Shiroifushicho
Chieftain
- Joined
- Mar 3, 2013
- Messages
- 72
CIVILIZATION 6 - A Call to Modders A call from modd addicts
I am only a little a skyrim mod creator but if I were a civ6 mod creator, hell I would like to see a sum up of what I could work on. So I gathered the things brought the more often on the table in the last weeks. I also removed those that were creating big opinions conflicts/debates between civ players (since we want solid improvments that please most of the people here). Please don't be offended if I took your exact words back then without quoting you properly, infos coming from this forum & many more and that would be a chaos of informations). I also know there is several posts/threads like this one but may be not that complete. Relevant Mods will be linked after each point depending of their actual disponibility.
For Ai Improvments you should know that modders have actually hard time to get through the civ6 code. It might takes times, and even might take a Firaxis update, or more patches, so they can have access to more variables. If you are a modder and read this, you have all my sympathy !
Don't forget there are also tweaks that can be done without any mods at the end of this post.
Don't forget mods are not 100% each other compatible. Read what the author say on that & don't accumulate mods that seems to handle the same variables.
If you like a mod, be sure to thanks / cheers the modders, it's often plain hours of work they offer you, they need it !
If you discover somewhere civ6 mods that can provide a good answer to these demands, always test it before, and if it's good then link it in with a reply & i shall add these. If you wanna propose important improvments ideas (please spare me the tiny little one) explain in a reply and i might add it or not only after checking around internet if the civ player mass seems to agree with that. If you knows some tweaks in the civ files ! Please tell me so i can add these !
cheers !
---------------------------------------------------------AI improvments
-Warmonger broken penalties result to a easy & almost definitive player labeling (it seems the most urgent stuff to people & a big shame to this game). (nascent mod here http://forums.civfanatics.com/resources/customizable-warmonger-penalties.25447/)
-More interactions with AI are needed through diplomacy that also help you to improve relationships (warning X that Y might attack him, join an already existing war to help X, etc)
-Ai better diplomacy transparency & and smoother, more patient & sane behaviour. (To sum up, they panic for nothing, when you move military units near them and they go crazy every two turns or get irritated very fast when they ask something you don't do right away)
-Time passing by with good behaviour toward X influence better your previous bad decisions / actions.
-AI trade behaviour redone (we need an AI that is not a total jackass when you are negociating with it)
-AI that could at least sometimes hold their promises. (when you ask them not to build cities next to you, convert religion, etc) and if they don't you are granted a (even growing one) reduction for warmong penalties if you start a war.
-Casus belli (or any warmonger penalties decrease if you start a war) with : AI attacking an allied CS
-AI needing some " the enemy of my enemy is my friend" kind of thinking.
-Alliances should mean something like not or far less getting backstabbed by allies for exemple.
-Strong military Ai's needs to tend to be more conquerant (some got crazy armies & could easily win but never use them). (nascent mod here : http://forums.civfanatics.com/resources/ai.25439/)
-Ai need to make better optimized attacks at war (sending scarry waves of units like they do for religion units & move them right)
-Ai & CS need to upgrade their units (Also one of the most urgent things)
-Ai better to improve their building/disctrics/expansion with better choices.
---------------------------------------------------------UI improvments
-The way active/inactive unit icons are displayed needs to become clear at first sight. Any unit that can still move should be shown with a solid icon (even the slept ones), one that can't move should be "transparent".
-Unit list menu (nascent mod here for filters & better sort : http://forums.civfanatics.com/resources/unit-report-screen.25396/)
-Clear log for messages
-better city infos (let's agree we spend too much time to find the infos of a city and that's not because we are not used to the ui, there should be a way to show more and faster) (nascent mod here this guy got the idea ! http://forums.civfanatics.com/resources/divine-yuris-custom-city-panel.25430/)
-Working Citizen display without having to click on town.
-Immediately show the new city infos (growth, prod) after Citizen change rather than 1 turn later.
-A simplier and darker fog of war should be a must.
-Border growth : next tile gained for a town shouldn be random but selectable & viewbale (turns remaining) (nascent mod here for infos only : http://forums.civfanatics.com/resources/next-city-plot-by-ace.25437/)
-trade routes need some new filters & infos (like turns remaning for each one to end their)
(nascent mod here : http://forums.civfanatics.com/resources/better-trade-screen.25406/)
-trade routes need a "keep going with the previous chosen road" shortcut / button
-Alert mode : units sleeping but waking up when enemy is at x tiles range.
-Better and clearer minimap (and click on minimap that actually works, exemple unit goes to > minimap click)
---------------------------------------------------------New elements
-New speed between epic & marathon (nascent mod here http://forums.civfanatics.com/resources/grueling-speed.25415/)
-More promotions choices Or/And wider choices.
-New unit between horseman & cavalry.
-New unit between Archer & crossbowman.
-New unit between Pikeman & ATcrew
-Adding somekind of new advantage for stealth units (nascent mod here http://forums.civfanatics.com/resou...teers-nuclear-submarine-ignore-borders.25451/)
---------------------------------------------------------Balance
-Harvesting outside territory should recieve a severe nerf. It needs to collapse hard with distance. Right now you can march builder's on other's civ territory and start chopping like crazy. That isn't right at all !
-Clearing rainforests and marshes shouldn't give you these crazy bonus. May be a tiny one but far from that, in civ games both of these were a con not a pro. Let's keep it that way for realism.
-Attacking a 0Hp elements shouldn't give any xp
-Some unique improvments are lame (sphinx, chateau, great wall & else) they need a buff + balancing (for exemple somekind of more bonus but use 2 charge of a worker).
(nascent awesome mod here but careful ! this mod is not 100%compatible with other mods since it alter plenty of things : http://forums.civfanatics.com/resources/gilgameshs-generous-gifts.25474/)
-Unit selling is too strong… let's face it, it's another exploit opportunity. I sometimes succeed to change a whole crisis situation with that.
-External trade routes should always give some benefit to both sides.
-Rebalance trade routes in general with a slight nerf (they are often too much powerful)
-Introduce some kind of turn off to fast expand & growing big. (May be doing it through policies that allow you to make more cities or doing it with less)
-Settler can not settle (that) close to another city. That's totally irrealistic and really annoying since it often results in a war.
-Hills need a nerf. They should be -1 food +1 production. As is, they dominate all other tiles. Stone need a buff.
(nascent mod for this and few other things be aware : http://forums.civfanatics.com/resources/quos-pre-patch-tile-yield-and-building-cost-adjuster.25421/)
-Water tiles (coast + ocean) are kinda let down, they need a buff.
(nascent mod for this but also plenty other things so be aware : http://forums.civfanatics.com/resources/civ-6-improvements-patch.25433/)
(nascent mod that focus on this only : http://forums.civfanatics.com/resources/improved-water-yields.25436/)
-First to meet envoy got to be removed or replaced by a little gold.
(nascent mod for removing : http://forums.civfanatics.com/resources/city-states-no-free-first-encounter-envoy.25432/)
-Barbarians are not fools anymore, they are often strong and tech updated, lot of us think this is the time to remove their xp nerf. (nascent mod here : http://forums.civfanatics.com/resources/more-barbarian-xp.25464/)
---------------------------------------------------------Need an important change
-Tech & eras goes too fast, especially in last eras (starting from industrial) (nascent mod that is a good start for this : http://forums.civfanatics.com/resources/8-ages-of-pace.25408/)
-Eurekas & inspirations should get a strong nerf, along with China UA. And Ai should be looking more over them. (strong nerf here ! the modder let the choice to modify mods variable if it's too much. http://forums.civfanatics.com/resources/25-eurekas-and-inspirations.25453/)
-Production required is somehow broken at some point : Late wonders take too much time to build, last eras districts (which prod is scaling with techs) takes ages to build.
(nascent mod for districts : http://forums.civfanatics.com/resources/constant-district-cost-mod.25435/)
(nascent mod for science & more : http://forums.civfanatics.com/resources/civ-6-improvements-patch.25433/)
-Repairing cost for districts make me cringe every single time, especially when a barbarian poped 1 turn ago and rushed it even when there was 2 units garding the town. When you are going at war, it's too easy to rush industrial district first to drown you opponent.
-The whole spying part of the game is better than previous civ opus, but still annoying to play with. I don't know your opinion but I rarely see people enjoying it.
-The religion part in this game is far better than in previous civ opus, but we know we can go further in improvments ! (nascent mod here, careful it changes a lots, and alter core files so...get it only if it's very important to you and back up the game's files in case you change your mind http://forums.civfanatics.com/resources/rule-with-faith.25465/)
-barbarian agressiveness is good to me, but may be their technologies should be little late compared to a real civ ?
-road movements bonus is not sufficient in general, but especially when you play bigger maps
-great wall should be buildable outside and on all kind of tiles
(nascent mod for buildable outside : http://forums.civfanatics.com/resources/build-great-wall-outside-territory.25407/)
----------------------------------------------------------What to bring back from other Opus
-Already few of us wish someday at some point, someone make the diplomatic win come back (like in civ5), and all the ONU features, Olympic games, international projects. It was fun and yet another way to win the game. The question is will it be a mod or already in Firaxis' sight for an official expansion to come ? This might be a dangerous mod to work on but let's keep the idea around.
----------------------------------------------------------Small but awesome Tweaks without any mods ! Try it !
Auto-cycle units : off
When you have large numbers of units to control, especially when at war, you definitely don’t want the game to auto-cycle to a worker on the other side of the map. Civilization VI automatically jumps to the next unit that is available, which is extremely annoying because the next unit is generally located on the other side of the map. Many gamers lost battles because they accidentally moved units in the wrong direction when the camera jumps but doesn’t immediately switch units.
1. Go to Documents/My Games/Sid Meier’s Civilization VI/User
2. Open Options.txt > press Ctrl+F “auto cycle“.
3. That should take you to the line: ;Does the selection auto cycle to the next available unit? (0 = no, 1 = yes) AutoUnitCycle 1
4. Change the last character, the 1, to a 0. Save the changes and your problem is solved.
Ai's spamming offers : calm down !
Fix: Stop AI’s bugging offers
1. Go to\Steam\steamapps\common\Sid Meier’s Civilization VI\Base\Assets\Gameplay\Data/GlobalParameters.xml file.
2. Use the values below to make sure AI’s offer will become rarer
<Row Name=”AI_TURNS_BETWEEN_FRIENDSHIP_OFFERS” Value=”7? />
<Row Name=”AI_TURNS_BETWEEN_PEACE_OFFERS” Value=”5? />
<Row Name=”AI_TURNS_BETWEEN_TRADES” Value=”12? />
AI’s starting positions too close to your pos : Go the fk away !
1. Go to \Steam\steamapps\common\Sid Meier’s Civilization VI\Base\Assets\Maps\Utility> open AssignStartingPlots.lua.
2. Find the line with local iMaxStart = GlobalParameters.STARTDISTANCE_MAJOR_CIVILIZATION or 9. It should be in the function AssignStartingPlots:_MajorCivBuffer(plot).
3. Edit the number at the end to the number of tiles you want minimally between starting plots. Change it to 20 or above. (i personnally tried 17, it's good even on small maps, 20 might be a bit too much on smallest maps)
4. Go to GlobalParameters.START_DISTANCE_MAJOR_CIVILIZATION can be found in \Steam\steamapps\common\Sid Meier’s CivilizationVI\Base\Assets\Gameplay\Data/GlobalParameters.xml. Set this value as well, setting it to 20 or above (same i did put 17).
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