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Civilization VI

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Progression Style

**Districts Only**: Each tech/civic that would normally unlock a district or building now has a logical progression. Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT **Eras and Districts**: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era. Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts. **None**: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
25
0
0
0

Shuffle Goody Hut Rewards

Shuffles the goody hut rewards. Goody huts will only contain junk items and locations are checked sequentially (First goody hut gives GOODY_HUT_1, second gives GOODY_HUT_2, etc.).
0
25
0

Boostsanity

Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been researched. **Note**: If a boost is dependent upon a unit that is now obsolete, you can click to toggle on/off the relevant tech in the tech tree.
25
0
0

Tech/Civic Cost Multiplier

Multiplier for research cost of techs and civics, higher values make research more expensive.
This is a range option.

Accepted values:
Normal range: 50 - 150
0
25
0
0
0
0
0

Tech/Civic Tree pre-hinted Items

Controls what items from the tech/civics trees are pre-hinted for the multiworld. **Progression**: Include Progression items in hints **Useful**: Include Useful items in hints **Filler**: Include Filler items in hints

Hide Item Names

Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that hints will still be precollected if that option is enabled.
25
0
0

Advisor Indicates Progression Items

If enabled, an advisor icon will be added to any location that contains a progression item.
0
25
0

Death Link

If enabled, losing a unit will trigger a death link effect on other players in the multiworld. When a death link is received, the player will receive the effect specified in 'Death Link Effect'.
25
0
0

Death Link Effect

What happens when a unit dies. **Unit Killed**: A random unit will be killed when a death link is received. **Faith**: Faith will be decreased by the amount specified in 'Death Link Effect Percent'. **Gold**: Gold will be decreased by the amount specified in 'Death Link Effect Percent'. **Era Score**: Era score is decreased by 1.

Death Link Effect Percent

The percentage of the effect that will be applied. Only applicable for Gold and Faith effects.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

Start with these items.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.