[Mod] Civ 6 Improvements Patch

Maritime Industries policy does not work. It should add 1 production to fishing boats but does not. Maybe it conflicts with the code that adds 1 production to fish resources, or is not written correct, so it sets value to 1, instead of adding +1. :)
 
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How does the nerfed eureka boosts work with ais on higher diff ?, the ais start so faar ahead in tech , its hard enough to catch up as it is in vanilla . Otherwise it looks great .
 
Im playing with Civ 6 Improvements and this mod and it feels better, but ai spams a lot of archers and pikemen now :D

Edit1: Forgot to say that i use Delnar's AI Cleanup aswell!
I think that is EXACTLY the three mods I plan to use! Any compatibilities issues
Im playing with Civ 6 Improvements and this mod and it feels better, but ai spams a lot of archers and pikemen now :D

Edit1: Forgot to say that i use Delnar's AI Cleanup aswell!
 
I think that is EXACTLY the three mods I plan to use! Any compatibilities issues
No crash so far. No issues found until information era. Only problem is that the AI is spamming units and cities (like i do) and this makes the turn-loading-time on my large map very annoying. I would suggest to play on a smaller map with less AI-opponents.
 
New version - V9

- 10 new City-centre buildings. Dozens of new buildings for Districts coming soon. This should allow districts and cities to be far more specialized and feel less spammy.
- Slowed Research times further (mostly in Modern and above). This is mostly to offset science gained in new policies and buildings.
- District pop requirements slightly increased, from 3 to 4 (that is, more pop required to build more districts in a city).

Known issues
- Generic building icons for the new buildings. This is due to limitations with modding at present.

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Can I suggest a few things?

-Would it be possible to make the unit refund gold tie to lost health/charges? Small change but one that I think should be default.
-Make units that are spawned as part of the 'BOGOF' bonuses (Venetian Arsenal Naval wonder etc) not give any refund? Seems like something the real devs will have to do tbh (and likely will as it gives infinite gold atm).
-Change wording on China's bonus. At present it states that it gets +50 or 60% Eureka bonus, whereas I don't think that's true any more.

Ideas:
-Make civic cards only freely changeable at the change of government. This one may be better as a standalone mod I guess. But at present the civic changes you have made are very powerful. Interesting, and actually feel worthwhile, but powerful. Getting to change the entire makeup every few turns just seems sooo.... crazy strong.
To change civics at any time, a cooldown or cost should be involved I think. Ideal in my opinion is a timer to 'go off' - where if you change your policies, it takes x amount of turns before they take effect.
And allowing free edits when changing government makes thematic sense too. New government, new policies.

EDIT: Also, great mod. Can not play without it now.
 
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Wow, astounding Mod! This is all I ever wanted for a patch, and then some more! :D

Just some suggestions:

- Wonders are in dire need of a heavy production cost discount, me thinks
- Some kind of guide / text with the list of changed policies / added buildings would be really helpful
- Ever thought of buffing Unique Improvement / bottom tier civs? (India, Spain, France, Norway, the US)
- What do you think of acquiring goverment legacy bonuses faster?
- And just in case, here there are more ideas for buffing sea tiles even further:

Spoiler Ideas for buffing sea tiles :


Adjacency bonuses:
Coasts adds +2 housing, rather than being a fixed housing value into itself
Entertainement centers generates +0.5 extra amenities for each adjacent coastatal tile
Commercial hubs generates +1 gold for each adjacent coast tile and +1 if next to a river (instead of +2)

Workboats yields +1 food and +1 production
Added new pantheon "song of the tides". Makes workboats yield +1 food +1 culture

Lighthouse generates +1 housing per worked workboat in addition to its other effects
Shipyard generates +1 production per worked workboat in addition to its other effects
Seaport generates +2 gold per workboat in addition to its other effects
Harbor district generates +2 production per adjacent sea resource in addition to its other effects

Colossus makes all sea tiles in this city generate +1 science, gold and production in addition to its original effects
The great lighthouse gives +1 food to all your coastatal tiles in addition to its original effects
The arsenal makes workboats generate +2 production in all your empire in addition to its original effects
The Sydney opera gives +2 culture to every sea tile in addition to its original effects

Add 3 new buildings exclusive to coastatal city centers:

Fishery: +2 food to all your deep sea tiles. Requires shipbuilding
Coastatal batteries: Your city gains one extra attack. Can only be employed against naval units. Requires gunpowder
Oceanographic institute: +2 science to all your deep sea tiles, 1 slot for archeological artifacts. Requires natural history
Scenic pier: +1 tourism to all your coastal sea tiles, +2 tourism to all your coastatal districts. Requires sanitation




Keep on the good work! :)
 
I tested your last version, and I think the amenity bonus from your new building is too much, it's like having the Maracana wonder very early, having just one is already a good boost, I would say on "garden" ( the amenity on cemetery made me laugh, I didn't know it's supposed to be a fun place :goodjob:)
Except that it's good to see new buildings, I guess it's not possible yet, but I can help pour the 3D part, even I'm not sure if there is enough room in city center to place them all.
and thanks for that mod, pretty cool so far :D
 
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