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.
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 like the idea of more possible buildings, but is the AI capable of building them aswell?
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!
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.
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 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.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
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
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?
Would it be possible to make it so that counterespionage acts like sleeping
General - Traderoute duration doubled.