balance

  1. JamesNinelives

    Ancient Ruins Balance - which reward is the strongest?

    Following the discussion here, I'd love to get some more data on how people feel about the balance of various rewards from ancient ruins. If we can establish that one or more of the rewards are considered by the community as stronger than the others, perhaps that will help us determine where to...
  2. efurstie

    Balance Recommendations for Red Death

    Three factions are weaker than the rest - a 4th only because of a bug. Preppers: Fix the bug where opposing players can use the tooltip to see the trap. Zombies: Change the second movement promotion to the standard removal of movement penalty for woods and hills. They almost never win because...
  3. K

    [NFP] Rationalism policy rework idea

    Current effect: +50% science for campus buildings if the city has 10+ population. Additional +50% science if campus adjacency is 3+. Proposed effect: +1 science per population per citizen in cities where campus is adjacent to a city center or a neighborhood (only one counts, doesn't stack)...
  4. K

    Team Shared Research 1.2.2

    This mod enables shared research and technology tree for members of the same team. Quickstart The mod adds the new "Teams Share Research" game configuration option, enabled by default. If the option is enabled, shared research will automatically activate in multiplayer or hotseat games...
  5. Z

    Who is the strongest science and technology victory civilization in the current version?

    After the Ethiopia expansion pack was updated, I was curious about your views on the strength of each civilization. After seeing another thread discussing the strength of the polis, I decided to post this thread. To avoid too much confusion, I'll limit this thread to only discussing...
  6. Recursive

    POLL: Should razing cities increase war score?

    As part of my diplomacy AI rework, I'm revising every single function one by one, and now that I'm done with memory, war damage/score functions are one of the first on the list. There are currently five ways in which war score against another player can be increased: - Killing units - Capturing...
  7. K

    [NFP] Rework for Rationalism and similar policy cards

    Currently rationalism works the following way (R&F/GS): Extra Science from buildings in Campuses: +50% if city population is 10 or higher, +50% if district has at least +3 adjacency bonus. There are also similar policies for gold (Free Market), culture (Grand Opera) and faith (Simultaneum)...
  8. oSiyeza

    [NFP] Scaled Diplomatic Favor Penalty

    The recent patch included a penalty for owning a capital as a negative permanent modifier of -5DF per turn. Probably to prevent Domination to be used as a DV path. However, the penalty is not well balanced for the following reasons: If a player that is not a warmonger but also not a pacifist...
  9. oSiyeza

    [NFP] Progression and balance in the Apocalypse

    As I posted in the bug section. The apocalypse mode lacks progression and having 1 disaster per turn during the whole game (this is now a hard limit too), creates weird problems such as game not being balanced for bigger maps, volcanoes disappearing as the climate change kicks in and all...
  10. UncivilizedGuy

    Alternate Civics Tree 1.0

    Civics tree progress is now connected to tech tree progress. No more runaway progress on the civics tree. One of my biggest complaints about Civ VI is the disconnect between Civics and Techs. Social policies and civics are linked to technological progress in the real world. This mod aims to fix...
  11. JamesNinelives

    Are City-States more vulnerable on higher difficulties?

    This just occured to me as I've been seeing city-states captured a lot lately, and I'm used to playing on lower difficulties. The AI produces more units on higher difficulties and tends to maintain a large army. Has anyone else noticed city-states being captured more/less on different settings...
  12. OneWorld

    Easy-Balancing Fixes to Improve the Game Challenge

    Playing on the new Terra map type I experienced that some tiny changes can improve the challenge of a deity game a lot: The reduced size of the main continent caused a lot more wars than usually, which forced me to delay some of the snowballing stuff (expanding, rolling out culture/science) -...
  13. Ownsya

    [GS] Requesting Modder for Rebalancing Military units. Minor changes to fix AC units and the RPS system

    As the title says. Following a lengthy and rich discussion over why anti-cavalry (AC) units suck (or are underutilized) here as well as a deep analysis that is partly in the thread and partly in this reference I posted on relative unit strengths and costs, I believe I have managed to figure out...
  14. JamesNinelives

    Thought on balance of The Great Library?

    I feel like whoever gets it has a bigger advantage than building other wonders in the same era. At the moment it feels a bit like whoever gets the Great Library is guaranteed to then also get the Parthenon (or the Oracle). It also seems like it's always the first wonder to be built in the...
  15. Hippie_Peace_man

    QoL Suggestions

    World Maps should be available to trade in the mid renaissance era at the latest. Gameplay-wise, I would prefer trading world maps to be available in late-medieval, early-renaissance era. It seems stupidly bizarre to me that world maps can’t be traded until late industrial era (which is late...
  16. Wit

    [GS] Grievances balance

    Is it just me, or do the grievances points need to be adjusted? After many months away from the game, I finally found the time to start my first GS game. Take a look at the attached snapshot (I am playing marathon speed, so keep that in mind when looking at the turn numbers). So, here is...
  17. C

    Balance Suggestions After two Marathon Games

    First of all, I LOVE this mod! Thanks for making it! I also want to say that I am not sure if this is a side effect of the mod, or if these values I explain below are part of vanilla Civ V. But I wanted to write about this to hopefully make the mod even more fun! So I have played 2 games in...
  18. Infixo

    Real Balanced Pantheons (AI) 2.3

    New version 2.3 as of 12.06 - Earth Goddess and Initiation Rites has been fixed in the May 2020 Patch. Overview Changes and tweaks to Pantheons to help AI choose better and in the process make some of them attractive also for human players. RBP is a result of my testing on how AI chooses...
  19. T

    Slower Tech by Era 2.1

    This is just what it says on the box - a simple mod that scales up tech and civic costs progressively throughout the game, so the tech pacing doesn't snowball way ahead of production to the point where units go obsolete before you've finished building them and the modern era starts in 1000 AD...
  20. T

    Logical Resource Requirements 1.0

    A small mod that revamps the strategic resource costs of units to be better balanced and make more sense. No more using aluminium as fuel for your planes or fielding cavalry without horses! No more resources going obsolete after being used for just two units! In addition to improving realism...
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