Civ VI Rework for a Viable Tall Strategy

TC_

Chieftain
Joined
Jul 8, 2017
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This post will be updated. While the mod is ready for use, consider the text here a rough draft. I wanted to get this released while I had a little free time.
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This mod addresses the issue in vanilla Civ VI where more cities is always a better strategy than large cities. There are many different systems that had to be altered to balance these two play styles. I attempt to do this in a way where one is not necessarily better than the other, but different. Also, I try to use pre-existing game systems to achieve this, as to keep the feel of the game consistent.

Theoretically, I wanted civs with very large cities to have an advantage in science and culture, and civs with many cities to have an advantage on production and economy. That being said, either style can excel at whatever they focus on.

This has been playtested in single and multiplayer, several games of 700+ turns. For the 2 longer multiplayer games, I limited myself to 1 and 3 cities. My testing partner went wide (10+ cities) in both games.I am very happy with the balance in it's current state. A wide empire will still be superior to a tall one if meticulously planned, but now that is harder to achieve.

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The larger system changes are as follows:

-Changed amenity system to set a soft cap to empire wide population, similar in effect to Civ V.
-Made large cities beneficial through specialist slots/yields and national wonders.
-Made large cities sustainable through other sources of food and housing.
-Now able to claim land and resources without placing new cities, through Strategic Forts.
-District rework: No longer receive science/culture increases for simply having the districts. Now they must be utilized by specialists.
-Great person points are now generated by specialists, as opposed buildings. To attract great people, you will need to focus your population to that task.
-Trade routes are now granted through certain techs and civs, in addition to the normal commercial/harbor districts.​

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GAMEPLAY

This mod places a focus on city planning and management. The best way to succeed in standard Civ VI is to place as many cities and districts as possible, as soon as possible. That is not the case in this mod. A well planned 3 city empire will be vastly superior to a thoughtless city-spammed 20 city empire.

Expansion
In Civ V, if you expanded to rapidly, you would suffer through global happiness. The same principle applies here. Before expanding your empire, you will need to make sure you have amenities available for the new cities. That can be done through excess luxuries, or by having an entertainment complex up within range of that new city. Additional luxuries can be claimed prior to settling a new city by taking advantage of my Strategic Forts mod, which allows for claiming territory without settling a new city. Negative amenity penalties can be harsh, and ultimately bring an empire to a halt if too far in the negative.

Amenity Management
We can break amenities into two parts: local and luxury. Local amenities will be those generated by entertainment districts, wonders, policies, and religious beliefs. Luxury are resource based amenities, which will be applied automatically to whichever city needs them the most. With this mod, amenities now cover 3 population each. Additionally, luxuries now only provide an amenity to a single city, as opposed to 4.
Local amenities will be very important for wide empires. If you try to build a 10 city empire without local amenities, your cities will need to be very small. Assuming you have access to 10 luxury resources, then without local amenities that caps all 10 of your cities at 3 population to avoid negative happiness effects. However, if you were to have 2 local amenities in each city, that would increase each city to a population of 9. Your empire wide population would therefore go from 30 to 90.
For a tall civ, local amenities will not have such a drastic effect. Assuming a single city civ with 10 lux available: No local amenities would give a total population of 30, while 2 local amenities would give 36.

Population Control
Since your empire's success will depend on your ability to properly manage city size vs happiness, methods of population control were added. There are now two city projects available: Prevent City Growth and Resume City Growth. These projects take only 1 production to complete, and their effects will stand until the opposing project is run.
An additional project, Develop Housing, will increase this city's housing limit by 1 upon completion. This is now used as a replacement to neighborhoods. Since a large city already has the majority of it's workable tiles used by districts and wonders, very large cities would not be feasible if requiring multiple neighborhoods.

City Yields
While city production and gold income remain the same as standard civ vi, culture and science have changed significantly. Cities that do not focus on these through districts and specialists will produce very little of the two. This is where a tall empire can excel. Larger cities means more citizens to spare as specialists in your campus or theater districts. Always keep an eye on your specialist slots, as this will not only be your main source of science and culture, but also of great people generation.

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FULL CHANGE LOG

Spoiler :

Amenities
Changed all luxury resources to 1 city per amenity (down from 4)
Changed population per amenity to 3 (up from 2)
Changed free amenities per city to 0 (down from 1 - capital still receives 1 free)
Created 2 custom luxuries (name = bonus luxury), which all players begin the game with
Changed in game text for amenities from great people and zanzibar CS
Removed extra amenities for aztec leader ability
Reworked Buenos Aires suzerain bonus - new bonus: musician and artist great works grant an additional 4 culture
Increased belief Zen Meditation district requirement for +1 amenity to 3 districts (from 2)
Classical Republic inherent bonus reworked. Originally +1 amenities in all cities. Now +30% production towards campus and theater districts.
Changed wonders:
Colosseum reduced to +2 amenities (from +3), radius to 4 (from 6)
Estádio do Maracanã to 1 amenity (from 2)
Alhambra to 1 amenity (from 2)​
Entertainment Complex changes:
Removed amenity given from complex itself (Brazil's street carnival now gives +1 instead of +2)
Reduced zoo radius to 4 (from 6)
Reduced stadium amenities to +1 (from +2), radius to 4 (from 6)
A full entertainment complex now gives 3 amenities, down from 5​
Altered bonuses and penalties for city happiness
DEFAULT
revolt: -7 or worse amenities, -100% growth, -60% non food yields
unrest: -6 to -5 amenities, -100% growth, -30% non food yields
unhappy: -4 to -3 amenities, -30% growth, -10% non food yields
displease: -2 to -1 amenities, -15% growth, -5% non food yields
content: +0 amenities, 0% growth, 0% non food yields
happy: +1 to +2 amenities, +10% growth, +5% non food yields
ecstatic: +3 or more amenities, +20% growth, +10% non food yields​
MODDED
revolt: -6 or worse amenities, -100% growth, -100% non food yields
unrest: -5 to -3 amenities, -100% growth, -75% non food yields
unhappy: -2 amenities, -75% growth, -30% non food yields
displease: -1 amenities, -50% growth, -10% non food yields
content: +0 amenities, 0% growth, 0% non food yields
happy: +1 to +2 amenities, +10% growth, +10% non food yields
ecstatic: +3 or more amenities, +25% growth, +20% non food yields
Housing
Removed neighborhood and mbanza districts
Added 'Build Housing' project which is always available
Upon project completion, +1 housing to city
Build housing base cost = 35, scales with game progress​
Changed city growth to 0 at no remaining housing capacity, 25% at 1 remaining, 50% at 2 remaining Updated base city housing as follows:
No water - 3 housing (up from 2)
Coast - 4 housing (up from 3)
Fresh water - 6 housing (up from 5)
Population Control
Added projects 'Prevent City Growth' and 'Resume City Growth'
Prevent City Growth sets growth to 0 (city will not gain population)
Resume City Growth reverses that effect
These projects have a cost of 1​

Cities

Now require 4 pop for each district, up from 3. (Districts at 1/5/9 instead of 1/4/7, etc)
Reduced the increase in growth required for each additional population
All cities can now be razed upon capture, including capital cities
Added Abandon City project (credit WiseGuy), which destroys your city and grants a settler​

Specialists

Citizen Yields:
campus: 3 science, 2 GPP
holy site: 3 faith, 2 GPP
encampment: 2 prodo, 1 culture, 2 GPP
harbor: 2 food, 2 gold 2 GPP
commercial: 4 gold, 1 food, 2 GPP
industrial: 3 prodo, 2 GPP
theater: 3 culture, 2 GPP (writer, artist, and musician)​
Increased specialist slots
Increased buildings to 1/2/6 slots based on tier (originally all 1)
National wonders have 2/5 specialist slots based on tier
*Maximum total citizen slots in a district with all buildings/natl wonders is 16​

Claiming Land

TC Strategic Forts - Required Mod
Forts claim a 1 plot radius around them
Plots are claimed intelligently, based on surrounding plots
Plots will by the capital city, or by a nearby city if they choose to work the tiles
When pillaged by an enemy, the fort and appropriate plots will be given to the player who pillaged it
When a city that owns forts is captured, the forts remain with the owner until taken by pillaging
If a player's last city is captured, all of their forts are transferred to the player who captured that city
Forts are now buildable on top of resources, but the resource will be removed
Forts are now buildable on forest and jungle
Expansionist Unit
Creates expansionist unit, a production intensive available at early empire
Expansionist has 1 charge and can build forts​
Units in forts granted 1 bonus sight, 5 bonus healing, and ability to see hidden units
Changed defense bonus to 6 (from 4)​
Science and Culture
Doubled science/culture output of palace, but placed a -50% modifier on city center.
Have to start with a - modifier because total modifier cannot exceed 100%​
Reduced science per population to 0.5 (from 0.7)
Reworked campus and theater square buildings to now yield percentage boosts instead of flat
Buildings:
Tier 1: 10%
Tier 2: 20%
Tier 3: 20%​
Changed science/culture city-state rewards to +1 per district (from +2)
Reduced great work culture yields to 2 (from 3-4). Tourism remains unchanged
Reworked Rationalism and Grand Opera policies - Now gives +4 science/culture per university/museum
Greatly increased potential # of specialist slots
Changed per district yield bonus from scientific and cultural city states to +1 (from +2)
Changed Nan Madol and Kumasi suzerain benefit to +1 culture per trade route/district (from +2)​
Trade Routes
In addition to commercial hubs and harbors, trade routes now granted at the following:
Technologies: Currency, Cartography, Economics, Combustion
Civics: Guilds, Mercantilism, Mass Media
Reduced base duration of trade routes to 12 (from 20) to allow for more trading posts, thus longer range routes available​

National Wonders

Created National Wonders with the intention of incentivizing a large city
Tier 1 national wonders have 2 specialist slots (except monument), tier 2 have 5
Tier 1 national wonders give 2 GPP points, tier 2 give 4​
Tier 1:
National Monument: 1 to all district GPP, 1 additional district limit in city.
National Library: +25% science in this city. 2 great work slots (writing).
National Amphitheater: +25% culture in this city. 2 great work slots (writing).
National Workshop: +10% production in this city.
National Market: Bonus and luxury resources in this city provide +2 gold. +1 trade route capacity.
National Lighthouse: Fishing boats +1 production. +1 trade route capacity.
National Shrine: +25% faith, +1% gold per follower in city. 2 great work slots (relic).
National Barracks: Grants 1 free promotion to all newly trained melee, ranged, and anti-cavalry units in this city.
National Stable: Grants 1 free promotion to all newly trained cavalry units in this city.​
Tier 2:
National University: +25% science in this city. 2 great work slots (any).
National Museum: +25% culture in this city. 4 great work slots (any).
National Factory: +10% production in this city.
National Bank: Outgoing international trade routes grant this city +2 gold. Incoming international trade routes grant both cities +4 gold. +1 trade route capacity.

National Shipyard: International trade routes grant this city +1food/+1prodo. Incoming international trade routes grant the sender +4 gold. +1 trade route capacity.
National Temple: 25% faith, +1 spread for religious units. 2 great work slots (religious).
National Armory: Grants +5 combat strength to newly created units in this city.​

Governments and Policies

Agricultural Imports: +2 food from trade routes for cities with 4 districts. Foreign sent routes provide +2 food, and +4 gold to the sender.
Rationalism now gives +4 science in each university (from 100% bonus to buildings)
Grand Opera now gives +4 culture in art and archeological museums (from 100% bonus to buildings)
Liberalism +1 amenities now requires 3 districts (up from 2)
New deal +2 amenities, -8 gold now requires 5 districts (up from 3. removed +4 housing). Now gives +1 amenity to cities with 3-4 districts, replacing liberalism effect.
Retainers reworked: Now +2 prodo in cities with a garrisoned unit. (previously +1 amenity in cities with garrison)
Propaganda: Now provides +2 prodo in cities with a garrisoned unit, and -25% war weariness
Police State: Removed amenity penalty (now just -2 spy levels in your cities)
Classical Republic inherent bonus reworked. Originally +1 amenities in all cities. Now +30% production towards campus and theater districts.​

Great People

Removed great person generation from district buildings (still receive +1 from district)
Great people points are now generated mainly through specialists (+2 per specialist)​

Espionage

Changed recruit partisans mission to target the city center (from neighborhood)​
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I tried to stick to the minimum needed to make this work. There are a few exceptions, such as where I fleshed out national wonders for each district. I need to create a replacement for Kongo's Mbanza, as well as make a couple of the national wonders more interesting.

Link to my required mod, Strategic Forts:
https://steamcommunity.com/sharedfiles/filedetails/?id=1142306094
 

Attachments

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Something's amiss. You now have every civ able to expand their territory using forts. However, in vanilla Civ VI, that was part of Poland's civ ability. Are you planning on tweaking Poland to compensate, like you're planning on tweaking Kongo due to removing the Mbanza?
 
Hey son_of_heaven, thanks for checking out my post.

I have no plans on changing Poland. While I don't have the DLC, it is my understanding that Poland is able to capture enemy territory using their forts. This is very different from my fort mod which allows you to claim only unowned territory.

That being said, this mod is more concerned with setting up the infrastructure of tall viability, and less so with balance between the civs. While a few civ abilities are more powerful than normal through this mod (kongo's 50% great person points comes to mind), vanilla civ vi has huge imbalance between civs which is beyond the scope of this mod.
 
Tried this mod with the required Strategic Forts mod and everything seems to be working for Rise and Fall expansion except "Abandon City" (destroys city and gives a free settler).
I tried several times in a row with 2 City's that Macedonia built to close to my borders that were given to me and nothing ever happened.
I played as Kongo, barring religion victory and focus on going Tall with, but "Abandon City" became kinda obsolete because I accepted those Macedonian City's.

Also play with More Lenses, Quo´s AI Fewer Tantrums, Starting Scout and Unit Report Screen.
I´m not sure if it´s one of the mods or Rise and Fall expansion itself that is causing "Abandon City" to not properly work but I never had a problem with the latter 4 mods.

Still want to try a few more games before I make up my mind and this time not accept close border City's.
Japan´s next.
 
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Not sure why abandon city wouldn't be working. Ive been playing recently, and that project worked for me just yesterday. I do not have rise and fall though. Maybe try starting a new game without the additional mods and immediately abandoning your city to see if its a mod conflict.
 
Thx for the fast reply.
After some testing I´ve come to the conclusion that it´s probably the expansion itself that´s causing it.
Sorry for the alarm.

Anyways, I had a lot of fun with this mod playing with only 3 City's as Rome this time versus my opponents who all had 6-10 City's.
Sure my score is nothing to brag about but I´m actually winning the Science Race by a pretty hefty margin.
Cudos!
 
Glad someone else is enjoying it! I put a lot of theory into this before putting it together, and was pretty happy with the way it turned out.
I'm playing a similar game right now too - 4 cities (1 huge city and 3 satellite) to the AI's 8-10+, where I'm second in science and first in culture.

If you'd like to send me logs from where you are attempting to use the abandon city project I could take a look. I might not be able to solve it without having R&F myself, but could reach out on the forums. Just let me know
 
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