Civ 6 faster production mod. I'm gonna start reading civlopedia now.

Civ 6 faster production mod. I am looking for a civ 6 mod that speeds up production.
Civ 6 faster production mod Jun 8, 2006 · In civ5 I usually get ~60/t at T100, ~400/t at T150 and ~1,500/t at T200, while in Civ 6 I usually get ~100/t at T100 and ~600/t at T150, and finish before T200 so there's no suitable comparison then. It also means your borders expand faster to claim more tiles for chops AND you get to your future governor titles faster. Dec 25, 2016 · Want better production times play on a faster speed. There is also a multi-player version which as I recall is treated like another DLC and placed in the DLC folder but I cannot remember whether that is also a DLL "mod". The silos of the productions have also been generously adjusted. Definitely faster paced than Civ V, as you can have a religious victory by Medieval era (did this by randoming into Georgia and Russia) In Civ V, I generally play on Standard or Quick, because the production speeds on epic or marathon are way too long. For Sid Meier's Civilization V on the PC, a GameFAQs message board topic titled "Mod that increases production speed in marathon/epic?". And I'm sorry to say but ~60 hammers as your highest production city speaks more towards a lack of said planning than a problem with the game. The loading time between turns near end game is mostly made up of AI processing. Everyone can learn to improve their Production with the proper buildings and tile improvements, but some civilizations are better at making stuff than others. This mod is meant to Oct 11, 2021 · Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms; Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets Mar 12, 2008 · There's actually plenty of production to go around, you just have to plan better in Civ 6 than you did in earlier games. They can give you a good deal of production, helping a small city get going faster. As such it is as important as Food, since it determines the speed with which any city builds things. 75 of what they are. 5x faster than standard. Sep 24, 2010 · Has anyone created a "faster production" MOD? I am currently playing on standard game speed and I can't believe it how long it takes build anything. But yes I don't like how they removed industrial and entertainment regional bonuses from stacking. Another way to get extra production is to chop out features like Woods. If you have a border city or two with a good food tile (3 to 4 food or more) h Aztec builders can use a charge to complete 20% of a district cost. Jul 7, 2021 · Civilization 6 has tons of different mods players can try out. CQUI - Community Quick User Interface A collection of Civilization 6 mods. May 8, 2014 · gyogen2 submitted a new resource: Quick AI Combat and Movement - Enables quicl move/combat for AI turn Enables quick movement and combat for AI turns . Send out your eagle warriors to capture builders. You don't need anything else; Is there a mod that progressively slows down research while keeping production the same? One of the biggest problems I have with civ in general is the way pacing works in all of the games. Played with Historic Speed, and it sounded really good on paper, but the biggest problem from a pacing mod such as that is the AI will often do nothing but spam units. Important: This mod does NOT affect the original productions, and NO I found the tech vs production pacing in Civ 6 to be quite unbalanced. In any scenario, I cannot select a production. And in order to make it more of a challenge, and the Barbarians harder to deal with, I put it on the Raging Barbarians modeAnd this causes the barbarians to become so big a threat that I'm often the last man standing, in my most recent game, I'm on a huge map with 9 original players Oct 17, 2016 · The main balance problem, IMHO, is that with production 3 times faster than techs and civics, the map gets really too crowded with units. I'm gonna start reading civlopedia now. Excellent mod and I probably play with it more than all the regular game speeds combined. CQUI is an open source Civilization 6 mod that is maintained by it's community that helps you manage your empire faster and easier. These mods introduce a massive number of Game Modes , overhaul most of the game mechanics to make them more balanced, add unique and exciting challenges for veteran It definitely does change the game a lot, but personally I find it an improvement or at least a different way of approaching the game. As a result, I rarely level up my military units unless a war is imminent because they may become outdated after I spend the gold to update them. Mar 24, 2017 · This mod adds a new game speed called "Historic. May 27, 2011 · Civ 6 Improvements Patch makes general changes aimed at making Civ 6 more fun while keeping the essence of the game the same. Jun 24, 2019 · Does anyone know if there's a working Mod for the current version of Civ 6 (June 2019 update), that would enable quick combat/movement only during the AI's turn? After doing a quick search on google earlier, it looks like someone made exactly what I'm looking for, but it was back several years ago when Civ 6 first came out, and it hasn't been You can see if there is a Cloud gaming service like GeForce Now or Shadow that support Civ 6 and/or supports games through intermediaries like Steam, UPlay, etc. I am amazed that survived the uninstall and reinstall process. UA: The three sisters Farms without any adjacent farms provide 1+ food. I do plan on doing some playthroughs with the authors 8 Ages of War mod , and then more playthroughs with the two 8 Ages mods combined so expect another thread in the near or distant future with my thoughts on those. (Harbor connection also gives this effect & is not repeatable via doing both). But it leaves production costs the same. Look over the Civic Tree to see which suit your Civ the best. They don't have any military advantage until corps, and only then they get +5 and +25% faster unit production, which is comparable low to many other military civs. I forgot the name of this mod, remind me in ~9 hours and ill look at my subscribed mods. Production is the measure by which your cities in Civilization 6 can build units, buildings, districts, wonders, and so on. If the food tiles are 2 food 1 production, everything changes, because this city isn't much good anymore. - CIVIG 2* (Civ V demographics panel in civ 6, shows general information (total population, GDP, military strength, land), while also providing helpful graphs) - Enhanced mod manager* (makes looking through installed mods much much easier) - More lenses* (just adds more lenses, such as builder, city overlap, archaeologists, etc) Normal speed because units seem to obsolete really fast on higher speeds. If you want to This sort of replicates the 'quick movement' effect of Civ 6 and brings it to Civ 5 - with this mod enabled and 'Quick Movement' disabled, you'll still see the movement animations but they'll happen 4x as fast! -----Credit goes to Serp at CivFanatics for writing the code - I merely put it into mod form and uploaded it to Steam, with Serp's Think about getting 6 cities with at least 4 millitary units to protect. Put your trade routes on your spaceport city. However, unlike Food, Production can be converted into other statistics like Science, Culture, Gold or Turn 50-100, pump out 3-6 more settlers and escort them to the new lands. It can break peace treaties, I recently posted a fix in the steam page for the mod though. Here are a few questions that i have. I was thinking of modifying the city center with the feature. Actions when clicking an item in the "Choose Production" panel: Left-Click: Add the item to the bottom of the queue. The game is also balanced on that speed; stuff scales oddly on slower speeds, and other things just don't work. Are your settlements’ production yields generally low in Civ 6? If so, check out the ways you can increase your Civilization 6 production in the guide below to make your cities more productive. Jan 19, 2009 · Since the introduction of 1upt, production has been slower. CQUI is a UI mod that replaces parts of the original Civ 6 UI, with the intention of letting you manage your empire with fewer mouse clicks. With 3 kids and a busy work schedule at best I'm able to play an hour or two a night. Go to the City article Production is one of the main statistics in Civilization VI. The mod won't auto-queue (ie. Some may find it useful. Basically, what I feel like these mods end up doing is try and inject extra realism into the game, but at a massive sacrifice to playability. It is mainly developed by a small group of modders, but everybody is welcome to contribute to the project as long as they are sticking to the principle of quality. I am running Civ 6 with the expansion and no custom mods on Windows 10. There's also a gold bonus per tile for trade routes traveling on RR. I have been playing civ 6 for about 6 months now when I play my cities usually only has about 40-60 production only in the late game. I would really like to take some more time to use the units in each era and was wondering about mods that may help with this. ) I hardly ever build units after the start of the game, because its sufficient to save the production and upkeep and just buy more advanced units when you need them. theres a reason the developers made low production. Not exactly what you want but has the same effect. I was searching for mods that would increase the production rates of my cities for units, but leave the science the same so I can focus on that era. 50 is really low. So queue up you buildings/units then you can forget about the city. No other changes. So it's not really a choice between Pingala or Magnus, but between Magnus or Pingala AND Magnus. The problem is that Civ 6 is even in vanilla way to complex to be modded Dec 31, 2021 · With this mod, all standard productions are added to the game as a faster version. Since production costs are kept Standard, the AI will often have nothing to build and just rush units instead. - Addressing tech research going too fast in mid-late game. Similar to Gedemon, I think Civ 6's modding support has been handled poorly and at the time I wanted to focus on creating things for other games. Oct 24, 2017 · The default online game speed is 2x faster than standard:-Fast is 2. Civ6 is a bit faster than 5, but still. because if there is any production for the player, it would mean more fights, more opportunity for the player, and with a braindead AI it would make the game way too easy. Start scout -> slinger -> slinger, kill a barb with a slinger to fast track archery, upgrade both slingers to archers, and then pick a city state to repossess. Introduces Denmark as a playable civ with a dozen custom leaders. This gives me a knowledge that you want to see more content, and let's me know where to focus my support for mods, and what style of mods work best for crafting future ones. I really like the newer "Production per population" mods, for example. < > Millennium Dawn is a mod for Hearts of Iron IV that aims to change the originally World War 2 setting to be one of the Modern Era. It is the measure by which cities build units, buildings, Districts, and wonders and complete projects. Victoria's Age of Steam persona keeps the focus on production, while the Age of Empire version of the leader focuses on military expansion. Certain Wonders can also provide a production bonus alongside other unique bonuses. This repository is the official repository of the CQUI steam mod . This mod is INCOMPATIBLE with any other game pace mods, like 8 Ages of Pace or Historic Speed. A common argument I see about Civilization VI is that production is low across the board. With online, a game ends within2-3 sessions that we could immediately play another game. Two modes: Classic, a faithful recreation of the Civ V Thank you, now I know what I did wrong, I harvest almost all grasslands and resources using my workers and just focused on production like mines etc, i never build farms. In Civ 6 it is better to maximize number of cities in a given area then worry about making the “best” city. How would I be able to get production this high May 27, 2020 · An interpretation of the original "Extended Eras" mod or "Historic" game speed idea from Civ 5 and similar mods for Civ 6. Agree that Magnus is not needed. What does that mean? Well, consider the following tips, try them out, and see if production values become more reasonable: 1) Use trade routes internally! CQUI is an open source Civilization 6 mod that is maintained by it's community that helps you manage your empire faster and easier. Nov 4, 2016 · Other than that, there's no other ways to immediately increase production. That's why I change the multiplier from 3 to 2 and disabled the - 10% on districts and wonder, and I'm having a very nice experience that way. That makes sense, but it also creates the problem that when playing marathon civ5 and 6 feel like there is too little to do. Fans of the series will love the changes that these exceptional mods bring. If the food tiles are 3 food 0 production, morning changes except you a little production (a lot when you are in growth mode). If you have Reyna / Moksha with the right promotions, you can also buy districts outright as well. I tried deleting mods. How does a city check the production that turn. I play with a mod that allows you to make science and culture take longer. " If you are playing a non-English version of Civ 6, this change will not be reflected, so just select "Standard. However Civ V gives 25% boost for the Oct 24, 2016 · my only problem with this mod is it will make the game too easy with the braindead AI. Jan 19, 2022 · While whole world fight with global warming , Firaxis forgot to add natural gas in Civ 6 ;) This mod fix it!!! New strategic resource - Natural gas New Power Plant Building - Gas-fired power plant. Science per turn increases about 50% while science cost reduced to 1/5 the original, this makes the Civ 6 tech speed extremely fast. I mean its been almost 200 turns now and I only have 4 cities and something like 5 or 6 army units! Plus lots and lots of province improvements of course. Being able to work more tiles = more production = faster districts. I actually find city-states a huge and almost broken advantage to the player - even on Immortal difficulty I can win a domination victory pretty easily by knocking down a few CSs early on and snowballing from there. You can effectively infuse some production into a city using that gold. You need to balance your resources out to get faster production, city growth and culture and science output. All i need is a mod or at least to know which XML files and which lines of XML files i should edit to make the game my own pace. For example: My idea right now is to go with Dido and Owls of Minerva. UI: Longhouse Civic: Guilds Yields: 1+ food, (1+ if adjacent to a farm and/or city-centre), 2+ gold, 1+ culture, (1+ for each adjacent district (including city-centre) and/or longhouse, (1+ culture with cultural heritage civic). Only way now to boost production is by stacking domestic traders in one city and building all the production buildings from industrial/encampment/harbor and use industrial/militaristic city states The only tile improvement available at first is a farm, which obviously increases food income, the rest are unlocked through research with a few unlocked through civics. The mod reduces the production costs of units, buildings, and districts to Standard game pace costs, while increasing Techs and Civics to the Marathon game pace. This mod can also scale by era, for example moderate scaling would make classical techs 10% more expensive, medieval 20% and future era techs 90% more expensive. Tech pacing is too fast, while production too slow. Civ 5 had a mod for "Historic" speed that slowed tech down while keeping production on a fast pace. Germany in particular is great at this. Certain Government Policies can provide bonus production and cost reduction for certain city projects. Jun 1, 2012 · Ive stumbled upon a few mods like 8 ages of time and historic speed I believe, but ive read comments from people on them and they say the mods are good but the problem is the unit spam, because the cost of units and buildings does not change, so it ends up being a huge spam of units as time goes on. 3 gold per Edit: i can't find anything on the production boost. If you are really doing a faith/monumentality settler explosion, you are going to want to buy settlers in your border cities rather than a central city because it can save 5-10 turns of movement to get the new settlers into position. It forces the other civs to be a little less spammy. May 21, 2019 · The general idea is that if a city makes a warrior next time that city makes a warrior it produces it faster. ) It's easily doable. unlocking the tech/civic tree faster than I can build districts/buildings/units or units becoming obsolete too quickly). I simply cant afford to spend 10 turns building a unit, because in that time I probably got 4 new techs/civics. Automatically converts any amount of Gas into Power for ci Borders grow faster in general. Fast speeds also really doesn't go well with large maps, though I guess normal speed doesn't work for huge maps either. There was a mod installed. Without Production, you can’t get anything done. Focus areas - Making the game more interesting and fun, particularly in the bland early and late game. Grow your population. Start King, Industrial Age, Multiplayer speed, Less Warmonger Penalty Mod, Take Your Time x 5 mod and only Domination as victory. The other ways to produce more production is to: - Use the toggles when selecting a city to specify which resource to concentrate on - Manually allocate citizens to production tiles - Use trade routes to increase production - Build buildings that give extra production A subreddit dedicated to Sid Meier's Civilization, the popular turn-based series. Apr 17, 2024 · Here we look at ways players can increase cities’ productivity in Sid Meir’s Civilization 6. Just beat King difficulty with my first 100 hours into Civ VI. Unit production is slightly slower than standard I am looking for a civ 6 mod that speeds up production. Oct 30, 2023 · A big set of mods to get civ more fun and challenging, all the mods here are compatible with eachother, so just click subscribe and play (you may need to active the mods in the menu *additional content*) if you intend on playing TSL GIANT EARTH or the largest make sure you have a good pc, if not lower graphics to avoid crashes. Build farms and mines, settle cities near 2-food-2-production tiles if possible. I limit this a bit by using a mod that makes the city spawn distance larger. I prioritize Magnus, Cothon (her harbor with settler production bonus) and the Settler production eco cards. However, LuaJIT is not compatible with depreciated lua methods, more details can be found in the thread. The most mods do add a lot stuff but do not give a shit about gameplay and balancing. If you've played as much modded civ as I have, you would know that some mods CAN be removed from a save file. Yesterday I was playing a game as Rome. similar goes for movement May 27, 2011 · Civ 6 Improvements Patch makes general changes aimed at making Civ 6 more fun while keeping the essence of the game the same. Always try to settle on water, and don’t settle too far away from each other. CQUI is an open source Civilization 6 mod that is maintained by its community. Civ 6 in particular heavily favors an early military based game plan even for science or culture victories. Feb 10, 2019 · Clearly not. Smaller maps and fewer civs (and city states) will operate a lot faster. Gypsum is 20% production towards products and buildings. com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. -Casual is 3. Edit: solved. Updated the mod, added an option with half the building cost, and now it increases the purchase cost to the original. I downloaded one mod that enhances production based on population, but I feel that I am not playing it correctly or it does not work the way I want it to. Depending on your religion, Holy Site buildings can also provide a production bonus . By the time I was able to build my first unit of Legionaries, I had the ability to build Longswordsmen. NOTE: Historic Speed replaces "Standard. Some mods are obviously a lot heavier than others. NOTE: THIS MOD IS INTENDED TO BE USED WITH CIVILIZATIONS EXPANDED! However, it will work just fine without it as well! This mod is fully compatible with most mods, including those that alter the research trees like Real Tech Tree. Nov 9, 2024 · Specifically, she focuses on industrialism with production, as cities receive +10% production for each Industrial Zone building and +2 production for all of civilization’s strategic resources. 141K subscribers in the CivVI community. Read more about this resource CQUI is a UI mod that replaces parts of the original Civ 6 UI, with the intention of letting you manage your empire with fewer mouse clicks. Standard speed feels rushed (e. How To Increase Civ 6 Food Production. You've lost out on a whopping 30% of your chop yields. If you certain luxuries available, improving them gives you a bonus output of various forms per turn. Jul 13, 2024 · About this mod. After chopping a forest tile, the yield of the tile remains. Plus many workers and some wonders. sqlite and verified/restart to no avail. Is there a mod that lets me modify the research/civics speeds and the production speeds differently. Civ 6 I always dislike how quickly the game moves through the eras but at the same time I don't want to have to wait 20 turns for a single unit to be produced. Control+Left-Click or Middle-Click: Add the item to the top of the queue. Contribute to FiatAccompli/Civ6Mods development by creating an account on GitHub. The highest production I had in a city was about >180. I verified files and restarted to no avail. Yeah I got extended eras. Nov 18, 2016 · If you want a fun game where the eras don't go by too fast I suggest using the increased x5 all in one mod, you can download it on these forums. Like . won't choose what to produce) but you can very easily queue in a city with the mod - click a building then click the next one to add it, can queue up to 10 items from memory. Denmark's unique civ abilities include a unique industrial naval unit and an ability focussed on faster border growth and loyalty boost in coastal cities, as well as a faster production boost to naval units when cities are at full loyalty. I was just making it clear that once the SAVE FILE has the mod on it, the mod can not be removed from that SAVE FILE. All productions have been increased to approximately 10,000 units produced per hour. Is there anywhere that past Just checked my old civ5 MODS folders, the Single Player version of NQ mod is a DLL mod. I agreed at first, but now I have a different opinion: Production is low, unless you make it not be. I believe it is a 20% production bonus to any city connected to the capitol via RR. 118 votes, 24 comments. First off, shout out to u/p0kiehl for creating the Historic Speed mod. I would play epic speed, but that increases production cost as well. It's amazing but some mods that affect time nullify it (namely tech-limiting mods, don't know of one that works properly and is compatible) Dedicated mod settings menu with persistent settings; Citizen management icons are overhauled to make seeing yield info easier; Growth/Production progress is enumerated in the city panel; Improved resource icons are dimmed to emphasize unutilized resources; Civ V keybinds implemented. (The Impi rush is very strong, but this requires good yields in both science and culture. Yesterday a Redditor blessed me with that little nugget for a different game I play, Anno 1800, and it solved so many issues. Though I will say, I am more of a fan of production boosting mods rather than cost-reducing ones, for this very reason. It's an enhancement of the original UI that gives you the information you need with less clicks. What I used to do was try to have a WW1-WW2 scenario. Go for the mining tech quickly and make a few hills into mines or rocks into quarries for some extra production. It did get a little funky in the sense that you may reach points where there is literally nothing to build other then units. CQUI is an open source Civilization 6 mod that is maintened by it's community CQUI is an UI mod that helps you manage your empire faster and easier. The thing is "realism" is just bullshit. g. Send it to the destination that gives the most production; Adopt every policy that boost your production and helps with space projects. The mod was there from the beginning. Epic Games Users Dec 31, 2024 · The Brave New World & Infinity Pinnacle mods are part of the Golden Age mod set and will give players an entirely new experience playing Civ 6 they never before thought possible. Just like production the best source of food is tiles. Note, I meant to expand my empire fast, it doesn't necessarily have to lean towards a victory condition. Usually military units I produced become outdated before I get to use them. Thanks a lot!! Standard for me is the best for solo. civfanatics. Thank you for this. I saw someone with a city with like 500 production. Turn 100-125, use my vast gold income and traders to force fast growth in the new cities, I now have 4 main cities 10-15 pop, and up to 6 more small cities (4+ pop) ready for development. In other words, you've lost 75% of another settler's worth of hammers. The teching up speed felt like Epic but with standard production. -Blazing is 5x faster than standard. I really like the concept of playing long games with eras that feel unique and district from one another and I really wanted to like the mod. Basically, i want ages and progress to be much slower, yet buildings, units and wonders to be built much faster (But not Population Growth, as the town might outgrow itself. It's an enhancement of the original UI that gives you the informations you need with less clicks. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI [forums. I changed speed of building construction and tiles improvement to match standard speed (100), while maintaining the marathon speed(300) of research ( must select Marathon speed when creating game ). " Oct 8, 2016 · A mod based, again, on Gedemon's and alpaca's code, it sets the production cost of units and buildings to 0. . You can grow to whatever size you want, but you will never work more than 2 of the production tiles. A place to discuss all things Sid Meier’s Civilization VI! Always take one more turn! Mar 29, 2017 · This is a great mod, and I am not trying to convince people not to give it a try. Keeps user setting for players turn. Supported Languages: English, Traditional Chinese, Simplified Chinese *This mod used to have an ADHD speed that was 10x standard speed. I don't think Civ 6 has one at the moment but I'd recommend I'm about 6 months into playing Civ 6. The EU and US versions are available. " Historic game speed has Standard-speed production times and longer-than-Marathon research times. It is definetly better than marathon game speed, but when playing on higher difficulty the unit spam gets obnoxious and kind of ruins the experience. Smaller cities grow faster, bigger cities grow slower. The early game is quick and able to progress through quickly, but once I hit turn 150 or so with 15 cities and a bunch of units it becomes a real grind, the micromanaging is incredibly time consuming (which I get it part of the fun, but there has to be a faster way), and If something costs 50 production to make, and City A has 10 production per turn, while City B has 5 production per turn, City A will make that thing in 5 turns, while City B will make it in 10. Yes I know that the 20th century was historically very fast paced, but I'd like to take more time to actually use the buildings and units in the modern eras. JFD's England In conclusion, you've chopped out 6 trees that would otherwise be worth an augmented 6 * 116 = 696 H worth of yields, to effectively complete 140 + 170 + 200 + 12 = 522 H worth of actual production. Our words are backed with NUCLEAR WEAPONS! You need to maximize your production. Your production yields are determined by the buildings/districts you have, and also what tiles your population is working. For some reason, the purchase multiplier is always an integer. It also have a lot of useful functionality that makes the game even better. Production stays the same. Disadvantage is that everyone, but especially city-states, can just go nuts on units. It increases research for techs / civics and great person points, production stays the same. If you have turtles on a coast they grant 15% science per turn. As well you want to be building districts whenever possible too. Apr 12, 2016 · Ah, bummer, I use this mod and many others alongside Barbarians Evolved, to make the gameplay VERY flavorful. Always had some great games like that. For some time, I played with 100% SloMo (doubles science for research) on Standard. Jun 30, 2019 · Want to Help Support My Progress Towards Making/Updating Mods:-Rating/Favorite: Free and accessible to all. Jul 24, 2020 · Huge thanks to other mod creators that carried the torch and kept the 'Take your Time' name and similar renditions alive while I refused to update my mods. With online, the era ends up faster and in marathon it's alot of next turn (I am still a bit unskilled palying civ 6) However, when playing with my friends we enjoy both online and marathon. However Civ V gives 25% boost for the That is exactly why I stopped using this mod. I downloaded the mod extended era's mod which gives me 750 turns, slow research and civics, but fast production. LuaJIT for Faster AI Turns - The performance effects of this DLL replacement is a little bit more variable but LuaJIT is demonstrably faster in situations where a lot of lua code is being executed, such as total conversion mods. 33x faster than standard. Apr 7, 2016 · - A little mod pack I put together for myself and I decided to share it. Still, it is probably one of my most used mods. Building mines is a good improvement that will increase production. This repository is the official repository of the CQUI steam mod. So Pingala openers mean you are ready to chop out settlers faster and by the time that is an option you ALSO have Magnus available. This mod also makes the endgame slog a little less tedious when used alongside other mods on this list, and will give players a new reason to play Civ 6. aelrap ymgyd hdny kwcoxe ogv apl sremalbq oedp ogxykpe nbpva
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