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[Mod] Civ 6 Improvements Patch

can you please bring back the + 2 builder charge in some policies? The late game is very tedious if builder only has 3 charges.

Thank you so much. Love your mod!
 
Someone created a mod to do this - in the Mod Components forum. I think its called "No Government Penalty" or something along those lines. I think it's a great mod and would definitely annex the change in to my mod. Although I think the next Firaxis patch will actually address this but we'll see.



I assume you're referring to the new buildings. While it may look like there are tonnes of new buildings, they are spread out across all eras. It translates to maybe 2-3 new buildings per Era, and some of those are locked away in Districts, and some are also like National Wonders were in Civ 5 (ie 1 building per Civ).

The new buildings are important because it compliments some of the other changes made. For example, now that we have resolved the stagnant mid-game cities issue, cities typically have higher pop, which means higher gold, higher production and science. Combined with longer, Eras, I noticed is that players were running out of things to build. I also felt that Vanilla having 2-3 buildings per district from ancient to information age was very light. Lastly I think players need to understand that just because you can build a building, doesn't mean you should. In short, running out of things to produce sucks, and I'm hopeful that we can solve this.

Can I ask you, and the others who are concerned about the changes being too wide, please try it out in a full new game and let me know if you still think it's too much?

I agree that some buildings might be a little strong - in V12 I have toned some down.

Found it, thanks a lot again! .. Ya it'll be great to include that in this package as well. :)
 
Ok Will do and let you know. My main concern is that with AI+ and some other mods the AI can now be much more of a challenge in terms of difficulty and I am afraid it might not be able to keep up with the new buildings, hence "dumbing" AI again. So will do some testing... Anyhow any possibility to let us have access to V8 to do some comparisons?

I don't actually have historic versions. If you don't want buildings you can comment out the Buildings.xml file (put <!-- on the first line before any code is written and --> on the last line after the last bit of code.


I like the idea of more possible buildings, but is the AI capable of building them aswell?

AI is fully capable of building the new buildings (and does).

can you please bring back the + 2 builder charge in some policies? The late game is very tedious if builder only has 3 charges.

Thank you so much. Love your mod!

Do you find that you need much use of builders at the end? I removed it because I felt like you stopped making builders towards the end and wanted to make the player still build them.

I could either reattach the modifier to a policy, or a building.
 
I don't actually have historic versions. If you don't want buildings you can comment out the Buildings.xml file (put <!-- on the first line before any code is written and --> on the last line after the last bit of code.




AI is fully capable of building the new buildings (and does).



Do you find that you need much use of builders at the end? I removed it because I felt like you stopped making builders towards the end and wanted to make the player still build them.

I could either reattach the modifier to a policy, or a building.

Yes, I usually play on quick speed to save time so my late game can be standard mid game or marathon early game so in my late game I am still exploring and setttling so builders are still relevant.

Thank you so much for your consideration
 
Do you find that you need much use of builders at the end? I removed it because I felt like you stopped making builders towards the end and wanted to make the player still build them.

I could either reattach the modifier to a policy, or a building.

I would like this back. Maybe make colonization have three levels which give +0/1/2 worker charges respectively? I tend to play with the map scale increase mod (I like being able to continue to found cities until the end of the game). Maybe make the settler bonus change over time too somehow?
 
New Version (v12)

General - Traderoute duration doubled.
General - War Weariness from losing amenities reduced slightly.
General - Doubled Unit upgrade costs so that it is less ridiculous.
Buildings - New buildings added.
Policies - readded builder charges bonus to Colonization
 
I kind of agree. You have done Xaviar such an excellent job so far of correcting the worst balance problems from vanilla that your mod is for me one of the 2 must have at the moment along with AI+. But I do feel from V9 that you offer us a different game. I have had no chance to download everything from now but I believe it would be great to offer the choice to players between "Civ 6 improvement patch Basic (V8)" and "Civ 6 improvement patch Enhanced" (V9 and onwards). Is V8 still accessible when you download the files now? Cheers
I also started to use the mod in order to correct the balance problems and it it brilliant! But I am not really interested in any bigger changes or additions to the vanilla game such as buildings or units etc.
To be honest I may have to look for alternatives if the changes become too extensive.
So I would like to ask you if it would it be possible to split the mod so that you can choose if you want the whole package or just the balancing part of it.
 
I have also editted half of your mod out because it conflicts with other mods I prefer!

But I do love your work!
 
New Version (v12)

General - Traderoute duration doubled.
General - War Weariness from losing amenities reduced slightly.
General - Doubled Unit upgrade costs so that it is less ridiculous.
Buildings - New buildings added.
Policies - readded builder charges bonus to Colonization

You forgot to add the description on the PolicyTexts xml so the builder charge effect is not there yet I think. the colonization policy doesnt change builder charge after this update.
 
I edit the districtIncreaseCost from 23 to 7 for my preference (since it start to cost more than wonder.)
However, when I load the save game, I found the district cost to be the same.

Question: does the save game "actually store" the districtProgressionCost everytime I research new tech ???? (WHO DESIGN THIS SYSTEM, It will blow my mind if this is true)
 
One thing which bugs me in the base game is setting spies to counterespionage and having them come back relatively soon asking what to do again. Would it be possible to make it so that counterespionage acts like sleeping, in that it won't bug you about it again but you can cancel it to get the spy to do something else? Or else to increase the length of time spent doing it?
 
One thing which bugs me in the base game is setting spies to counterespionage and having them come back relatively soon asking what to do again. Would it be possible to make it so that counterespionage acts like sleeping, in that it won't bug you about it again but you can cancel it to get the spy to do something else? Or else to increase the length of time spent doing it?

I looked in to doing that, but it's an actual mission from what I saw. All you can do is change the length of the mission. Could set it to ridiculous length, and have player forcibly cancel it, but that seems flaky.
 
Is anyone else noticing a potential issue with Royal Court? I just cant seem to finish it. One city has built it down to 1 turn left 3 times, and then it just carries on building. Starting over.

Ahhh nevermind, it's just the new buildings. When you build one, it uses the build icon of the last built thing. Causing havoc >_<
 
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I've been using several versions of this mod (and for the most part, really like the changes). I especially love the policy changes. However, I can't say as I like 'all' the changes in this one patch. Is there a "modular" version somewhere (so we can 'pick and choose' the parts we like instead of an 'all or nothing' approach)? I know I could edit the changes myself, but I would have edit every time a new patch version was updated, and I'd rather not have to do that.

But overall, I've really liked your work and wanted to say 'Thank you' for this mod and the work you've put into it.
 
The way the mod is actually released is a bit modular. For example, I never liked using builder charges to add production to districts so I just took out the "DistrictBuilders.xml". Even when new patches come out and I don't really like any other changes aside from policy update, I just copy the "Policy.xml and PolicyTexts.xml" to my mod folder and ignore everything else.

Also in the newest update, The modinfo file doesn't seem to be updated to include the "Units.xml"
 
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