_iheartciv_
Chieftain
Hi civfanatics
after maaany hours of civ6 (single, multiplayer, teamplay , with or without mods, ref,gs,nfp ) i made a list of changes that could balance this game(in my opinion of course). The purpose is to make all civs good (so i reduced op and abusable abilities and improved weak ones) without the need of a mod .I really hope firaxis will see this and make it real. I am not complaining about the game , actually they made a great job (i love the cartoon style , soundtracks and everything) and this is BY FAR my favourite game. So thank you civ devs . A lot of ideas are from mods others are mine.
. City Patron now +50% instead of +25%
Religious Victory
City-States
after maaany hours of civ6 (single, multiplayer, teamplay , with or without mods, ref,gs,nfp ) i made a list of changes that could balance this game(in my opinion of course). The purpose is to make all civs good (so i reduced op and abusable abilities and improved weak ones) without the need of a mod .I really hope firaxis will see this and make it real. I am not complaining about the game , actually they made a great job (i love the cartoon style , soundtracks and everything) and this is BY FAR my favourite game. So thank you civ devs . A lot of ideas are from mods others are mine.
- AMERICA (Rough rider)
- +7 combat strenght in FRIENDLY territory ( this is the Global coalition policy . i think it fits america perfectly but it arrives too late in the game.no more home bonus .my idead it s more than the +5 continent bonus but it works only inside america borders and allies )
- +100% diplomatic favor for each turn starting as Suzerain of a city sat-state ( Orszaghaz effects , seems too much but i think america needs more diplo power against sweden and canada abilities and city states are easy to kill )
- +1 gold for each city states envoy ( merchant confederation. again : city states are easy to kill so this is not as op as it could seem)
- 2 envoys if there is a trade route is fine
- Rough Rider UU is now a Cuirassier Replacement (unlocked at ballistics)
- AMERICA (Bullmoose)
- -50% for naturalists.
- Science for breathtaking tiles reduced to 1 at start of the game, +1 when astrology is researched.
Culture for breathtaking tiles reduced to 1 at start of the game, +1 when enlightenment is researched. - AMERICA (changes for founding fathers)
- america doesn't lose diplo favors( for grievances,pollution, occupied capital)
- ARABIA
- Worship Building enhancement bonus increased to 25%
- Mamluk can upgrade into Cuirassier
- desert start bias (this is a religious civ that needs desert folklore and all arabian countries are desert countries )
- AUSTRALIA
- Leader Ability Bonus Production reduced to 50% when targeted with a declaration of war and reduced to 50% when liberating a city state.(i think 100% is too much and abusable especially in mp )
- Digger UU:
Movement: 3
Resource Maintenance: 1 Niter - digger bonus unchanged
- AZTEC
- +50% production towards land melee units( i think it will be used only to build eagle warriors . after unlocking cavalry units you forget to have this bonus. i don't see it too op)
- Tlachtli UB now provides +3 culture(instead of +1 culture and + 2 faith) , general point and amenity are fine
- you always get a builder when you kill with eagle warriors (except barbarians)
- BABYLONIAN
- ability gives 99% not 100% of the tech
- rest is fine
- BRAZIL
- minas gerais unlocked at steel
- BYZANTIUM
- no changes
- CHINA
- Great wall gets +1 prod, no gold. +1 gold and +1 culture per adj segments. culture comes at castles
- Crouching Tiger UU Range: 2 (was 1)
- eurekas and inspirations should give +20% (+10% is too little compared to new strong new frontier pass civs abilities)
- CANADA
- Hockey Rink UI now at Diplomatic Service
- CREE
- no changes
- EGYPT
- Iteru production bonus increased to 25%
- cleopatra ability : routes from other civ to egypt +4 gold to egypt (was +2). all the rest is fine
- ELEANOR (england and france)
- Theater Square buildings (+100% production)
- doesn't lose diplo favors from flipping capitals with loyalty
- ENGLAND
- Sea Dog UU is now available at Exploration (was Mercantilism)
- ETHIOPIA
- no changes
- FRANCE (all leaders)
- Chateau UI updated as follows:
+2 Culture
+1 Housing
+1 food and +1 gold for each adjacent luxury resource
+1 Culture for each adjacent Wonder
Now available at Feudalism (Humanism it s too late)
Must be built adjacent to a river - Black queen Catherine's spy abilities moved to France (all 3 leaders get a spy)
- GEORGIA
- Leader ability: Now provides 50% of killed enemy unit base combat strength as faith. all rest is fine
- Tsikhe UB is now a replacement for Ancient Walls that provides +4 faith
- Chateau UI updated as follows:
- GERMANY
- no changes
- GRAN COLOMBIA
- no changes
- GREECE
- no changes
- GAUL
- King's combat bonus reduced to 1 per adj unit
- HUNGARY
- Levied units only get +1 movement and + 5 combat bonus ( was +2 mov and +5 combat bonus)
- all the rest unchanged
- INCA
- no changes
- INDIA
- Stepwell UI:
+1 food moved to Feudalism( Professional Sports is too late) - Chandragupta:
movement bonus for war of territorial expansion +1 (was +2) all the rest unchanged - Gandhi:
+50% production towards religious buildings. all the rest unchanged
- Stepwell UI:
- INDONESIA
- no changes
- JAPAN
- Samurai UU availability moved to Feudalism
- KHMER
- no changes
- KUBLAI KHAN (both china and mongolia)
- you get eureka and inspiration even for first trading post in city states (most of the games are 8 players so this ability is not so strong compared to other new frontier pass civs this is why i propose a little upgrade to include city states eureksa and inspirations)
- mongolia kublai khan : -50% cost of ordu
- KONGO
- no changes
- KOREA
- Seowon UD
+3 science (was 4) bonuses for farm and mines unchanged - seondok ability: cities with an established governor receive +5% culture for each promotion that governor has. ( so more culture but no science)
- Seowon UD
- MACEDON
- basilikoi paides gives +3 production (was +1) and no more science bonus . still gives great general ,housing and citizen slot
- Hypaspist gets +10 against cities instead of +5
- Alexander receive science equal to 20% of the production cost after training a non civilian unit (like ambiorix ability but for science)
- MALI
- no changes
- MAORI
- no changes
- MAPUCHE
- Combat Bonus versus civilizations in a golden age reduced to +7(+10 is too much)
- Chemamull UI provides +1 production (all the rest unchanged)
- Malon Raiders are now a Courser replacement with these changes:
Maintenance: 3
Movement: 6
-Special ability: pillaging only costs 1 movement (unchanged)
- MAYA
- no changes
- MONGOLIA(genghis khan)
- Ordu UB cost -50% cost
- +5 strenght for light/ heavy cavalry (was +3)
- no more chance to capture defeated cavalry class enemy units ( the unit you take cannot move on the same turn and is not full health so it s almost useless)
- NETHERLANDS
- no changes
- NORWAY
- no changes
- NUBIA
- no changes
- OTTOMAN
- Grand Bazaar now a Market replacement instead of Bank replacement
- PERSIA
- movement bonus when declaring a surprise war +1(was 2)
- Units get +1 Combat Strength for every occupied capital
- Internal trade routes get +2 Culture at Medieval Faires
- Internal trade routes get +2 Culture at Urbanization
- Internal trade routes get +2 Gold at Banking
- Internal trade routes get +2 Gold at Economics
- PHOENICIA
- no changes
- POLAND
- Receives a relic upon founding a religion
- ROME
- + 25% production towards districts and buildings that already exist in the capitol ( rome is considered really strong but honestly rome has nothing special . rome just gets streets and monuments early. it gives you a little advantage at the beginning but in the mid game every civ get the same stuff . it s not comparable to korea or russia so i think rome needs something to make it stronger )
- RUSSIA
- Now only receives 4 bonus tiles when founding a city (was 8)
- Lavra don’t yield writer/artist/musician point unless city has theater square
- trade routes should give +1 science for every 2 technologies that civilization is ahead (russia is always the best at culture so culture from trade routes is useless)
- SCOTLAND
- 10% prod/science for happy, 20% for ecstatic
- Golf Course UI changes:
+1 Housing at Urbanization( was globalization , too late) - all the rest of golf course is fine
- SCYTHIA
- people of the steppe changes
- horses accumulate +2 horses per turn (so +4 each like england for iron and coal mines)
- +50% production towards light cavalry and saka
- no more free second copy
- SPAIN (this civ is the one that really needs a rework)
- After researching Astrology, gain 1 Great Prophet Point per turn in the Capital(Spain has no bonus to get a fast religion but needs one)
Mission UU updated as follows:
+2 Faith
+1 Science for each adj campus or holy site
+2 Faith if on a foreign continent
+1 housing if on home continent
Available at Theology(was exploration but it is too late)
+2 Science at Enlightenment
+2 Loyalty if on a foreign continent
cannot be placed next to each other - SUMERIA
- Epic quest changes: Double pillage rewards . levying cost 50% is fine.
- War Cart UU has 1 maintenance cost and 27 combat strength
- Ziggurat UI
- +2 science
- +1 culture if next to a river
- +1 culture at diplomatic service
- After researching Astrology, gain 1 Great Prophet Point per turn in the Capital(Spain has no bonus to get a fast religion but needs one)
- SWEDEN
- +50% production towards Factories and Universities
- Open Air Museum unlocked at Diplomatic Server instead of Nationalism ( i think nationalism it s too late)
- VIETNAM
- leader ability(so op) changes to : +5 combat bonus and +1 movement in rainforest,marsh, woods in your territory only ( so not outside of your empire) . because you get a general easy with your unique district so this ability is not balanced at all.
- ZULU
- +1 gold and +1 culture when building ikanda and additional +1 culture / gold for every building ( so max +4/4 for every ikanda with 3 buildings.)
- +5 Corps and Armies bonus delayed to Nationalism(this is a good idea to balance early corps)
- Quadriemes get 2 range (with 1 range they are almost useless)
- Helicopters use oil instead of aluminum ( all players build airplanes with aluminum so this change is very welcome)
- Cavalry, Courser, and Knight production reduced
- Military Engineers get +1 movement and building roads don't consume charges
- Pikeman/Impi moved to Stirrups
- All planes -10 combat
- Siege units get +10 ranged defense (siege units are too weak and catapults and bombards are always in range of city attacks)
- Anti-Air guns moved to Steel tech(AA guns arrive too late)
- Privateers are now available at Exploration
- Infantry buffed to 72 Combat and 3 Movement, and cost 1 niter maintenance( oil is used for tanks and artillery. and you have no use for niter in the late game )
- Warrior Monks +5 combat strength (40 now) and do full dmg to walls
- Flood Barriers unlocked at steam power(computer is too late )
- strategic resources are too rare (if u play abundant strategic resources will ruin the district placement ) so i think military buildings should give a little bit of resources (many times you unlock planes or tanks and you have no aluminum or oil)
- Barracks +1 iron
- stable +1 horses
- armory +1 niter
- military academy +1 oil
- lighthouse +1 niter
- shipyard +1 coal
- seaport +1 oil
- hangar +1 aluminum
- airport +1 aluminum
- Oil Power Plant +6 Production instead of +3 ( the bonus extends to all city centers in 6 tiles. with only 3 production nobody will build it because oil is important for troops)
- Nuclear Power Plant now +8 Production and +6 science( instead of +4 production and +3 science . this bonus extends to city centers in 6 tiles too. i think this should double to balance the risk of nuclear explosion)
- Ancient Walls Production increased to 100 from 80
- Medieval Walls Production decreased to 200 from 220
- Great Barrier Reef gives major (+2) adj to campus districts
- Bermuda Triangle no longer gives science to tiles
- cristo Redentor also gives 1 relic all other effects are fine
- St Basil's Cathedral also gives 1 relic all other effects are fine
- Crater Lake now gives +2 Science, and +4 Faith
- Cliffs of Dover provides an additional +2 Food can be settled
- Galapagos Islands provides an additional food on adjacent tiles
- Lake Retba gets +2 Food added
- Pantanal gets +2 Science added
- Goibustan now +4 Culture and +4 Production
- White Desert now +2 Science, +2 Culture, and +6 Gold
- Chocolate Hills now +3 Food, +3 Production, and +1 Science
- Devil's Tower grants 2 Faith to adjacent tiles instead of 1
- Holy Water gives +10 healing (religious units and all military units) within borders of a city following your religion
- All worship buildings production cost reduced
- Dar E Mehr now gives +3 culture in total instead of +1 faith per era
- Wat now gives +3 science ( was+2)
- Work Ethic now +2 production for shrine and + 4 production for temple (like choral music but for production)
- Divine Inspiration now +6 faith per wonder
- Crusader reduced to +7 (+10 is op)
- Lay Ministry +2 Faith/Culture for appropriate districts
- Stewardship +2 Gold/science for appropriate districts
- Zen Meditation requires only 1 district
- Religious Communities +2 for every religious building in the holy site (so +6 if a holy site has all the buildings. otherwise this belief will never be chosen. it s weak compared to choral or feed)
- Itinerant preachers percentage increased to 50 from 30
- religious colonization also gives +4 loyalty on new cities. the rest is fine.
. City Patron now +50% instead of +25%
- religious settlement 30% gold discount on tile purchase ( no longer settler or border expansion, the 30% gold discount can stack with land surveyor and expropriation so up to 50% discount)
- Goddess of Fire Pantheon Faith from volcanic soil and geothermals doubled to +4 (was +2 .geothermals and volcanic are so rare. +4 is more balanced i think)
- Initiation Rites +25% experience to all military units
- Fertility Rites now gives +1 food on maize, sheep, wheat and rice, in addition to the free builder
- Religious Idols gets +2 gold added to its +2 faith on mines over luxury and bonus resources
- Monument to the Gods now affects Wonders of any era( all pantheons must become competitive)
- Stone Circles gets +2 faith and +2 production from Quarries
- God of War gives +1 Great Person Points to Harbors (with lighthouse), Encampments(with barrack/stable) . ( just a divine spark for military districts)
- To Arms now gives +10 combat against cities
- Hunt Sic Dracones gives 3 pop for all new cities instead of just new continent ones
- Pen, Brush, and Voice Golden Age gives +2 culture and +1 gold per district ( to make it competitive or a player always chooses monumentality and free inquiry)
- Warlord's Throne gives +20% production towards naval and land military units, -1 unit maintenance cost for all units
- Audience chamber gives +3 food and +3 housing +1 amenity( was +3 housing +1 amenity) for cities with a governor
- Computers and Environmentalism give +50% tourism boost instead of +25%
Religious Victory
- Trade routes send 2 religious spread and return 1 instead of 1 and 0.5
City-States
- Nan Madol suzerain bonus only applies to special districts now and gives only +1 ( was +2 , too op for coastal civ)
- Ayutthaya culture bonus should be 5% (10 % for building is too much)
- discipline card gives +10 instead of +5 combat strength against barbarians
- Favor reduction for owning foreign capitals reduced to -2 from -5 (-5 is too much)
- Tunnels moved to Military Science from Chemistry ( i think chemistry is too late)
- Era score will no longer count towards actual game score
- Minimum favor from pollution caps at -10 ( was-20 , too much)
- Can improve offshore Oil at Refining Tech (when Oil is revealed, plastics is too late )
- Limes policy card now provides +50% production to Siege Units and does not expire (siege units cost a lot of production)
- Fishing boats give +1 production
- anti-cav units should have a zone of control for light/heavy cav units
- commercial hub get +1 adj for every luxury resource
- no more names on rock bands ( waste of time especially when you play multiplayer with timer )
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