Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

This alpha release patches a few issues with the transition to Gathering Storm. Bug still remain. This alpha version is mainly intended for early testers and for people who just can't live without the mod.

  • Each of the new civilizations now has a unique friendship bonus
    • Sweden: Builders can build Open Air Museums
    • Maori +1 production from unimproved Forest and Rainforest
    • Mali: +50% production toward Commercial Hubs
    • Hungary: +10% production toward districts and buildings across a river from the city center
    • Ottoman: +5 combat strength to siege units attacking districts
    • Canada: Builders can construct hocky rinks
    • Inca: Builders can construct mountain tunnels
    • Phoenicia: +15% production toward districts in the city with a government plaza
  • Befriending the Zulu now provides +3 loyalty in cities with a garrison (up from +1). Fixed a bug with this ability that previously provided this Loyalty even if you did not station a unit in the city.
  • Wiped the various abilities this mod used to add to England due to the large number of changes to this civ in GS
  • Sphere updates
    • Sub-Saharan Africa no longer has a -5 penalty versus civs in a Golden Age. This is now a characteristic of the Arabesque sphere.
    • Scandinavian sphere civs can now work Ice and Tundra mountain tiles. These tiles provide +2 Culture +2 Faith.

Known issues:
  • There is a bug in the load order on the character select screen that causes leaders from Rise and Fall expansion pack not to properly display the edits this mod makes until after leaving the character select screen. Working on a fix. No ETA yet as this is due to changes in how Gathering Storm reads configuration text.
  • Eleanor, when played with France, has text that says her friendship ability will gran +50% to production of Harbors. In fact, her friendship gift is the ability to construct Chateaus.
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This is the initial alpha release to make Quo's Combined Tweaks compatible with Gathering Storm.

This is an alpha release meant mainly to test stability under the new Gathering Storm release. No mechanics have been changed from the 6.21 release, other than disabling some possibly troubling features, and extending Biome/Sphere abilities to the new civs.

Note that as of v7.0.0 I will no longer be creating updates for versions of Civ 6 prior to Gathering Storm. If you do not have this expansion, you may be able to still play with older versions of the mod, but there is no guarantee.


Mod details:
  • Added biome assignments to each of the new civilizations
    • Mali: Sub-Saharan Africa
    • Maori: Asian Pacific
    • Sweden: Scandinavia
    • Hungary: Eastern Europe
    • Ottoman: Arabesque
    • Inca: Native America
    • Phoenicia: Hellenic
    • Eleanor (France): Western Europe
    • Eleanor (England): British Isles
Removed features:
  • The Secret Agenda flavors have been removed from this version of the mod, due to fear of conflicts with the expanded agenda system. I am not sure if they will return. Most players barely seemed to notice this feature, and when they did notice it, often thought it was a bug.

Missing features:
  • The new civilizations do not yet have unique Friendship gifts. I want to make sure the mod is stable prior to adding these. For now, befriending a Gathering Storm civ works the same as befriending a modded civ, if the ENABLE BONUSES FOR MOD CIVS MyOption is set to 1 (as it is by default).

Balance issues:
Surely there are lots. This alpha release does not take into account changes in Gathering Storm at all. This is just a test release to make sure the mod functions before tweaking is done.


Please report questions/issues. If the game is crashing, a copy of modding.log and database.log is useful to post along with your comment.

Happy Valentine's day.

No changes versus v6.20, but fixes a small bug in the display that has v6.20 show as "v.6.19."

Also removed the Beta tag from this release. Unless bugs crop up, it will be the final release prior to Gathering Storm.
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This release makes some minor balance changes. We are very quickly heading toward a new expansion. Likely this will be one of the final releases for the Rise and Fall expansion without Gathering Storm (since once GS launches it will be almost impossible to maintain compatibility).


Changes to Biomes/Spheres

Sub-Saharan Africa
  • Toned down values overall, as follows:
    • -5 Combat Strength vs Civs in a Golden Age (down from -10).
    • No longer receives +1 Food from adjacent Forest and Rainforest
    • Now instead receives +2 Food from adjacent Forest and Rainforest, only in the city where a Tier 1 government is built. To take advantage of this you will want to find a prime location with lots of trees.
Hellenic
  • Now has a -10% penalty to Loyalty from Population (down from -40%). Clarified in the text that this stacks with the penalty from falling into a dark age (which is 50%).

British Isles
  • Each city now costs 1 extra Gold to maintain
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I had planned to hold off until the expansion, but I had some extra time to plug some holes in the mod that will hopefully increase enjoyment. Most of these changes are to the Biomes (now called "Spheres.")

Change Summary:

Terminology
- Biomes have been renamed "Spheres"

New Biome/Sphere: British Isles
-
Civs: England, Scotland
-
Effects: +2 Range during the Medieval and Ren eras. Free spy and spy bonuses in Modern and Info eras.
- This Sphere does not yet have a Malus. releasing as is for now for testing purposes as we explore what might work well.


Changes to Biomes/Spheres:
- Changed name of Boreal Europe to "Scandinavia"
- Changed name of Asian Expanse to "Continental Asia"
- Changed name of Asian Steppe to "Nomadic Asia"
- Changed name of Soviet Bloc to "Eastern Europe"
- Asian Pacific sphere no longer has spy bonuses (moved to British Isles). Fisheries, Fishing boats, and Kampungs now culture bomb. From Classical to Ren eras, earn 250 free gold for each city that earns at least 3 Ocean tiles
- Sub-Saharan Africa no longer experiences rotating combat bonuses. Now simply has -10 combat strength vs civs in a Golden Age.
- Sub-Saharan Africa now gets +2 appeal from forest and rainforest. Also gets +1 food to tiles adjacent to a forest or rainforest starting in the Classical era and lasting the rest of the game
- Hellenic civs earn +6 points toward a great writer with each kill (up from +3)
- Scandinavia no longer has the Russian Tundra bonus (+1 Faith/+1 Production). Earn +2 Culture from tiles adjacent to impassable Ice (up from +1). +2 amenties from acquiring a Tundra tile (up from +1). -1 amenity from acquiring a Desert tile (down from -2).

Changes to civs:
- Netherlands is now in the Western Europe sphere
- Restored Russia's Tundra bonuses, which previously had rolled under the "Boreal Europe" biome
- Russia no longer has two Biomes/Spheres


Changes to Mod compatibility
- Added explicit support for SUK's Iceland. Sphere: Scandinavia. This civ does not yet have a custom Friendship bonus. Waiting to see how this compatibility works out first.

Changes to Text:
- Rewrote description of Hellenic Loyalty penalty to better explain how this mechanic works. It is a flat 40% penalty to the normal Loyalty bonus from Population. Note this stacks with 50% penalty experienced during Dark Ages. You really want to avoid Dark Ages with these civs.
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This is primarily a bug fix and maintenance patch with a few minor changes implemented for balance reasons.

  • Changes to Civs
    • Arabia
      • Arabia now receives free Trade Routes from Shrines and Libraries, not Holy Sites and Campus districts, in order to better mirror the feature this ability replaces.
      • Considerably cleaned up code surrounding this ability.
      • Fixed a bug that caused Arabia's free Gold from foreign cities following their religion not to function as expected.
    • England
    • The Royal Navy Dockyard now unlocks at the same time as Harbors, instead of requiring later tech.
  • Changes to Biomes:
    • Asian Expanse
      • These civs now receive bonus territory any time they expend a great person charge prior to the dawn of the Medieval era (not just in the Classical era).
      • This change is to ensure that AI Asian Expanse civs don't expend their great people "too early" to take advantage of their unique, especially in the case of Great Prophets earned early. Expect to see exploding borders if a nearby Asian Expanse civ found a religion, and perhaps at other times.
    • Arabesque
      • Free Faith from access to at least one desert tile now correctly cuts off at the end of the Industrial era instead of lasting until the end of the game
    • Sub-Saharan Africa
      • Removed ability to build a Settler without costing population
      • Forest and Rainforest now provide Food instead of Production
  • General Balance changes:
    • Increased Science output from the Turtles resource to 2 (up from 1) to match the bonus other sea resources receive from this mod.
  • Changes to behind the scenes code:
    • Added a feature in the global setup code that automatically generates a Requirement and RequirementArgument for every building in the game. This is part of a general shift in this mod toward using more reusable, globally generated code. It should not directly impact gameplay.
This patch features mainly changes to Biomes.


Biome Changes

  • Asian Expanse
    • Fixed a bug that caused the bonus XP for Siege units to apply to all active players, not just the Asian Expanse civ
    • Eliminated bonus Food based on number of governor promotions
    • New ability: During the Classical era, gain 12 tiles around a city if you expend a Great Person charge. This ability can grab tiles as far as 6 tiles from the city, assuming they are not already owned.
  • Asian Pacific
    • Removed combat bonus for acquiring Harbors with high adjacency
    • The lockout from building your first Trader units is now the dawn of the Medieval era
    • Spy bonus redesigned. You now receive a free spy slot, a free spy unit, and +1 effective level when conducting offensive spy missions, for every era that passes, beginning in the Industrial era
    • Changed the icon of this biome
  • Soviet Bloc
    • Text now explicitly states that you will also receive free Anti Cav if you found or conquer a city during the Industrial era.
    • Added a requirement that cuts the free units off when the Modern era dawns.
  • Sub-Saharan Africa
    • Removed the late game Faith bonuses
    • New ability: Beginning in the Renaissance era, a cycle of fortune and misfortune begins; with each passing era receive +10[ICON_STRENGTH] followed by -10[ICON_STRENGTH] in the next era. The cycle then repeats.
  • Arabesque
    • Reduced the amount of Population required to receive free Gold from river tiles; however this bonus now cuts off at the dawn of the Industrial era. Thus, this ability is now a race against the clock to take advantage of it as long as you can.
  • Native America
    • Recon, Infantry, and Ant-Cav Stealth ability now only occurs in the Industrial and Modern eras.
After months of existing in an "Alpha" status v6 of the mod is finally progressing toward Beta. Beta status means increased stability and (generally) freedom from major issues, which are ideally ironed out in the Alpha releases. Unfortunately, I don't think Firaxis has yet updated the Mac version of the game, which limits the ability to declare strong stability.

The changes in this beta patch are fairly small.

Changes
  • Biomes
    • On the character select screen, each Biome now has a different icon (borrowed from existing icons in the game) instead of using the Film Studio icon.
    • Fixed the text for Arabesque civs which incorrectly claimed cities require 8 population to receive free gold from river tiles (the correct number is 12 as of v6.0.15)
  • General
    • Fixed a bug with Georgia that caused the radius of the free production and Faith received to not work when you first build a government plaza.
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This release mainly features some balance adjustments to the Biomes, along with a few minor tweaks to existing systems.

Biome Changes

  • Asian Pacific.
    • Added modifier: In the Atomic era and later, spies on offensive missions operate as if they are 3 levels higher than they actually are
  • Native America.
    • Added modifier: From the Industrial era forward, Infantry, Anti-Cavalry and Recon units begin with Stealth, and cannot be detected until a rival unit is adjacent
    • Note that this ability needs more testing. Lookingfor feedback on how effective it is in practice.
  • Western Europe.
    • Added Modifier: All cities begin with Medieval Bedrock, allowing you to build Medieval Walls and later fortifications without meeting normal requirements.
    • To accommodate this, Spain and France's bedrock connected to their unique improvements has been removed. They now simply get the bedrock free.
    • Updated the code that controls when you get a free promotion. You now get the free promotion for any Infantry unit built during the Medieval era or later, even if the unit itself is from an earlier era of the tech tree (e.g. Swordsman).
  • Arabesque
    • Removed inability to build units that require Oil
    • Added modifier: During the Industrial era, cities exert +100% religious pressure. You also instantly receive 300 Faith during this era if a city acquires at least one Desert tile (meaning if you have a bunch of cities touching Desert you'll get a huge Faith payout at the start of this era). However, during this era the normal acquisition of Great People is slowed 50%.
  • Sub-Saharan Africa.
    • Added modifier: Beginning in the Modern era, earn 2 Faith from each Forest or Rainforest. This bonus increases to 4 Faith in the Information Era.
  • Hellenic
    • The cutoff for free Great Writer points is now the Medieval era, not the Renaissance
    • Removed free civic boosts during the Renaissance (buggy and hard to balance)

Changes to Secret Agendas
  • The Comrade and Weasel secret agendas now require you to ally with the civ to receive the bonus, not just be friends. This should cut down on the number of instances where you receive a bonus that seems to come from no source.

Other Changes
  • Georgia is now a Soviet Bloc civ rather than an Arabesque one.

Bug Fixes
  • Fixed a bug that allowed Asian Steppe civs to still acquire points towards city state influence tokens.
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This release mainly features tweaks to the Biomes. I fixed some bugs, to be honest expect there to be some new bugs in this version due to the difficulty of testing some of these features. Please report any issues you encounter.

Overall, the changes were an attempt to make the "eras" vary in gameplay experience based on who your neighbors are. I hope to make more changes like these to the Biomes over time.

Changes to Biomes

  • Soviet Bloc: This biome now receives a free Anti Cavalry unit in every city on the turn the world enters the Industrial era
  • Hellenic: During the Renaissance, as other civs "rediscover" your culture, you earn +5% gold per great person you have earned up to this point, and every time a rival civ receives a Great Artist, you receive a civic boost. However, you also suffer an even higher identity-per-turn crisis.
    • I am looking for feedback related to this game era and the identity per turn loss. Right now it's -3 identity lost per city, on top of the already somewhat steep penalty. If you or the AI are in a Dark Age during the Renaissance I think it's likely you could suffer severe consequences, but this is intentional. In general, with the Hellenic civs, Dark Ages are dangerous and should be avoided, especially during this era.
  • New World: Reduced number of free Settlers at dawn of the Classical era to 2 (down from 3)
  • Western Europe: The free promotion for Infantry units now only specifically applies to Infantry with techs/civics from the Medeival period onward
    • In the unmodded game, this means the boost goes to Musketmen but not Swordsmen. But if you are using a mod that adds a unit in between these two units, like the Longswordsman from the popular Steel and Thunder pack it will get the free level.
  • Asian Pacific:
    • Fixed a bug that caused the combat bonus for owning a harbor with high adjacency not to function
    • The required adjacency bonus to receive the combat bonus is now +4 Gold (up from 3)
    • Asian Pacific civs now start at -2 trade routes (increased from -1), meaning they need at least 3 sources of trade routes form civics/buildings before they get the first one


Other Changes
  • The Ikanda special Zulu district now unlocks at Code of Laws, like the standard Encampment does
  • Hopefully fixed a bug with the Ikanda not providing access to Ancient Bedrock
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I didn't get quite as many tweaks into place as I'd hoped, but I need to post because I'll be unavailable for a few days. Here's a change summary:


Changes/Fixes to Biomes:

  • New Biome: Soviet Bloc
    • This Biome was invented because Boreal Europe doesn't really work for Poland
    • Effects: Anti-Cavalry disregard zone of control and can move after attacking. However, you may not build Support units.
    • Two civs have this Biome: Poland and Russia (Russia is the only civ to now have 2 Biomes)
  • Western Europe
    • Fixed a bug that made the free promotion apply to Ranged and Anti Cav units in addition to Infantry
    • The bonus now specifically applies to units from the Classical era or later (i.e. it starts with Swordsmen)
      • I'd prefer it not start until the Medieval era but there are complications because the Swordsman is a Classical unit

Other Changes
  • The Khmer civ is now a member of the Asian Expanse biome instead of the Asian Pacific
  • Russia now has 2 biomes: Boreal Europe and Soviet Bloc
  • The Mysterium resource is now Harvestable once you have researched Chemistry. Except for Scythia, you should only rarely be encountering Mysterium, this is just here in case you run into it and need to remove it.
  • Only one Ziggurat improvement can now be built per city
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This release features some updates to Biomes and a few bug fixes and balance changes.

Changes to Biomes
  • Asian Expanse
    • Now provides +0.4 Food per citizen in cities with a governor with at least 3 Promotions
    • Lowered XP bonus for Siege units to +50% (down from +100%)
  • Hellenic
    • Corrected text on character select screen to say "+3 points towards a Great Writer per kill"
    • Fixed bug that allowed the GP points to continue after the Renaissance
  • Sub-Saharan Africa
    • Fixed a bug that caused population to be consumed when a Settler is constructed even though the text says that should not happen
    • Added Naval Carrier units to the list of prohibited ships
  • New World
    • Any district built by a New World civ culture bombs
    • Fixed a bug that caused the lower cost to buy a tile to only apply to America
  • Boreal Europe
    • No longer receive an across the board Appeal penalty
    • Now receive +1 Amenity in cities that have grabbed at least 1 Tundra tile, and -2 Amenities in cities that have grabbed one or more Desert tiles
  • Asian Pacific
    • Removed Stealth for Infantry units
    • Now receive +1 combat strength per owned Harbor with at least +3 adjacency bonus. Note that this bonus does not appear in combat breakdowns but does show in the total.


Changes to Civs
  • Pericles no longer suffers -10% production toward districts while at war. He still loses his district building bonus, however.
Changes to Pantheons
  • Fertility Rites
    • Lowered free Food bonus in capital to +2 Food (down from +4)
MyOptions
  • Added an option to disable Biomes
  • Added an option to disable the "welcome" screen--however, it does not yet work
Other Fixes
  • Fixed missing biome description for Tamar on the character select screen

Missing Features/Soon to Add
  • Was hoping for more time to work on the Mysterium resource to make it harvestable and generally less annoying if it triggers in the late game, this will have to wait.
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This release introduces "Biomes", which are broad categorizations for each civilization, loosely based on the real world geography, culture, and history of the civ. These biomes are intended to add even more interest and strategy to the game by adding new variables to combat, strategy, and tactics.

Eventually there will be a MyOption to turn this feature on and off. For now though it is a part of the main mod.

These ability sets are still very much in flux and subject to future changes.

List of Biomes:
  • Native American
    • Cities can't be flipped with culture. Can't build Mounted units prior to the Modern era, with the exception of unique units.
  • Asian Steppe.
    • Earn no influence points per turn toward city state envoys. When you acquire a tile, the normal hill/flat Production adjustment is reversed (that is, +1 Production on non-hills, -1 Production on hills).
  • New World
    • Cannot build Great Prophets. Cannot build Settlers until the dawn of the Classical era; receive 3 free Settlers when this era dawns.
  • Boreal Europe
    • Russia's bonus +1 Faith +1 production on Tundra has been shared among these civs. Also receive +1 Culture to tiles adjacent to impassable Ice. -2 Appeal in all tiles.
  • Asian Pacific
    • Build Fisheries anywhere. Melee units have Stealth.
  • Hellenic
    • Cities are more vulnerable than normal to culture flipping. Receive +2 Great Writer points with every kill until the Renaissance (note: currently bugged, you will receive the GW points in all eras, until this is fixed.)
  • Arabesque
    • In cities with population 8 or greater, receive +1 Gold from river tiles. But, you may never build units that require Oil.
  • Sub-Saharan Africa
    • Navy is limited to Raider class units. Building a Settler never costs Population.
  • Asian Expanse
    • Siege units have -1 Range but receive +100% XP.
  • Western Europe
    • No production bonus from Forest or Rainforest (i.e. you'll want to free cut ASAP). Infantry units receive a free promotion.

Other Changes
  • England :All ships receive a free promotion
  • Poland: Anti Cavalry also ignore zone of control, enabling them to zip in and out of range more easily versus Infantry units

MyOption default changes
  • Enable Ranged melee ships now defaults to Off, since this was messing with the AIs ability to capture cities by sea
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This minor update adjust a few minor settings in light of the Spring 2018 patch.

  • The production cost of Settlers is no longer discounted by 50%
  • Mapuche
    • Now unlock one strategic resource per ancient Civic capable of boosts (slight nerf from unlocking all strategic resources on Turn 1)
  • Poland
    • Reduced Anti-Cavalry extra movement to +1 (down from +2)
    • Polish Anti-Cavalry can now move after attacking (Jadgwiga's kingdom is pole-land indeed!)
Quo's Combined Tweaks takes a darker turn in this alpha push. Welcome to hell. :)



Background
Up to this point, the design philosophy of Quo's Combined Tweaks has been to keep players and AIs on more or less even footing. However, due to a variety of complexities, this may still not offer enough challenge for some experienced players. For players seeking an even tougher level of difficulty I'm proud to introduce Quo's Combined Tweaks: Hell Mode.

Hell Mode
is an option that can be selected in the MyOptions file. There are multiple Tiers of hell available.

  • Tier 0: No effects of Hell mode are applied. This is the default setting. At this level, the mod plays identically to how its been working so far.
  • Tier 1: All AIs receive:
    • 1 Free Ranged unit per city upon founding or conquering a city
    • 1 Free Fighter Aircraft per city upon unlocking the Flight technology, in every city that currently exists or that is conquered
    • Clear Vision, allowing units to see through most obstacles
  • Tier 2:
    • In addition to the Tier 1 benefits, all AIs receive +1 science and culture per district, rising to +2 in the renaissance era, and +3 in the atomic era
    • If you are playing with Hardcore Science option enabled, they get these bonuses in addition to those bonuses
  • Tier 3: In addition to all of the above, AIs receive:
    • Any units they kill in other civs territory reduce Loyalty there by -20. This works exactly like the Mapuche ability with the same effect, except all your enemies have it.
    • Units heal even if they moved or attack that turn.

Hellmode isn't very every player. In fact, I'm not even sure it's right for me as the designer. But if you're tired of not fearing the AI and being able to push your way through every war with brute force, perhaps its time for an added challenge.


Other Changes
  • Aerodromes are no longer required to construct air units (I dont even know why this requirement ever existed to be honest)

Bug Fixes
  • Fixed a bug in the calculation of Settler cost that caused Settlers to be about 1.5 times more expensive than intended.
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This is a compatibility patch to fix crashes to the main menu experienced by players who do not have the Khmer/Indonesia DLC installed.

Bug Fixes
  • The game should no longer crash to the main menu when the mod is run by players without the Khmer/Indonesia DLC
Fix for a major crash to desktop issue and some other changes. General theme of changes is:
  • Redesigned of a number of abilities that granted huge production bonuses, to prevent abuse of production overflow
  • Got rid of some "on city capture" bonuses that dont play well with free cities and city flipping

Bug Fixes
  • Fixed a possible crash to desktop caused by AI players trying to access the Khmer Sangha monk unique unit in their build queues

Changes to Civs
  • Aztecs
    • The Aztecs have been largely redesigned.
    • Builders no longer receive the ability to rush districts. Let's face it--this is overpowered in any form for one civ to have. You can enable it for all civs with the MyOptions system if you like.
    • The Aztecs can no longer build Cavalry units prior to the Modern era.
    • The Templo Mayor National Wonder now creates a zone 15 hexes in size. Inside this zone, kills reward you with Faith. Rival cities in the zone suffer -6 Loyalty per turn (even if not at war).
      • This is pretty intense stuff. I recommend treating AI Monty with a bit of care if he puts the Templo near you, because that Loyalty hit can sting. You may will find yourself want to wipe the Aztecs out...
  • Scythia (NOTE: still has some missing pieces, like an icon for the Mysterium resource)
    • Scythia is now able to see a special bonus resource known as Mysterium, sacred to this civilization.
    • Kurgans may only be built on Mysterium.
    • Kurgans provide +1 Housing, +1 Appeal, +1 Amenity, and Faith based on the Appeal value of the hex. Also provide +2 Production to adjacent Encampments.
    • Note that other civs will be able to see Mysterium if they reach the Future Civic. It will not be useful to them, however.
  • Georgia
    • Instead of receiving +1 Hammer +1 Faith to every tile within 3 hexes of a government complex right away, the radius now starts at 1 hex and grows in radius with each government building constructed
  • Mapuche
    • Building on the idea that they are the "see all" civ, Mapuche can now see all strategic resources without prereqs.
  • Brazil
    • Rival cities within 6 tiles of a Carnival or Copacabana suffer -3 Loyalty per turn. War or peace, doesn't matter.
    • This effect does not stack with multiple Carnivals or Copas.
  • England
    • Receive a free trade route if you construct a Royal Navy Dockyard on another continent
  • Norway
    • Removed ability to enter owned seas without open borders, since R&F broke it
    • You now only receive a free boat for founding a city, not on city capture
  • Germany
    • No longer receives Gold on city capture.
  • France
    • No longer receives +100% production towards Spies
  • Korea
    • Go China's old free starting science bonus
  • China
    • No longer receives free Science on founding the capital

Pantheon Changes
  • God of the Open Sky
    • Broken ability to allow Scouts to enter foreign territory changed to +25% XP for Siege units.
  • Sacred Path
    • The adjacency Faith bonus now applies to Rainforest as well as regular Forest
  • Stone Circles
    • No longer a bonus to building Stonehenge. Provides Ancient Bedrock in every city.
  • Monument to the Gods
    • Now provides 1 free relic

Other
  • Nerfed Magus' chop promotion from 100% bonus to 30% bonus
  • The default MyOption setting for Farsight is now 0. You can adjust it back up if you want.
  • Cleaned up some old code that was still applying the Aqueduct radial effect to all cities. You may notice some lower Housing values in some cities since this may have been accidentally providing free water.

Known Issues
  • No icon yet for Mysterium resource. Also Mysterium doesn't show up on the cartoon/declutter map.
Getting close to the end of alpha period. A couple of bug fixes and new adjustment parameters based on game behavior I've observed.

Changes to MyOptions
Several new MyOptions are included in this update.
  • Farsight: By default, all units now have +1 Sight. This is mainly to assist the AI with keeping up with the rest of this mod, which increases movement distances for units. However, the issue for the AI is it is often moving these longer distances blind, which can hurt it. Setting this setting to 0 will turn it off.
    • The Mapuche civ has +1 sight in addition to this increase, just like his text says on the character select screen.
  • Convert Melee Ships to Ranged: This gives melee ships a ranged attack equal to 70% of the ship's combat Strength. The attack is only Range 1. Any Ranged ship with a Range less than 1 is buffed to Range 2. Can be turned off if you don't like it.
  • Golden Age Threshold Shift: This setting allows you to adjust the difficulty of getting a second golden age after a previous one. My belief is this modifier applies to the whole game session, but I am not 100% sure due to how hard it is to test. The unmodded value is 5, this setting can up or down that value. In testing so far a value around 12 seems pretty effective.
  • Golden Age Score Base Threshold: Sets the number of era points needed for a Golden Age. The unmodded value is 24, the MyOption default increases this to 36. This effects only Golden Age threshold, not Dark Ages.
    • In general, it is much harder to chain Golden Age after Golden Age with these settings. You might get a GA if you have a spectacular period of performance.
    • Need to evaluate the AI to make sure its not totally flumoxing the changes. It usually is. Sigh. Will cross that bridge when I come to it.
Balance Changes
  • Barbarian Spearmen now have - 4 combat strength (changed from -10)
Bug Fixes
  • Fixed a bug with the MyOption that sets number of resources required to build units without an Encampment.
    • In practice, AIs without Encampments will no longer completely choke, nor will you be able to pull off the exploit of only maintaining one copy of a resource for upgrades, at least as long as this setting is set to 1, the recommended value.
  • Fixes a bug introduced in the March 2018 patch that caused siege units to no longer be able to move and shoot

Behind the Scenes
  • Updates to Secret Flavors to create scaffolding for upcoming changes. The Comrade agenda, in particular, has been edited, altho nothing should affect gameplay just yet. Just be aware in a coming patch that Comrades will be much less willing to tolerate you double crossing their agenda.
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This patch fixes an oversight in the Bedrock system that was preventing it from working correctly. It also introduces some minor changes to some civs and special exceptions to the Bedrock rules.

Bug Fixes
  • Fixed a bug that caused Medieval and Renaissance Walls to not be buildable even if you had the appropriate Bedrock
New Abilities/Balance Changes
  • Nubia now receives +1 Range to all Ranged units. However, all Land units (including Ranged) have a -3 combat penalty.
    • The implications of this are pretty far reaching. The idea is to make fighting as, and fighting against, Nubia a unique experience. In test plays this new ability is very powerful, but keep in mind the range is actually longer than Ranged units can see, so to really use it you'll need to be crafty.
    • The AI definitely does use this added range BTW, so watch out when invading Nubia.
  • Spain no longer receives +1 Movement for Siege units inside the borders of enemy religions. This was so hard to test that I'm not sure it ever worked properly anyway.
  • Spain now receives Renaissance Bedrock if a Mission is built adjacent to the city.
  • Spanish Missions no longer unlock their Science bonuses early (i.e. they follow the unmodded values for science bonuses from this improvement)
  • France now receives Renaissance Bedrock if a Chateau is built within 3 tiles of a city.
  • Khmer now receives Medieval Bedrock if a Prasat unique building is constructed in the city
  • Polish Anti-Cavalry now have +2 Movement (up from +1), mainly because +1 was barely enough to notice. +2 is definitely noticeable though.
    • Why do they have this ability? Because they are Pole-Land. Haha. No really, I am that corny. But also because there really isn't a civ with Anti Cav bonuses besides Greece.
Clarifications
  • Clarified in the description text that Brazil actually gets +2 Appeal from Rainforest (not "ignores negative effects of Rainforest.") Since Rainforest naturally has -1 Appeal, i effect Brazil gets +1 Appeal. You must actually own the tile to see the effect.
    • Note this ability isn't created by this mod. It is created by Firaxis but not mentioned in Brazil's in-game description
Minor bug fixes and balance changes to v6 systems.
  • When a city is captured in war, any Bedrock in that city is now automatically repaired if it is pillaged. Big thanks to @LeeS for providing the base Lua functions.
  • Bedrock now costs 0 Gold Maintenance.
  • In text, changed references to "Medieval Walls" to "Castles." The Bedrock, however, is still called "Medieval Bedrock."
  • Added an icon for the Bedrock building (it's just a clone of the Lighthouse icon, maybe one day I'll add a custom one).

Other Changes
  • Slightly nerfed Merchant Republic. Now provides +2 gold in tiles adjacent to a Natural Wonder or Oasis (changed from +2 Gold +1 Culture)
  • River Goddess belief now offers a Minor Faith adjacency bonus from Rivers (changed from Major)


NOTE: The Aztec DLC must be enabled to play this mod. I am not sure why. Something has changed in the Civ 6 Database with Rise and Fall that I'm unsure how to address.
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