players advantages.
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Author notes
License: GPL. Derivative works must also be released under the GPL.
File credits
Contributions are welcome! Please visit the Codeberg repository for details.
Many kudos to the Civ 7 team at Firaxis have made an incredible game, including some brilliant improvements to how the code interacts with the game engine.
And a massive thank you to Sukritact for everything they do for this community.
This is my first Civ 7 mod. I'm new to releasing my mods publicly, but I've been lurking, and sharing my own Civ 6 mods among friends for a while now.
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Patch 1.2.0 verified. Tweaked card costs, text fixes, bug fixes. For more details, including future plans, please see: https://forums.civfanatics.com/resources/power-overwhelming-vii-by-f1337.32077/update/35970/
Version 1.4.0
4 New Card. 1.1.1 patch verified. See details at https://forums.civfanatics.com/resources/power-overwhelming-vii-by-f1337.32077/
Version 1.3.0
Advanced Start, Age Transition (all ages): Introduced a new "Diplomacy Overwhelming" card with 4 diplomatic effects. No cost to accept Endeavors (via Himiko). No cost to declare war (via Machiavelli). Trade Map Endeavor (via Ibn Battuta). +1 max Settlements (via Xerxes). All four effects are from base game leaders.
Antiquity Advanced Start: The Civic and Tech Advanced Start cards for Antiquity have been grouped into 1 card per type. The Free Civics card grants the same 2 Civics that were once 2 separate cards. The Free Technologies card grants the same 3 Technologies that were once 3 separate cards.
Advanced Start, Age Transition (all ages): Introduced a Wildcard Attribute card, to make spending those points easier.
Minor text updates.
Version 1.1.1
This bug exists in the core game. Maybe it's not even a bug? Playing as Augustus, one can buy half of several unique quarters in towns. However, if the other half is not a "culture" building, Augustus will not be able to complete the unique quarter.
This change makes Augustus able to complete any unique quarter that he can buy, assuming other placement conditions are met. And theoretically does so in a way that won't break if a fix is applied by Firaxis.
There is an unintended side-effect: If playing Augustus, other civs will receive the "culture" tag for unique buildings that have a culture building in their unique quarter. I have yet to figure out how to determine "what civilization is Augustus currently playing" from the database alone.
See also:
- (I'll update with the official issue tracker link to my bug report when/if it goes live)
The following adjustment were made to Advanced Start and Age Transition cards provided by this mod. No changes were made to built-in cards.
- Cards that grant military/recon units now cost Militaristic attribute points. - Cards that grant civilian/trade units now cost Economic attribute points.
Why? Because Wildcard points can be spent on anything, but *only* Wildcard points can be spent on cards that cost Wildcard points.
Version 1.0.16
Custom card icons weren't displaying due to a bug in .modinfo. This release should fix it: "works for me" locally. :)
Version 1.0.15
debut release. earlier versions are from testing locally, and post-commit gitops pipeline.
Power Overwhelming VII
A game balance Mod for Civilization VII (Civ7). Adds Advanced Start, and Age Transition card bonuses to each era of the game, to give human players advantages.
Antiquity Era Starting Bonuses
Free Army in Capital
3 Free Technologies
2 Free Civics
Antiquity, Exploration, and Modern Era Starting Bonuses