balance

  1. Orange1861

    [GS] Looking For Your Advice: Should Civ 6 get its own Community Balance Patch?

    Hello! Since the April Balancing Patch came out, Firaxis has made it clear that Civ 6 is not getting another major update for some time. This is not great because while the April patch solved many issues, it created a few others. For example, Gaul is in a pretty interesting state. Due to...
  2. Duke William of Normandy

    [NFP] April Update Video

    Start the discussion! Edit: Can finally get rid of the 2K Video placeholder now.
  3. Z

    [NFP] Secret Societies Simple Balance

    I know that Nere has already built a mod that rebalances secret socities, but I feel that it goes too far and makes too many changes to the game mechanics. I would like a simpler one. It would be interesting if people posted their modding solutions to rebalance the secret societies, for getting...
  4. Zegangani

    ALL Bugs, AI actions and UI Elements in Civ VI we want to have fixed

    Since Civ VI Developers are constantly checking this Community for Feedback and Suggestions from CivFanatics (Civ/ Leader & CS Pickers, Barbarian Mode...etc), and the Bugs Section to gather more Infos about the Bugs...etc, I thought it might be a good Idea to make a Thread just to submit ALL the...
  5. SkipperXIV

    [MOD] Skipper's Tweaks

    Have you ever looked at Democracy and wondered why you would ever choose it? Ever look at the Javelin Thrower and wish you could just build regular archers? Well this mod is for you! I've taken a look at many of the options available in Civ 3, from governments to units to even wonders and...
  6. SkipperXIV

    Skipper's Tweaks 1.5.0

    This mod originally started as a simple tweak, allowing cavalry to upgrade into tanks so they didn't just deadend. It soon ballooned in scope and evolved into the form you see today, a total sweeping balance update to the existing game while trying to maintain the spirit of the vanilla...
  7. K

    [NFP] Idea for tall cities (balance change)

    - Neighborhoods increase max. number of specialists in specialty districts by 1. It stacks, i.e. more neighborhoods -- more specialists. - New policy cards: - (Economic) +1 amenity per 2 campus or industrial zone specialists. +2 science and production in cities with both districts. -...
  8. JamesNinelives

    On AI valuation of strategic resources.

    I wanted to bring this up because it seems very difficult to perfect. What I would like to do here is discuss what an ideal outcome would look like to give a frame of reference for further discussion. I not asking for a single value that applies for all resources or all situations, simply the...
  9. TyrannusRex

    A Medieval Era upgrade to the Catapult

    It may just be me, but I personally think that Catapults become a teensy bit outmoded by the Medieval Era. Just a little. The way I see it, Catapults are for taking out Ancient Walls, and Bombards are for taking out Renaissance Walls, but Medieval Walls... well, again, maybe this is just my own...
  10. JamesNinelives

    Ancient Ruins Balance - which of the rewards would you like adjusted?

    You can pick any, all, or none this time! Whether you think something is too strong, too weak, or just not very interesting, which of the rewards that you can get from ancient ruins would you like changed or at least reviewed? Moved to General Balance. - Recursive
  11. 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...
  12. 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...
  13. 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)...
  14. 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...
  15. 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...
  16. 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...
  17. 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)...
  18. 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...
  19. 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...
  20. 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...
Back
Top Bottom